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https://w.atwiki.jp/boare/pages/101.html
Release Note Release Date 22 Apr, 2009 Notes Cadencii requires ".NET Framework Runtime(version 2.0 or later)" and "Visual C++ Library DLLs". Installers of these rumtimes are available from the links below. .NET Framework Runtime Download .NET Framework 3.5 SP1 Visual C++ Library DLL Microsoft Visual C++ 2008 Redistributable Package (x86) Cadencii can be launched with the latest version of mono. This enable you to use Cadencii with many platforms supported by mono. (Note Several functions using VOCALOID2 VSTi are not available in this case.) Mono is available from the link mono download Download Cadencii version 1.4.3 (417KB) CadenciiSDK version 1.3 (387KB) How to get source codes Source code is available on SourceForege.JP. Please follow the instruction below for checking out the SourceForge.JP s SVN repository. svn checkout -r 90 http //svn.sourceforge.jp/svnroot/cadencii/branches/1.4 ./ These cvs / svn command is for checiking out "THIS" version of Cadencii. In order to get the latest source codes, please remove "-r" options from these commands.
https://w.atwiki.jp/mekagazira/pages/28.html
# more /etc/wgetrc ### ### Sample Wget initialization file .wgetrc ### ## You can use this file to change the default behaviour of wget or to ## avoid having to type many many command-line options. This file does ## not contain a comprehensive list of commands -- look at the manual ## to find out what you can put into this file. ## ## Wget initialization file can reside in /etc/wgetrc ## (global, for all users) or $HOME/.wgetrc (for a single user). ## ## To use the settings in this file, you will have to uncomment them, ## as well as change them, in most cases, as the values on the ## commented-out lines are the default values (e.g. "off"). ## ## Global settings (useful for setting up in /etc/wgetrc). ## Think well before you change them, since they may reduce wget s ## functionality, and make it behave contrary to the documentation ## # You can set retrieve quota for beginners by specifying a value # optionally followed by K (kilobytes) or M (megabytes). The # default quota is unlimited. #quota = inf # You can lower (or raise) the default number of retries when # downloading a file (default is 20). #tries = 20 # Lowering the maximum depth of the recursive retrieval is handy to # prevent newbies from going too "deep" when they unwittingly start # the recursive retrieval. The default is 5. #reclevel = 5 # By default Wget uses "passive FTP" transfer where the client # initiates the data connection to the server rather than the other # way around. That is required on systems behind NAT where the client # computer cannot be easily reached from the Internet. However, some # firewalls software explicitly supports active FTP and in fact has # problems supporting passive transfer. If you are in such # environment, use "passive_ftp = off" to revert to active FTP. #passive_ftp = off # The "wait" command below makes Wget wait between every connection. # If, instead, you want Wget to wait only between retries of failed # downloads, set waitretry to maximum number of seconds to wait (Wget # will use "linear backoff", waiting 1 second after the first failure # on a file, 2 seconds after the second failure, etc. up to this max). waitretry = 10 ## ## Local settings (for a user to set in his $HOME/.wgetrc). It is ## *highly* undesirable to put these settings in the global file, since ## they are potentially dangerous to "normal" users. ## ## Even when setting up your own ~/.wgetrc, you should know what you ## are doing before doing so. ## # Set this to on to use timestamping by default #timestamping = off # It is a good idea to make Wget send your email address in a `From # header with your request (so that server administrators can contact # you in case of errors). Wget does *not* send `From by default. #header = From Your Name username@site.domain # You can set up other headers, like Accept-Language. Accept-Language # is *not* sent by default. #header = Accept-Language en # You can set the default proxies for Wget to use for http and ftp. # They will override the value in the environment. #http_proxy = http //proxy.yoyodyne.com 18023/ #ftp_proxy = http //proxy.yoyodyne.com 18023/ # If you do not want to use proxy at all, set this to off. #use_proxy = on # You can customize the retrieval outlook. Valid options are default, # binary, mega and micro. #dot_style = default # Setting this to off makes Wget not download /robots.txt. Be sure to # know *exactly* what /robots.txt is and how it is used before changing # the default! #robots = on # It can be useful to make Wget wait between connections. Set this to # the number of seconds you want Wget to wait. #wait = 0 # You can force creating directory structure, even if a single is being # retrieved, by setting this to on. #dirstruct = off # You can turn on recursive retrieving by default (don t do this if # you are not sure you know what it means) by setting this to on. #recursive = off # To always back up file X as X.orig before converting its links (due # to -k / --convert-links / convert_links = on having been specified), # set this variable to on #backup_converted = off # To have Wget follow FTP links from HTML files by default, set this # to on #follow_ftp = off
https://w.atwiki.jp/warband/pages/505.html
qstr_Wealth _{reg0}_denar|Wealth {reg0} liang qstr_Inventory _{reg0}_de|Inventory {reg0} liang qstr_center_status|Center Status qstr_center_status _money|Center Status ^Wealth {reg20}^Food {reg21}^Population {reg22}^Prosperity {reg23}^Equipments {reg24}^Horses {reg25}^Backup {reg26}^Soldiers Total {reg27} qstr_{s1}_Lv.{reg0}_|{s1}(Lv.{reg0}) qstr__{reg2}/{reg1}_|Process ({reg2}/{reg1}) qstr_page_down|Page down qstr_page_up|Page up qstr_occupation {s2}_attr|Career Req {s2}, Attribute Req {s3} qstr_NPC_Job_1|Career 1 qstr_NPC_Job_2|Career 2 qstr_Close|Close qstr__Card_Show|Card Show qstr_Blind_to_other_parti|Blind to other parties (off) qstr_Blind_to_other_partie|Blind to other parties (on) qstr_Force_all_lords_foll|Force all lords blind to other parties (confirm) qstr_Force_all_lords_follo|Force all lords blind to other parties (cancel) qstr_your_contribution_up|Your contribution increase {reg10} qstr_You_loot_special_ite|You've got a special item {s1}! qstr_You_loot_enemy_s_equ|You've looted enemy hero's equip in the duel {s2}! qstr_Ally_battle_morale_n|Ally battle morale {reg56} qstr_Enemy_battle_morale_|Enemy battle morale {reg55} qstr_is_enemy|(enemy) qstr_Kill_no_1 {s11}kill |Killer Rank 1 {s21}{s11}[{reg11} kills] qstr_Kill_no_2 {s12}kill |Killer Rank 2 {s22}{s12}[{reg12} kills] qstr_Kill_no_3 {s13}kill |Killer Rank 3 {s23}{s13}[{reg13} kills] qstr_Ally_morale_shake|Ally morale shake! qstr_Enemy_morale_shake|Enemy morale shake! qstr_Your_enemy_began_to_|Your enemy began to rout! qstr_Your_soldiers_began_|Your ally began to rout! qstr_{reg62}_enemy_soldie|{reg62} enemies surrender! qstr_Your_enemy_into_chao|Your enemy get into chaos! qstr_{reg11}_ally_get_int|{reg11} allies get into chaos! qstr_{reg11}_enemy_get_in|{reg11} enemies get into chaos! qstr_{s5}_s_intelligence_|{s5}'s intelligence is {reg5} qstr_all_wen_guan_xiao_gu|All the official effect raise {reg5}/180 qstr_{s5}_s_charisma_is_{|{s5}'s charisma is {reg5} qstr_relation_down_{reg5}|Reduce {reg5}/180 relation loss with the lords, increase the lord join faction chance qstr_{s5}_s_trade_is_{reg|{s5}'s trade skill is {reg5} qstr_tax_add_{reg5}/50|Your tax of walls and villages increase {reg5}/50 qstr_{s5}_s_persuasion_is|{s5}'s persuasion skill is {reg5} qstr_get_peace_gold_down_|Reduce {reg5}/50 gold require and time require while sue for peace qstr_{s5}_s_leadership_is|{s5}'s leadership skill is {reg5} qstr_party_get_soldier_up|Increase the number {reg5}/50 in the conscription qstr_{s5}_s_prisoner_mana|{s5}'s prisoner management skill is {reg5} qstr_prosperity_up_{reg5}|Increase the prosperity {reg5}/40 while disband the prisoners qstr_{s5}_s_engineer_is_{|{s5}'s engineer skill is {reg5} qstr_build_time_down_{reg|Reduce {reg5}/40 building time qstr_{s5}_s_ideal_size_up|{s5}'s party ideal size increase 30 qstr_{s5}_s_ideal_size_up_|{s5}'s party ideal size increase 20 qstr_{s5}_s_ideal_size_up_1|{s5}'s party ideal size increase 10 qstr_{s17}_s_special_skil|{s17}'s special skill [{s18}] is effected {s19} qstr_^team_0_point {reg20|[ranking list]^Team 1 {reg20}^Team 2 {reg21} qstr_^team_0_point {reg20}|[ranking list]^Team 1 {reg20}^Team 2 {reg21}^Team 3 {reg22} qstr_win_points {reg24}^t|[ranking list]Points Req {reg24}^Team 1 {reg20}^Team 2 {reg21}^Team 3 {reg22}^Team 4 {reg23} qstr_^team_0_point {reg20}/|[ranking list]^Team 1 {reg20}^Team 2 {reg21}^Team 3 {reg22}^Team 4 {reg23} qstr_your_health_has_beco|You've got hurt, HP is low! qstr_{s10}_s_health_has_b|{s10} has got hurt, HP is low! qstr_{s33}_has_kill_10_pe|Nobody can stop {s33}, {he/she} is on fire! qstr_{s33}_has_been_defea|{s33} has been defeated! qstr_everyone_stop!|Everyone Stop! qstr_Do_you_allow_your_al|Do you allow your ally hero join the 1 on 1 duel? (press Y/N) time remain {reg10} sec qstr_Do_you_want_to_vs?_Y|Do you want to join the 1 on 1 duel? (press Y/N) time remain {reg10} sec qstr_Nobody_dare_to_fight|Nobody dare to fight! qstr_enemy_hero_charge|Enemy hero charge! qstr_ally_hero_charge|Ally hero charge! qstr_start_fight!|Duel Start! qstr_time_is_up!|Time's up! qstr_You_only_have_{reg10|time remain {reg10} sec.. qstr_could_not_to_use_the|You can not use command keys, duel loss! qstr_We_win_the_fight!Our|Duel win, your ally morale increased! qstr_{reg20}enemies_has_s|{reg20} enemies surrender! qstr_we_lose!Our_morale_i|Duel Loss, your ally morale decreased! qstr_{reg20}allies_has_su|{reg20} allies surrender! qstr_{s20}_s_attribute_ha|{s20} is on fire! qstr_we_give_up!Our_moral|You refeused the duel invite, your ally morale decreased! qstr_cak_infantry_online|Everyone online! qstr_cak_infantry_charge|Everyone charge! qstr_cak_infantry_outline|Everyone outline! qstr_you_have_killed_{reg|You've killed {reg1} enemies qstr_you_have_bravery_you|You've bravery your soldiers qstr_kill_them_all!|Kill them all! qstr_enemy_leader_is_die!|Enemy leader is die! qstr_back_to_normal|Enemy is back to normal qstr_no_cheat_please...|NO CHEAT PLEASE… qstr_Cannot_leave_now.|Cannot leave now qstr_win {reg30}lose {reg|win {reg30}, lose {reg32} qstr_wins {reg31}|winning streak {reg31} qstr_talk_with_Zheng_Guan|Talk to "Guardian of the West" Zheng Tu qstr_you_are_using_one_bm|You used the elixir, hp is full! Remain {reg20} qstr_Ohyou_failed..._Plea|You failed... Use the Mind Reading next day qstr_You_are_success!Go_a|You are success! Go to ask{s10} for reward! qstr_your_agility_up_1|Your agility increase 1 qstr_You_ve_dead..._Press|You dead... Press Space button to relive qstr_{s10}has_relive|{s10} has relive! qstr_team_0_have_reached_|You've got {reg30} points, you win! Press Tab to leave... qstr_other_team_have_reac|Other team have got {reg30} points, you lose! Press Tab to leave... qstr_our_marshal_is_under|Our marshal is under attack! qstr_team_1_has_been_defe|Team 1 has been defeated! qstr_team_2_has_been_defe|Team 2 has been defeated! qstr_team_3_has_been_defe|Team 3 has been defeated! qstr_team_4_has_been_defe|Team 4 has been defeated! qstr_Your_marshal_has_bee|Your marshal is dead, you lose! Press Tab to leave... qstr_Enemy_marshal_have_a|Enemy marshals are all dead, you lose! Press Tab to leave... qstr_{s3}has_take_the_hil|{s3} has captured the mountain! qstr_the_hill_has_empty|No one captured the mountain! qstr_team_get_point!|Points get! qstr_hsn sjnaminglai!|Hu Sanniang Song Jiang, prepare to die! qstr_wy xiao_niangzi_wo_l|Wang Ying Come to play with me, pretty girl~ qstr_op let_me_fight_with|Ou Peng Hey you! Fight with me! qstr_df guys_help_op!|Deng Fei Help them, my soldiers! qstr_df quickly_help_op!|Deng Fei Help Ou Peng quickly! qstr_zb do_you_want_to_fi|Zhu Biao You wanna Tag Battle? Defeat me first! qstr_ml zbxiu_de_chang_ku|Ma Lin Go Die! qstr_sj qing_tong_zhi_tra|Song Jiang General Qin, go to help Ma Lin! qstr_lty liangshan_zeikou|Luan Tingyu Liangshan outlaws, be my prisoners! qstr_hsn chonga!huozhuo_s|Hu Sanniang Go and get Song Jiang! qstr_sj kuai_che!|Song Jiang Retreat! Retreat! qstr_lc lk do_not_hert_my|Lin Chong Li Kui Don't hurt our lord! qstr_New_enemies_are_comi|New enemies are coming qstr_You_find_the_real_ch|You found the key! Go to open the door of city! qstr_You_found_a_chest!Bu|You found a chest! But nothing in it. qstr_The_door_is_open_go_|The door is open! Leave and get the yellow flag! qstr_You_have_escaped!You|Shi Xiu has escaped, you win! qstr_{s1}has_come!|{s1} is coming! qstr_You_defeat_luan_ting|You defeat Luan Tingyu, all the prisoner have released! qstr_{s1}_has_out|{s1} is released! qstr_Prison_hero_has_all_|All the prisoner have released, go and open the door to let ally in! qstr_The_door_is_open_all|The Door is open! Kill the enemy with your ally! qstr_luan_ting_yu_has_joi|Luan Tingyu has join your team! qstr_win {reg30}lose {reg3|Friendly Duel win {reg30}, lose {reg32}, winning streak {reg31} qstr_The_take_hill_battle|[Mountain capture mode]Battle end, {s1} your team score is {reg10} points, more than other team {reg11} points. You've killed {reg12} enemies, which get {reg13} points. You've dead {reg14} times, which reduce {reg15} points. Your hero is {s2}, his str and agi sum are {reg16}, which reduce {reg16} points. Your ally kill {reg17} enemies, which get {reg17} points. So Your tatal score is [{reg18} points]! You will get {reg19} liang and {reg20} renown! qstr_The_team_fight_battl|[Team fight mode]Battle end, {s1} your team score is {reg10} points, more than other team {reg11} points. You've killed {reg12} enemies, which get {reg13} points. You've dead {reg14} times, which reduce {reg15} points. Your hero is {s2}, his str and agi sum are {reg16}, which reduce {reg16} points. Your ally kill {reg17} enemies, which get {reg17} points. So Your tatal score is [{reg18} points]! You will get {reg19} liang and {reg20} renown! qstr_The_defence_marshal_|[Marshal guard mode]Battle end, {s1} your team score is {reg10} points, more than other team {reg11} points. You've killed {reg12} enemies, which get {reg13} points. You've dead {reg14} times, which reduce {reg15} points. Your hero is {s2}, his str and agi sum are {reg16}, which reduce {reg16} points. Your ally kill {reg17} enemies, which get {reg17} points. So Your tatal score is [{reg18} points]! You will get {reg19} liang and {reg20} renown! qstr_The_take_hill_battle_|[Mountain capture mode]Battle end, {s1} your team score is {reg10} points, more than other team {reg11} points. You've killed {reg12} enemies, which get {reg13} points. You've dead {reg14} times, which reduce {reg15} points. Your hero is {s2}, his str and agi sum are {reg16}, which reduce {reg16} points. Your ally kill {reg17} enemies, which get {reg17} points. So Your tatal score is [{reg18} points]! You will get {reg19} liang and {reg20} renown! qstr_The_team_fight_battle|[Team fight mode]Battle end, {s1} your team score is {reg10} points, more than other team {reg11} points. You've killed {reg12} enemies, which get {reg13} points. You've dead {reg14} times, which reduce {reg15} points. Your hero is {s2}, his str and agi sum are {reg16}, which reduce {reg16} points. Your ally kill {reg17} enemies, which get {reg17} points. So Your tatal score is [{reg18} points]! You will get {reg19} liang and {reg20} renown! qstr_The_defence_marshal_b|[Marshal guard mode]Battle end, {s1} your team score is {reg10} points, more than other team {reg11} points. You've killed {reg12} enemies, which get {reg13} points. You've dead {reg14} times, which reduce {reg15} points. Your hero is {s2}, his str and agi sum are {reg16}, which reduce {reg16} points. Your ally kill {reg17} enemies, which get {reg17} points. So Your tatal score is [{reg18} points]! You will get {reg19} liang and {reg20} renown! qstr_You_have_no_tital|You have no title. qstr_You_are_the_king_of_|You are the king of {s20} qstr_You_have_no_official|You have no official. qstr_Contribution _{reg11|Contribution {reg11}^Level up contribution req {reg12}^Official {s30}^Party size limit +{reg13}^Wages per week {reg14}^^Attribute increase ^str+{reg15}^agi+{reg16}^int+{reg17}^cha+{reg18} qstr_Current_party_size_l|Current party size limit is {reg5}.^Current party size modifiers are ^^Base size +10^Leadership {s2}{reg1}^Charisma {s3}{reg2}^Renown {s4}{reg3}^Official {s5}{reg4}^Wordless Heavenly Book {s7}{reg7}^Special Skill {s6}{reg6}^TOTAL {reg5} qstr_Your_chest_level_upd|Your chest level is {reg11} qstr_{s20}^{s1}_s_kill_st|{s20}^{s1} {reg1}, total {reg2} qstr_surrender_enemies _{|surrender enemies {reg62} qstr_Go_to_liang_shan_to_|When does the chaos come to an end? Go to Shuipo Liangshan to get some interest things. qstr_{s1}_s_tournament_ha|{s1}'s tournament is ready. qstr_{s20}_s{s21}is_free.|{s20}'s {s21} is free. qstr_{s22}_s{s23}is_free.|{s22}'s {s23} is free. qstr_{s1}has_leave_your_t|{s1} has left your team qstr_congratulations!you_|Congratulations! You've got a new official and you will get a faction unique equipment. qstr_You_ve_got_the_earn!|You get the salary. qstr_{s9}_have_not_equipp|{s9} removed [{s10}] qstr_{s9}_s_{s11}_down_{r|{s9}'s {s11} reduce {reg11} qstr_{s9}_s_{s12}_down_{r|{s9}'s {s12} reduce {reg12} qstr_{s9}_s_{s13}_down_{r|{s9}'s {s13} reduce {reg13} qstr_{s9}_have_equipped_t|{s9} equiped [{s10}] qstr_{s9}_s_{s11}_up_{reg|{s9}'s {s11} increase {reg11} qstr_{s9}_s_{s12}_up_{reg|{s9}'s {s12} increase {reg12} qstr_{s9}_s_{s13}_up_{reg|{s9}'s {s13} increase {reg13} qstr_player_tital ^{s21}|Title effect ^{s21} qstr_{s5}_s_soldier|{s5}'s Patrol Guard qstr_dai_zong_s_special_s|The time of Dai Zong's special skill [Fleet of Foot] is up qstr_go_and_find_other|Go and use Mind Reading to help the 108 heroes.^^(Sub task Three Attacks on the Zhujiazhuang) ^^Main quest of 108 heroes ^^ qstr_mission_done {reg0}|mission finished {reg0} qstr_ask_hong_tai_wei|When you get trouble, you can ask Hong Xin to get help. qstr_bao_ming_dan {reg1}|Elixirs {reg1} qstr_Help_Zheng_Guanxi.|Use Mind Reading to help Zheng Tu. qstr_He_asked_you_to_kill|Hong Xin ask you to defeat 8 looters. Each looter he will pay 100 liang for you. qstr_He_asked_you_to_kill_|Hong Xin ask you to defeat 5 mountain bandits and 5 sea raiders. Each party he will pay 300 liang for you. qstr_He_asked_you_to_figh|Hong Xin ask you duel with Lin Chong on the horse, with Wu Song off the horse, with Hua Rong by bow. He will give you Wordless Heavenly Book after you win 2 of them. qstr_learned_how_to_readi|You've learned the Mind Reading qstr_He_asked_you_to_find|Hong Xin ask you to talk to Zheng Tu in Henan first. qstr_imod_sturdy|Sturdy qstr_imod_thick|Thick qstr_imod_hardened|Hardened qstr_imod_reinforced|Reinforced qstr_imod_plain|Plain qstr_imod_cracked|Cracked qstr_imod_rusty|Rusty qstr_imod_bent|Bent qstr_imod_chipped|Chipped qstr_imod_battered|Battered qstr_imod_poor|[Metal] qstr_imod_crude|Crude qstr_imod_old|[Wood] qstr_imod_cheap|[Water] qstr_imod_fine|Fine qstr_imod_well_made|[Fire] qstr_imod_sharp|[Earth] qstr_imod_balanced|Balanced qstr_imod_tempered|Tempered qstr_imod_deadly|Deadly qstr_imod_exquisite|Exquisite qstr_imod_masterwork|Masterwork qstr_imod_heavy|Heavy qstr_imod_strong|Strong qstr_imod_powerful|Powerful qstr_imod_tattered|Tattered qstr_imod_ragged|Ragged qstr_imod_rough|Rough qstr_imod_superb|Superb qstr_imod_lordly|Lordly qstr_imod_lame|Lame qstr_imod_swaybacked|Swaybacked qstr_imod_stubborn|Stubborn qstr_imod_timid|Timid qstr_imod_meek|Meek qstr_imod_spirited|Spirited qstr_imod_champion|Champion qstr_imod_fresh|Fresh qstr_imod_day_old|Day Old qstr_imod_two_day_old|Two Day Old qstr_imod_smelling|Smelling qstr_imod_rotten|Rotten qstr_imod_large_bag|Large Bag qstr_you_lost_the_{s2}{s1|You lost the {s2}{s1} qstr_{s1}_s_morale_is_{re|{s1}'s morale is {reg0} qstr_all_heroes__hp_have_|All heroes's hp have increased! qstr_one{s22}has_change_t|one {s22} has trained to {s21} qstr_Three{s22}has_change|one {s22}s have trained to {s21} qstr_Five{s22}has_change_|one {s22}s have trained to {s21} qstr_Ten{s22}has_change_t|one {s22}s have trained to {s21} qstr_1_soldier_has_ready|Your guard is stanby near the town qstr_{reg13}_soldier_has_|Your {reg14} guards are stanby near the town qstr_special_skill _{s61}|[Special Skill] [{s61}]^{s62}. qstr_{s1}[chosen]|{s1}[chosen] qstr_{s2}[{reg0}]|{s2}[team {reg0}] qstr_View_word_map_or_not|Initialize the world map will cost few seconds, please wait. Continue? qstr_Factions|Factions qstr_Show_towns|Show towns qstr_Show_castles|Show castles qstr_Show_villages|Show villages qstr_The_World_Map|The Map qstr_Done|Done qstr_choose_fighter|Choose Fighter qstr_FIGHT!|Fight! qstr_DICIDE_BY_SELF|Dicide by themselves qstr_GIVEUP|Give Up qstr_do_you_want_to_call_|No enemy give an duel invite, do you want to ask for a duel? qstr_call_yes|Yes qstr_call_no|No qstr_choose_time _{reg10}|Choose time remain {reg10} qstr_Enemy_give_up!Our_mo|Enemy give up! Your morale increased! qstr_intro _{s50}|[Introduce] ^{s50} qstr_xx {s51}|[Nature] {s51} qstr_job {s50}|[Career] {s50} qstr__increase {reg0}_|Increase expect next week {reg0} qstr_mang|Busy qstr_Set|Set qstr_Clear|Clear qstr_Clear_all|Clear all qstr_center_money_is_comi|You get the town development money. qstr_{s11}_s_job_skill [{|{s11}'s career skill [{s12}] is effect! qstr_{reg11}_ally_get_into|{reg11} allies are freaking out! qstr_{reg11}_enemy_get_int|{reg11} enemies are freaking out! qstr_{s2}has_drunk_by{s1}|{s2} is getting drunk by {s1} qstr_{reg20}allies_has_dr|{reg20} allies are getting drunk by {s1} qstr_{reg20}enemy_has_dru|{reg20} enemies are getting drunk by {s1} qstr_{s2}has_taken_by{s1}|{s2} fell into the water by {s1}, and they die together! qstr_{reg20}allies__s_equ|{reg20} allies' equipments have been stolen! qstr_{reg20}enemies__s_eq|{reg20} enemies' equipments have been stolen! qstr_{reg11}_ally_get_into_|{reg11} allies fall in love, join the enemy! qstr_{reg11}_enemy_get_into|{reg11} enemies fall in love, join the ally! qstr_{s2}has_encourage_by|{s2} is encouraged by {s1}'s dance! qstr_there_are_some_names|There come some names in the book qstr_party_limit_up_{reg0|(party limit increase {reg0}) qstr_{s10}_s_{s11}_level_|{s10}'s {s11} Level up to {s12} qstr_{s11}_exp {reg11}/{r|{s11}'s EXP ({reg11}/{reg12}) qstr_extra_damage {reg21}|Extra damage {reg21} qstr_sub_damage {reg22}|Damege reduced {reg22} qstr_your_hp_up!|You've recover some HP! qstr_your_can_heal_yourse|You can recover HP by touching the red flag! qstr_kill_list^^|Killing Ranks^ qstr_{s30}^{s32} {s31}_[k|{s30}^{s32} {s31}[{reg1} kills] qstr_{s33}get_{reg2}extra|{s33} get {reg2} extra exp qstr_{s9}_get_the_title_{|{s9} get title [{s10}] qstr_Leader _{s10}_[kill_|[Leader]{s10}[{reg1} kills] qstr_{s12}_{s11}_[kill_no|{s12}{s11}[{reg1} kills] qstr_[{s13}]_{s12}|[{s13}]{s12} qstr_{s12}_{s11}[level_{r|{s12}{s11}[level {reg11}] qstr_[Title] {s31}^|[NPCs' Titles] {s31}^ qstr_{s13}^[{s11}] {s12}|{s13}^[{s11}] {s12} qstr_{s10}_is_out_of_drun|{s10} is out of drunk... qstr_you_can_press_h_key_|You can press H key to recover you and some ally's armo and shiled hp qstr_you_can_press_h_key_t|You can press H key to recover you and some ally's horse hp qstr_you_get_a_level_up_s|You found a refined stone! Total {reg10} qstr_tactics_window|Military Appointment qstr_Party_Leader|[Commander] qstr_Advisor|[Advisor] qstr_AD_Skill|AD skill qstr_AD_Skill_Text|Unavailale qstr_AD_Mana|AD Mana qstr_AD_Int|AD INT qstr_AD_Tac|AD TAC qstr_Team_Leader|[Leader] qstr_Team_Attacker|[Attacker] qstr_Team_Defender|[Defender] qstr_Team_Addition|[Team Buff] qstr_Team_Qi|CA qstr_Team_Bu|IN qstr_Team_Gong|AR qstr_save|Save qstr_close|Close qstr_Choose_Hero|[Choose Hero] qstr_NPC_Job_1|Career 1 qstr_NPC_Job_2|Career 2 qstr_{s3}_s_{s1}_leadersh|{s3}'s leadership of {s1} can level up to {s2}, please check it out in the military appointment menu! qstr_{s3}_s_{s1}_leadershi|{s3}'s leadership of {s1} has level up to {s11}{s12}{s13}{s14}! qstr_{s1}_s_team_ralation|Relation of team {s1} is getting better! (+{s2}) qstr__morale _{reg10}_|(Morale {reg10}) qstr_{s22}[{s20}]^{s23}^|{s22}[{s20}]^{s23}^ qstr_{reg1}_enemis_get_da|{reg1} enemy get damage by taoist magic! qstr_You_have_been_defeat|You have been defeated! You can continue watching or quit.^ Press [Tab] key to quit the battle; Press [Space] key to change watching mode;^ Click [mouse left/right] button to switch heroes;^ Press [WASD] key to rotate camera; Press [Direction] key to move camera;^ Press [Enter] key to choose hero; Press [Left Ctrl] key to close this message. qstr_you_can_cast_mind_re|Mind reading is ready! qstr_Mind_reading_is_in_C|You haven't learned mind reading or it's in CD.... qstr_you_can_only_choose_t|You can only control the hero in your party! qstr_You_ve_casted_mind_re|You've casted mind reading to control {s1}! qstr_Battle_Disposition|Battle Disposition qstr_Commander |[Team Setting] qstr_formation_order|[Formation Order] qstr_{s2}formation_order|[{s2} Formation Order] qstr_Choose_Order|Choose Order qstr_Choose_Density|Choose Density qstr_Choose_Line|Choose Line qstr_Vacancy|Vacancy qstr_Initial_Formation |[Initial Formation] qstr_Apply|Apply qstr_10M/Grid|10M/Grid qstr_20M/Grid|20M/Grid qstr_Grounp_Leaders |[Grounp Leaders] qstr_{s10}_Come_along_wit|{s10}, Come along With me! qstr_Found __{reg3}/{reg4|Progress ({reg3}/{reg4}) qstr_you_got_a_{s10}!_Num|You've got a {s10}! Total {reg10} qstr_You_got_{reg1}_liang|You ve'got {reg1} liang from merchant with party qstr_You_ve_got_yunge_s_c|You've got the chest from Yun Ge, it's .............. ^^[{s1}]! qstr_yunge_s_chest|Yun Ge's Chest qstr_{s1}_has_been_sent_t|You've got {s1}, but your inventory is full, the item has sent to chest with party. qstr_{s1}_has_been_sent_to|You've got {s1}, but your inventory is full, the item has sent to the chest in Shuipo Liangshan qstr_you_can_press_h_key_to|You can press H key to recover your soldier's hp! qstr_{s1}__job_{s2}_is_up|{s1}'s career [{s2}] has level up to {reg1}! qstr_you_ve_learned_new_j|You've got new career {s1}! qstr_you_win!_back_to_fla|You won! Go back to the flag to stand by. qstr_Fight_No.{s2}|Round {s2} qstr_{s2}_hit_{s1}_for_{r|{s2} deal {reg1} damage to {s1} qstr_{s2}_hit_{s1}_s_hors|{s2} deal {reg1} damage to {s1}'s horse qstr_Time_s_up_{s1}_hp_is|Time's up! {s1} has more hp left by persent, and won the fight! qstr_Five_Tigers_of_{s2}|Five Tiger of {s2} qstr_{s1}[player]|{s1}[Chosen] qstr_Heroes_are_not_enoug|You have to choose 5 heroes! qstr_you_can_only_choose_|You can only control team 1's hero! qstr_{s40}_Your_{s3}_roun|{s40} Your next opponent is {s2} in {s3}, you deside to... qstr_can_not_change_arena|You can only change heroes when you join by common or you are the king in your faction! qstr_You_can_t_watch_enem|You can't watch enemy's heroes! qstr_You_ve_casted_mind_r|You've casted mind reading! qstr_{s1}_has_join_the_ba|{s1} has join the battle! qstr_Your_mind_reading_sk|Your mind reading skill is level up! qstr_You_waked_up._Go_and|You've waked up, go and talk to {s10} qstr__{reg1}_to_party_mor|Morale reduce by {reg1} qstr_{s1}_is_coming!|{s1} is coming qstr_main_menu_verson|V0.955
https://w.atwiki.jp/wolkwarcraft/pages/23.html
Table of Contents About Me Introduction to the Guide Talents Need-To-Know About Spells Keeping Your Raid Up Gearing Up Interface How-To-Do-Encounters as a Disc Priest Miscellaneous Further Reading Credits Endnote About MeI m just a WoW player going by the forum name Amples, character name s Nevermourn, and I m a Discipline Priest player in Frostwolf with a PvE mindset. If you re looking for credentials, then I could say that I m a proud member of the endgame guild Mutual Hatred. I ve help in killing (and farming) LK10 and LK25 with the great people there. Also, I currently don t have a life D My current gears and spec, just in case Molten armory gets disabled again.Introduction to the GuideEver been kicked out because of being a Discipline Priest? Because of having 2-3k or even less HPS in ICC gear? Because of the stigma that Discipline Priests are for PvP only? Because of this, because of that? Don t worry, I m with you. This is intended for newbs to the spec, and I intend for this guide to help people see what a Discipline Priest actually does in raids. Sure, we don t heal as well as our Holy counterparts, but we re not raiding to heal at all. We will never rank high in healing meters, but we ve got our own nifty ways to keep the raid alive. Also, despite the bugs around us, we can perform well. We re not tank healers, because Holy Paladins are infinitely better for the job. However, we ve got awesome tools (some are instant-cast) to help out raid members in distress. So our role is a raid-supporter*. Interested? Then read on. *Raid-supporter because we re not really raid healers. Sure, we re tossing a few Penances and Flash Heals here and there, but we re primarily Shielding people and we leave the AoE healing to those Druids/Shaman/Holy Priests.So what exactly does a Discipline Priest bring to a raid? Renewed Hope (raidwide 3% damage reduction) Pain Suppression (external survival CD) Power Infusion (DPS/HPS CD) Spammable Power Word Shield (also acts as a DPS/HPS booster due to the removal of casting/channeling time lost from damage) Burst Healing through Power Word Shield+Penance+necessary Flash Heals Decent single-target healing+shielding thanks to Divine Aegis Large longevity (Rapture, Meditation, and Shadowfiend/Hymn of Hope if necessary) Faster Mass Dispels (very useful in some fights, like Faction Champions when there s a Shaman using Heroism) Talents We can safely say that a Priest s Discipline talent tree would vary very little from one player to another, as our tree is bottom-heavy. Also, dipping in Holy makes us do better in our role, and that is raid survival through absorption and damage reduction (Inspiration on a Tank definitely helps!).Example Discipline Priest Talent Build Honestly, I had 7 free talent points to spend, so in the example above, I placed them on Improved Flash Heal, Focused Will, and Desperate Prayer. Feel free to spend those points wherever you want, whether it be Spell Warding+Healing Focus (making it 55/16/0) or somewhere else. As long as you reach Inspiration in the Holy tree, and you fill up tiers 8-11 of your Discipline Tree, then it is good. Spoiler Great talents will be in yellow, while debatable ones are in lime. Talents that are best skipped are in red.Discipline Talent Discussion Twin Disciplines - Shields are instant. It is your main spell, and this talent s a no-brainer. Also buffs your occasional Prayers of Mending. (Oddly enough, it affects Mind Flay, but not Penance.) Unbreakable Will, Martyrdom, Silent Resolve, and Improved Mana Burn - These are primarily PvP talents, and nine times out of ten, you won t be needing those. However, in certain encounters, Unbreakable Will and Martyrdom can be helpful. These situations are rare, though, especially considering that Priests have Fear Ward and Power Word Shield, to block fear and damage, respectively. Improved Inner Fire and Improved Fortitude - Take these. They re no-brainers. Meditation and Mental Agility - We would be spamming so much instants that we d be barely outside of the 5-second rule. This helps in mana needs you may encounter. Inner Focus - Free casts, and the crit boost is very useful if you want to cast Divine Hymn, or Penance. Improved Power Word Shield and Soul Warding - These two talents define what a Discipline Priest is all about. Holy/Shadow Priests have a 4-second cooldown in their Shields, and Soul Warding removes that (while increasing efficiency), while its prerequisite strengthens your Shields even further. Absolution - The manacost reduction, while situationally useful, is only very helpful on Mass Dispel, which costs a boatload of mana. For Dispel Magic and Cure/Abolish Disease, Mental Agility already does the job just fine. Mental Dexterity - More intellect means more Shield-spam. Also a prerequisite for Power Infusion. Enlightenment - Spirit+Haste in one talent, yes please! The Haste helps you reach the 1-second GCD cap (with Borrowed Time), while Spirit helps with our mana. Reflective Shields - This talent reflects damage from your shields ONLY cast on you. And it will be a trivial amount when compared to boss HP (even casting a Smite every 15 seconds would be better). More of a PvP talent. Focused Power - You would be using Mass Dispel very rarely, however, that s not the reason why we re taking this. The 4% bonus in damage and healing also applies to Shields (additive to Twin Disciplines) and to your other heals. Focused Will - Another seemingly PvP talent, however, it gives a bonus to your crit chance. The damage reduction is useless in PvE, because crit or no crit, you d be dead anyways. Power Infusion - Take it. Awesome buff for casters, ideally give it to the best caster DPS that you ve got. Even better with Aspiration. Improved Flash Heal - Take this if you use Flash Heal a lot. The manacost reduction is pretty good, however, the bonus crit chance when the target s at 50% isn t too hot, because Shield, Penance, and Prayer of Mending have a higher priority when you attempt to stabilize a raid member. If they are unavailable, then that s when you d be casting Flash Heal. However, Penance already brings the target to around 50% by the time it is done casting, so this talent is quite lackluster in endgame raids (not to mention that if it s heavy AoE damage, other healers would be topping the people in danger before you could finish casting Penance). Sometimes it has its uses though. Renewed Hope - 3% raidwide reduction might not seem to be so much, but it actually is. If you want proof, then divide all healing done by 0.97. Also, some crit bonus for your heals when you can t shield them is also appreciated. Rapture - Restores mana when one of your Shields pops. Helps in your longevity even more. The rage/RP/energy on the Shielded target doesn t seem to be working, though, but it s mainly a bonus. Aspiration - Seems so weak? It s meh until you see that it also reduces your Penance cooldown. With it and the glyph, your Penance will have a 8-second cooldown, which is a great improvement. Divine Aegis - A mini-shield when you critically heal, yes please (it effectively makes your critical heals have a 1.95x multiplier)! Also it stacks with itself, up to 10,000 damage absorbed. Pain Suppression - one of your survival cooldowns. Cast when your tank is in such a pinch, and if he doesn t have a survival cooldown ready. Requires good communication and/or foresight, though. Grace - Amplifies your heals on that target when you cast Flash Heal or Penance (3 ticks=3 stacks). Helps tank-healing somewhat. Borrowed Time - The last talent that makes up Shield spamming. With this, the GCD cap is even nearer. Strengthens up your Shields as well by making them scale so well with Spell Power. Buff doesn t get consumed by instant spells (such as Prayer of Mending), or by channeled spells (like Penance), so you can cast a Shield, use Penance, spam as many Renews as you like, and still use the buff for a Greater Heal. (Tip Casting a Shield to proc this then casting a long/semi-long casting spell like Penance, Prayer of Healing, Greater Heal, Divine Hymn, or even Resurrection can do wonders D) Penance - Your signature heal (Shields don t count). Way more effective as a Flash Heal, and way more efficient as a Greater Heal. 8-second cooldown hinders it somewhat, but it s what makes Discipline Priests so popular at bringing a target from near-death to brand-spanking-new. Holy Talent Discussion Healing Focus - Take it if you re forced to heal without a Shield up, i.e. unavoidable AoE damage. Pushback is unforgivable for healers, because 0.2 seconds could mean the difference between life or death. I d definitely recommend this if raid damage is quite big that your Shields aren t enough to protect you from pushback (which is, suffice to say, most ICC encounters). Holy Specialization - Divine Aegis and Inspiration feed off your crits. This improves your crit chance. It s good to take it in most cases. Spell Warding - Take it if you need to deal with spell damage, even after your Shield removing the brunt of it. Most ICC fights have some sort of AoE magical damage, and this is very handy. Improved Renew and Divine Fury - If you use Renew/Greater Heal, respectively, then take it. Sees more use in 5-mans than in raids. Inspiration - The reason why you have to go all this way in the Holy Tree. More damage reduction thanks to crits, yes please! Desperate Prayer - when you re going desperate, Weakened Soul on you, and Penance on CD, then this comes in handy. Also saves up your precious potion/Healthstone for later. Know that this causes and is affected by GCD, though, so be wary about that. Need-To-Know About Spells Power Word Shield Gives an absorption shield to a targeted ally. Shield scales with your Spell Power, and target s armor/spell resistance, whichever is applicable to the incoming damage. Meaning, it would last longer if you put it in a tank, because he/she has better armor than most others (while avoiding some physical attacks as well). Also, if you re faced with spell damage, and you have talent points in Spell Warding, the Shield will last longer on you than on others without resistances. Has a spell power coefficient of 80.57%, although Molten seems to use different values at the moment. More into shielding on the next section. Penance Heals a target instantly, and every second for two seconds. It has a missile, though (albeit, a very fast one), so I recommend using a Shield before Penance if the target is really low on health. Has a total spell power coefficient of 160.86%, and 53.62% per tick (compared to the 80.57% of Flash Heal, and 161.14% of Greater Heal). Does not consume Borrowed Time buff (as with all other instant spells). Inner Focus Makes your next spell free cast, and increases its critical chance by 25%. You could have it in a macro with Divine Hymn, but I wouldn t recommend it because it is still bugged. Instead, I ve been using it on my Greater Heal, so that it doesn t hurt my mana that much, while having a hopefully bigger bubble from Divine Aegis (make sure you put the script removing error messages in your macro, though!). You could also use it on Penance, or Prayer of Healing. Pain Suppression 40% damage reduction for anyone you wish. Using it depends on the encounter, the available cooldowns the tank has, and the time when the tank actually needs the extra damage reduction. The best way to learn it is to play a tank yourself, but having voice communication with your tank(s) will also do. Power Infusion Boosts spell casting speed, and reduces mana costs by 20% for 15 seconds. Usually, this is used in the highest DPS caster, but it works better on some than on others (Affliction Warlocks and Shadow Priests gain more mileage with it for example). However, when everyone is a pinch because of huge raidwide damage, this is best cast on a Restoration Shaman/Holy Priest. Why them? Because they have group heals with casting times. Shaman are better because Chain Heal is a smart heal and is spammable, unlike Circle of Healing which has a cooldown. This spell has a short cooldown, so you ll get to use it two or more times in a single fight. Good targets for PI are Shadow Priests (all times), Affliction Warlocks (all times, but better on BL/Heroism and Eradication procs or on Drain Soul phase), Demonology Warlocks (35% boss HP), and Arcane Mages (when their mana pool is still high and they re using 4x AB AM). Balance Druids are also good PI targets, when coincided with a Lunar Eclipse (personally I prefer to toss it on another caster, though, as watching his Lunar proc troubles me more). Right now, Power Infusion stacks with Bloodlust/Heroism, when it should not. Shadowfiend/Hymn of Hope Your primary mana regen abilities. Shadowfiend is best used if you re at 50% mana or so, but it is even better when used at around 30% and combined with Hymn of Hope (Hymn of Hope lends you some more max mana, and Shadowfiend works off your current max mana pool, so you could recover 70-80% of your max mana after that). Keeping Your Raid Up Power Word Shield is your bread-and-butter spell. It is so important to learn when and how to use it, and that is something that comes with experience. Also, Penance has a 8-second cooldown, so timing it is also essential. Flash Heal, Binding Heal, Renew, Greater Heal, Prayer of Mending, and Prayer of Healing each have their own places as well, depending on the situation. Raid Priorities Target near-death and taking damage? Shield him, then cast Penance to the rescue! Target near-death but no predictable damage incoming? Shield him, then leave a Flash Heal+Renew if it s not so urgent, or let the incoming heals patch him up (there s always got to be some incoming heal). Target medium health with predictable damage incoming? Shield+PoM him. Seeing raidwide damage coming (such as Whiteout)? Shield as many as possible; prioritize healers, then preferably the better DPS (just use your gut feeling here), then everybody else. Target medium health with no predictable damage incoming? Give him a Renew/Flash Heal and let others patch him up. Got a GCD to spare? Then cast Shield or PoM on random raid members. We will never know, but it might go a long way towards the survival of the raid. Everybody at a crappy situation and your AoE healers can t keep up? Shield+Inner Focus+Divine Hymn (for BT buff) to help them, or continue Shield-spamming everybody. Your call. Also remember Tank having trouble thanks to enrage or something? Pain Suppression on him, and if it s not enough, then Shield/Penance him to help your tank healer catch up. No one in dire need of a shield/heal? Cast Power Infusion on your best caster DPS, or if you re having trouble with heavy AoE, then use it on a RShaman/HPriest. Also keep Prayer of Mending on CD. It really helps in every encounter with AoE damage. If somehow, you re being designated as a healer in those dungeons... then cast Flash Heals on the tank as well as the mandatory pre-Shielding+PoM (casting Shield before pulling; pulling when Weakened Soul wears off). Save your Shield/Penance when the tank takes spike damage. Shielding your party goes a long way, and PoH will see more use here. If you re tank healing in raids, boss damage can be severe for Flash Heal alone to handle, so you should cast Penance and Power Word Shield on CD (while filling up with Prayer of Mending, Renew, Flash Heal, and Greater Heal). Try getting more Haste and Crit (without gimping Spell Power), because you ll be relying on Divine Aegis for extra absorbs. A Discipline Priest s HPS output is generally too small for heroic raid bosses, even while taking into account your absorbs.Gearing Up The stats that we re looking the most is Spell Power because of the very good scaling that your Shields receive from it (and all those talents). So we re gonna stack it wherever possible, i.e. gems, enchants, flasks, etc. That is considering if you re exclusively shield spamming (and even if you re tank healing, having all Runed Cardinal Rubies is still good). Next in consideration would be Haste. Discipline Priests have a low GCD cap (Haste soft cap) with complete raid buffs and Borrowed Time up (see misc. section), so too much Haste is pointless if you re purely Shield-spamming. Also, that Penance would be coming in fast enough with BT. However, if you re healing tanks, you ll want more Haste, because you can only shield a tank every 15 seconds. Also, you could deliver that Penance/Flash Heal even faster, which is definitely useful in 10-mans, and mechanics in which your Shields are really that necessary (*cough* Infest *cough*). Now, as for Critical Strike. I ve been blabbering about it before, and about Divine Aegis and Inspiration feeding off it. Crits are good, however, if you re primarily Shield-spamming, then Crits are below-average (sure they provide some extra oomph here and there via Divine Aegis). Gemming for crit is bad, because SP is way better for Shield-spammers (Crit is a distant second). If you re a healer, though (which is probably what you re not doing in 25-mans), then crits are decent. You would be choosing between Spirit/MP5 and Critical Strike Rating in gear anyways, so I suggest you take Spirit until you have no mana problems. You ll want more Critical Strike if you re tank healing, because you ll be relying on fast heals with Divine Aegis. I didn t say that getting Crit from items is pointless, it s just that SP and Haste (before GCD cap) take higher priority than Critical Strike in itemization. For Intellect, you d ideally want to have as much as possible, seeing that Rapture, Hymn of Hope s mana bonus, Shadowfiend, Replenishment, and Mana Tide from a resto Shaman are all based on maximum mana pool. Also more mana=more Shield spam. It s way hotter than Spirit/MP5 because we don t have Holy Concentration and Spiritual Guidance. Normally, you d not want to gem for it, but since Rapture activating on simultaneous shields is not working here, you might want to put a few Intellect gems here and there on good socket bonuses (at the +9 SP sockets if you could help it). As for Spirit and MP5, itemization usually lets you choose between 2 Spirit and 1 MP5. I recommend going for MP5 (I bought my cloak absentmindedly, though), even for Humans. MP5 gives slightly more mana while casting than Spirit (Spirit has its uses on fights like Sindragosa, though). However, Spirit scales better thanks to GBoK, while MP5 doesn t (while being usable on a Holy/Shadow offspec). If your mana is still bleeding (which shouldn t be happening when Rapture gets fixed), then gemming a few into Spirit/MP5 is useful. Although if your mana is fine already, rolling for more Haste/Crit is more useful. If you ve got scrolls, I suggest you use Scroll of Intellect VIII or Scroll of Stamina VIII, depending on your mana needs. Flask should be Flask of the Frost Wyrm, however, you could settle for Elixir of Mighty Thoughts+Guru s Elixir or Flask of Pure Mojo if your mana is bleeding.General Stat Priorities Fresh 80 Dungeon Healing SP (which would come naturally from gear) ≥ Spirit/Intellect/MP5 to get the job done Haste Crit Endgame 10-man Shielding/Healing SP Haste Crit Intellect MP5/Spirit Endgame 25-man Shielding/Healing SP Haste (until soft cap) Crit Haste Intellect MP5/Spirit Reasoning 1. For fresh 80s and for 10-mans, you d prefer more Haste, because depending on your partner (on 10s), you might be healing more than usual. Haste on Flash Heals without Borrowed Time buff is appreciated. 2. For 25-mans, you d be shielding more, only healing with Penance when needed. Your main tool is Power Word Shield, and other than SP, Crit buffs it because the Glyph healing is capable of doing critical heals. Don t lose sleep over getting Haste gear instead of Crit ones, though. Although for a typical boss fight, Divine Aegis (mostly from Glyph of PW S crit heals) ranks a distant second from my healing+absorbs meter, around 20-30% of my absorbs with PW S. 3. Of course, if your mana is going dry despite those Shadowfiends/Innervates/Hymns/Mana Tides, going for more Intellect/Spirit/MP5 is recommended.For Enchantments Head Arcanum of Burning Mysteries/Arcanum of Blissful Mending Shoulder Greater Inscription of the Storm/Greater Inscription of the Crag (Master s Inscription of the Storm/Master s Inscription of the Crag for Scribes) Back Greater Haste (Lightweave Embroidery is an option for Tailors, however, the unpredictability of the effect makes the Haste better in my book. Darkglow Embroidery is another Tailor-only option for mana, equivalent to 25 MP5) Chest Either Exceptional Mana, Major Spirit, or Powerful Stats Wrist Superior Spellpower (Fur Lining - Spell Power for Leatherworkers) Gloves Exceptional Spellpower (Hyperspeed Accelerators for Engineers who prefer the Haste-on-demand). Legs Brilliant Spellthread (Sanctified Spellthread for Tailors). Boots Tuskarr s Vitality (Nitro Boosts is also an option for those who prefer the MS-on-demand). Ring Spellpower for Enchanters. Weapon Greater Spellpower if you use a Staff, or Mighty Spellpower if you use a MH+OH combo.For Shield-spammers, best-case-scenario gems should be Red - Runed Cardinal RubyBlue - Runed Cardinal RubyYellow - Runed Cardinal RubyIf you feel like your mana is bleeding, then use one or more of the following Purified DreadstoneRoyal DreadstoneLuminous AmetrineDazzling Eye of ZulSeer s Eye of Zul For those who are more into tank healing than raid shielding (what, you ve got no HPala or something?), I recommend inserting a few Quick King s Amber or Reckless Ametrine in yellow sockets. You usually would want to save your Shield in bad situations, and thus, you would be relying more often on Flash Heal (which is more mana-efficient due to talents+glyph). More Haste on those is appreciated.I highly suggest skipping socket bonuses for the best-case-scenario gemming, except for the head slot (which provides +9 Spell Power). Put a Sundered Eye of Zul, Energized Eye of Zul or Dazzling Eye of Zul in there to satisfy socket bonuses and activate Insightful Earthsiege Diamond. Choose whether you need the Intellect from Dazzling EoZ, more crit rating from Sundered EoZ, or more haste from Energized EoZ.As for Major Glyphs, Penance and Power Word Shield glyphs are must-haves. Third major glyph is up to you (toss-up between Flash Heal, Renew, or Prayer of Healing, depending on how often you use those aforementioned, while Glyph of Hymn of Hope is great for mana, and you can actually spare the glyph spot for it, unlike our Holy counterparts). For minor, get whatever you want; I recommend Shadowfiend (and Levitate for flying through a pack of opposing faction members camping the entrance of ICC p).Items that you should shoot for (first one is recommended, the rest are alternatives; Heroic versions if you can get those) Head Sanctified Crimson Acolyte Hood (T10 Healer Set) Neck Holiday s Grace (Rotface 25) or Blood Queen s Crimson Choker (Blood Queen Lana thel 25) or Bone Sentinel s Amulet (Lord Marrowgar 25) Shoulders Sanctified Crimson Acolyte Shoulderpads (T10 Healer Set) Back Drape of the Violet Tower (Emblem of Frost Quartermaster) or Frostbinder s Shredded Cape (Valithria Dreamwalker 25) or Greatcloak of the Turned Champion (Deathbringer Saurfang 25) or Cloak of Burning Dusk (Halion 25) Chest Sanctified Crimson Acolyte Robe (T10 Healer Set)* Wrists Bracers of Fiery Night (Halion 25) or Death Surgeon s Sleeves (Rotface 25) Hands Sanctified Crimson Acolyte Gloves (T10 Healer Set) Waist Crushing Coldwraith Belt (Lord Marrowgar 25) or Lingering Illness (Festergut 25) or Circle of Ossus (Emblem of Frost Quartermaster) Legs Sanctified Crimson Acolyte Leggings (T10 Healer Set)* Feet Plague Scientist s Boots (Festergut 25) or Sandals of Consecration (Item Level 264 Crafted) Ring 1 Ashen Band of Endless Wisdom (The Ashen Verdict - Exalted) Ring 2 Marrowgar s Frigid Eye (Lord Marrowgar 25) or Ring of Maddening Whispers (Lady Deathwhisper 25) or Incarnadine Band of Mending (Blood Prince Council 25) Trinket 1 Glowing Twilight Scale (Halion 25) for throughput or Purified Lunar Dust (Emblem of Frost Quartermaster) Trinket 2 Solace of the Defeated/Fallen (Lord Jaraxxus 25) or Sliver of Pure Ice (Lord Marrowgar 10) Main Hand Royal Scepter of Terenas II (Lich King 25) or Frozen Bonespike (Lord Marrowgar 25) Off Hand Shadow Silk Spindle (Blood Prince Council 25) or Sundial of Eternal Dusk (Sindragosa 25) Wand Nightmare Ender (Valithria Dreamwalker 25) or Corpse-Impaling Spike (Rotface 25)Ring of Rapid Ascent (Gunship Battle 25) can replace your second ring for more throughputAlthor s Abacus** (Gunship Battle 25) could replace Purified Lunar Dust and/or Solace of the Defeated*** *Get only one of these you only need 4 pieces of T10. Look at the offset items below. **The usefulness of Althor s Abacus can be debatable, as some players (myself included) prefer using Shields early on encounters like PP, when there would be constant AoE damage. Thus, in that scenario, Althor s Abacus would most likely activate even before the pull, starting the ICD. ***Replacing one of the latter two trinkets is a trade-off between throughput and regen. If you get one of the possible replacements, replacing Purified Lunar Dust is generally better, because 52 MP5 29 SP.Viable Offset Items Leggings of Woven Death (Item Level 264 Crafted)Meteor Chaser s Raiment (Emblem of Frost Quartermaster)Lightweave Leggings (Item Level 264 Crafted)Ermine Coronation Robes (Emblem of Frost Quartermaster)Sanguine Silk Robes (Blood Prince Council 25)Sanctified Crimson Acolyte Cowl (T10 Shadow Set)Sanctified Crimson Acolyte Mantle (T10 Shadow Set)Sanctified Crimson Acolyte Raiments (T10 Shadow Set)Gloves of False Gestures (Emblem of Frost Quartermaster)Gloves of Ambivalence (Emblem of Frost Quartermaster) Special mention should be given to Illustration of the Dragon Soul. If you absolutely don t need the regen from Sliver of Pure Ice, then you could replace it with this for maximum throughput. You could always get Illustration from the Vote Shop.IMPORTANT! Know that the items that I have listed were just the best possible options; it is still your final decision on how to gear your Priest (you might take some items in favor of others due to drop issues or different priorities, for example), because I don t know what exactly would your Priest need as you re the one who s at the helm.Interface I highly suggest you replace the WoW raid frames with custom-made ones (Healbot, Grid, Pitbull, VuhDo or Xperl does it), and get a click-to-heal addon (Healbot, Clique or VuhDo) to shield the most out of everybody. Every split second counts; even more so if you re always at/near the GCD cap thanks to BT+Enlightenment. Delays can be costly, even more so to a Discipline Priest considering our preventive and very proactive play style. Also, you could also download Skada Heals+Absorbs, so that you could show off your Absorbs+Healing to those Discipline Priest bashers in PUGs DHow-To-Do-Encounters as a Discipline Priest Since multi-proccing Rapture is broken in Molten, players here need to modify their approaches in shielding. Of course, giving the tank with a Shield every now and then is always applicable and recommended. Know that this is just a beginner s guide, and you can modify it based on your and your raid s needs. Spoiler Vault of Archavon Koralon the Flame Watcher Shield as many people as possible (for Burning Breath), and shield/heals for people in (literal) fire. Toravon the Ice Watcher Shield as many people as possible (for Whiteout), and shield/heals for people that are standing nearby a Frozen Orb. Trial of the Crusader Northrend Beasts Divided into three sections. You could fare well with just shielding/healing the tank(s) and people taking damage from other elements of the fight (Snobolds, Freezing Howl). Also time your Power Infusion and do some damage when poor Icehowl smashes his head! Lord Jaraxxus Dispel Nether Power from boss (if no Mages for Spellstealing), Fel Fireball at the MT, shield people running from Legion Flame, and save Penance for those affected by Incinerate Flesh. Faction Champions First and foremost keep moving! You ll never know when a random Champion would target you (and 2-3 shot you in the process). Mass Dispel is definitely helpful against Heroism (if they have a Shaman) or a Shadow Priest (as he usually spams Psychic Scream); it might be worth it subbing in the for it to reduce mana cost. Shielding and healing the focus targets (and as many as possible) while hoping that the DPS will be able to down them fast enough. Again, keep moving! Twin Val kyr Keep Prayer of Mending active, and spam shields on raid members to mitigate the AoE damage dealt. Anub arak In Phase 1, heal the tank, and shield/heal Penetrating Cold. In Phase 3, when he casts Leeching Swarm, avoid casting Prayer of Mending, keep the tank (and Penetrating Cold targets) up, and shield everybody else when you have nothing else to do (as absorbs do not count towards the health leeched by Anub arak). Icecrown Citadel Lord Marrowgar You should try to shield as often as possible, because you cannot shield a spiked player, however, the shield will absorb the damage that the spiked player would possibly take. In Bone Storm phase, you should shield as many casters as possible, so they can cast uninterrupted (even more important when there s no Concentration Aura). Lady Deathwhisper On Phase 1, just shield and Abolish Disease your tanks, and those people that generate aggro. You ll be mostly reactive healing in this phase. On Phase 2, shield as many people as possible to absorb the damage from Frostbolt Volley. Save Penance for players just affected with Dominate Mind (as they might have taken damage from players random AoE such as friendly DKs Pestilence or Lady Deathwhisper s Death and Decay). Gunship Battle Most damage here is reactive in nature, so concentrate on healing one of the tanks, and don t hesitate to pop Pain Suppression on the Saurfang tank if the DPS are slow to jump back to your ship. Deathbringer Saurfang All throughout, you can live with just Flash Healing the current tank, as well as doing some kiting on the Blood Beasts when Mark of the Fallen Champion is fixed. And when Mark is cast, you should focus on Marked targets, because they would be taking damage (which is way bigger when ICC Aura isn t considered). Festergut Shield as many casters as possible (and keeping PoM jumping), especially after the third inhale which leads to Pungent Blight. Try finding a good balance between Shielding raid members (usually around 10 seconds when DBM announces it) and healing the tank through Festergut s increased DPS. Rotface Shield those affected with Mutated Infection, because they take reduced healing. Also shield those people hit by Slime Spray whenever possible. Professor Putricide Shield as many as possible (as well as keeping PoM up) because of the periodic damage the abomination emits. When somebody is chased by the Gas Cloud, Shield+Penance to keep him up (although if there is a reliable Holy Priest with Body and Soul, then you should leave the shield to him). In Phase 3, shield the tanks and as many members as possible, as well as using PI on your best DPS at that percentage (Affliction Warlock ≥ Demonology Warlock Shadow Priest every other caster). Blood Prince Council Proactive Shielding on melee DPS and reactive healing for the ones hit with Empowered Shock Vortex (Valanar) will do, while a Shield for the target of Conjure Empowered Flame (Taldaram) should suffice. Coordinate survival CDs with your Keleseth tank when Keleseth casts Empowered Shadow Lance, especially when your tank has 2 or less Dark Nuclei. Mass Dispel Glittering Sparks at your own (and your Keleseth tank s) risk, as using it catches Dark Nuclei. Blood Queen Lana thel Shield as many people as possible and keep PoM on CD to minimize the effect of Shroud of Sorrow, as well as before the air phase to minimize effect of Bloodbolt Whirl. Also a Shield/Penance for those affected by Swarming Shadows/Pact of the Darkfallen and PI on the caster who gets bitten first. Valithria Dreamwalker You re better off reactive-healing the raid, because all other healing specs have a better HPS output for healing Valithria (except maybe a Renew-spamming HPriest (I do not condone abusing bugs) or a raid-specced Restoration Druid). If your raid calls for it, Shackling some mobs helps. Sindragosa Shield and PoM as many as possible to minimize Frost Aura, and hopefully help in absorbing Blistering Cold from slower members. Also a Shield (and possibly, Renew) for the targets of Frost Beacons to reduce damage taken (as well as letting your out-of-5-second-rule mana regen do its magic). This is the one fight in which I prefer Spirit over MP5. The Lich King In Phases 1 and 2, a Disc Priest s role is to prevent Infest by shielding as many people as possible (pre-healing a group with PoH is also viable). In the transition phases, you could either wait it out and let your mana regenerate, or keep PoM on CD while letting your out-of-5-second-rule mana regen to work (you could also elect to Shield/Divine Hymn everybody then if you get an Innervate/use SFiend+Hymn afterwards). In Phase 3, shields to as many as possible are appreciated if you still have the mana cooldowns, otherwise, shield those chased by Vile Spirits. Of course, a pre-Shield and heals to the LK tank every now and then is always appreciated. Ruby Sanctum Baltharus the Warborn This encounter is more on reactive healing. Only thing to note is to use Pain Suppression on a buffed Baltharus tank. PW S is best used when you have to move due to Enervating Brand. Saviana Ragefire If you don t have a Hunter/Rogue, it s best to Shield as many as possible for the Enrage. When she flies, Shield the Flame Beacon targets and pre-cast heals if possible. General Zarithrian Another encounter in which reactive healing is more favorable. Fear Ward should be used on the current Zarithrian tank (unless if s/he is a Warrior), else, lingering DoTs can wreak havoc in your raid. Pain Suppression should be used if ever the current Zarithrian tank reaches 4 stacks of the Sunder Armor debuff. Halion Healing the Physical Realm is primarily about reactive healing. The Twilight Realm, however, has a damaging aura, so Shields are more useful here. On Phase 3, you re better off staying in the Twilight Realm. Of course, Dispel marks if you re the one assigned to it. Power Infusion should be used as a healing cooldown (for your HPaladin) on Phase 3 if there are no casters in the Twilight Realm. Use Pain Suppression when Corporeality is at 70% on your realm. I will not write about Heroic modes, because 1. I do not have experience with them as I m unemployed right now; and 2. You should be able to figure out what to do yourself thanks to your experiences. MiscellaneousHaste Soft Caps 5%, 3%, Enlightenment, and BT - 154 Haste Rating 5%, Enlightenment, and BT - 257 Haste Rating 3%, Enlightenment, and BT - 325 Haste Rating Only Enlightenment and BT - 434 Haste Rating These soft caps values are useful in assessing how much Haste you need when you are the raid shielder. If you re tank healing, feel free to increase your Haste values, because you won t always have Borrowed Time active by then.Absorption of Power Word Shield (this is how it should be) Total Absorb = (base absorb+(0.8068+BT)*SP)*(1+ImpS)*(1+FP+TD)*(1+ICC Aura) Total Absorb = (2230+(0.8068+0.4)*SP)*(1.15)*(1.09)*(1.3) Right now, there are very minor differences between the calculated amount and the actual amount. Nothing gamebreaking, but just good for people to know.Further ReadingElitist Jerks Discipline and Holy GuideElitist Jerks Article About the Value of HasteSpiritual Guidance Discipline 101Revisiting Power Infusion Credits goes to their respective owners. Gonna update this section if I find more )Credits Credits go to the Discipline supporters in this thread, which inspired me in making this, as well as Elitist Jerks for the awesome guide there*. Also the countless other pages I ve read elsewhere in the internet, which are too many to remember. And thankfully I manage to unearth what little knowledge I had in guide-writing, through my ancient guide at PD** D I m even more thankful to those who re contributing here and in the Priest forums in general. Also thanks a LOT to my guildmates in Mutual Hatred, as without them, I can t possibly say that the guide is complete. *Special credits also go to Noella for linking it in his Holy Priest guide ) **Brings back memories, and I still managed to make a good feedback rating even with only colors, walls of text and stuff... especially for a screenshot-reliant hero...Endnote So, here concludes my Discipline Priest guide. Hopefully this could help you in your Shielding voyages in ICC and beyond. Good luck, have fun, and get ready to convert people to the awesomeness of Discipline Priests (and be ready to get flamed in the process)! Thanks for reading! Feel free to ask questions, or engage in intelligent discussions here. I will answer to the best of my ability, and hopefully make this guide better with the help of others )
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English 日本語 Release Note Release Date comming soon... Notes Cadencii requires ".NET Framework Runtime Library(version 2.0 or later)" and "Visual C++ 2010 Runtime Library". Installer of these runtimes are available from the links below. .NET Framework Runtime Library Download .NET Framework 3.5 SP1 Visual C++ 2010 Runtime Library Microsoft Visual C++ 2010 Redistributable Package (x86) Cadencii can be launched with the latest version of mono. This enable you to use Cadencii with many platforms supported by mono. (Note Several functions using VOCALOID2 VSTi are not available in this case.) Mono is available from the link mono download Download Windows version Cadencii version 3.4.1 (6.7MB) Macintosh version Cadencii version 3.4.1 (42.5MB) Get codes Source code is available on SourceForege.JP. Please follow the instruction below for checking out the SourceForge.JP s SVN repository. svn checkout -r 1739 http //svn.sourceforge.jp/svnroot/cadencii/Cadencii/branches/3.4 ./ These svn command is for checiking out "THIS" version of Cadencii. In order to get the latest source codes, please remove "-r" option.
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Evacuation Orders Current Status Nuclear Power Plant news Links Evacuation Orders [部分編集] Fukushima Daiichi(No.1) Nuclear Power Plant Perimeter Order 20km Radius EVACUATE IMMEDIATELY 20km - 30km Radius STAY INDOORS Fukushima Daini(No.2) Nuclear Power Plant Perimeter Order 10km Radius EVACUATE IMMEDIATELY Current Status Fukushima Daiichi(No.1) Nuclear Power Plant, Reactor No. 1 [部分編集] Fukushima Daiichi(No.1) Nuclear Power Plant, Reactor No. 2 [部分編集] Fukushima Daiichi(No.1) Nuclear Power Plant, Reactor No. 3 [部分編集] Fukushima Daiichi(No.1) Nuclear Power Plant, Reactor No. 4 [部分編集] Nuclear Power Plant news [部分編集] Tokyo-Denryoku Power supply company (TEPCO) announced about Fukushima Nuclear Power Plant situation.After injection of sea water into the Reactor 1st and 3rd, but still water level is low,the fuel rods are exposed 1.7m in 1st Reactor, and 2.0m in 3rd Reactor. There are not much recovery of water level. Jiji tushin 13.Mar, 21 48 In Fukushima Nuclear Power Plant No.1 1st Reactor and 3rd Reactor, melt down has occured. Hydrogen produced by high temperature steam and Zr which used for cover of fuel rod. By this Hydrogen, the possibility of 3rd Reactor building explosion has increased as 1st Reactor building. abst. Mainichi shinbun 13.Mar, 22 25 TEPCO announced to Japanese Government as "Emergency", according to "Law of Taking special counter for Nuclear disastor", because the amount of radiation increased again and exceed the limitation value at boundary of Fukushima Nuclear Power Plant No.1 area. At the boundary of Plant area, the amount of radiation was measured 1015 micro Sv in one hour at 12. Mar afternoon. After that, once the amout decreased but at 13.Mar. morning 8 20, the amount was measured as 882 micro Sv. The limitation of radiation amount for person by law is 1000 micro SV per year. There is an activity for opening exhaust vent to emit steam(with small amount of radiation substance) from Reactor housing at the 3rd Reactor. Tokyo-Denryoku is investigating relation ship of this activity and increasing of the measured radiation amount value. Sankei shinbun 13.Mar, 11 20 Agency Uranium fuel may be melting at reactor. The government s Nuclear and Industrial Safety Agency says 2 radioactive substances, cesium and radioactive iodine, have been detected near the Number One reactor at the Fukushima Number One nuclear power station.The agency says this indicates that some of the metal containers of uranium fuel may have started melting. The substances are produced by fuel fission. University of Tokyo Professor Naoto Sekimura says only a small part of the fuel may have melted and leaked outside. He called on residents near the power station to stay calm, saying that most of the fuel remains inside the reactor, which has stopped operation and is being cooled. Saturday, March 12, 2011 15 26 +0900 (JST) Links [部分編集] The revised explanation about Fukushima nuclear power plants accident by Nuclear Science and Engineering at MIT The explanation about Fukushima nuclear power plants accident by Nuclear Science and Engineering(NSE) by Dr. Josef Oehmen has been responsed, however, he isn t professional at Nuclear physics, and some contents are not accurate. Then the volunteers at NES opened mitnse.com and released the revised explanation. Nuclear Reactor Crisis in Japan FAQs Union of Concerned Scientists Explaining Japan's Nuclear Reactor Disaster Union of Concerned Scientists Prometheus Trap An investitagive series by the Asahi Shimbun. Fukushima Diary Provides updates of the nuclear crisis in English. EX-SKF "I am Japanese, and I not only read Japanese news sources for information on earthquake and the Fukushima Nuke Plant but also watch press conferences via the Internet when I can and summarize my findings, adding my observations."
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2.8.2→2.9の変更点 - RLCraft Lycanites Mobs おもてなしの材料変更 鞍が専用のものに変更 その他 バトルタワーの生成数が減少 海上や高地での寒さゲージがより上がりやすくなっている 鍵付きチェストの追加(pickで開錠) クエストボード追加 クエスト追加 以下公式の更新ログ RLCraft v2.9 - Quests, Hats, Cave Update, Nether Update, Update Update I Literally Can't Remember Everything We Updated Because We Updated So Much !@#$ Holy %^ * Update This update has been over a year in the making, thank you to everyone who's been waiting so patiently, to the awesome RLCraft communities, all the folks helping test things, report bugs, everyone who worked on RLCraft (credited at the end of this changelog) making this update possible, and to my sponsor Bisect Hosting who, without, I wouldn't of had the time to work on RLCraft so much. I really hope you enjoy this update, there is a lot...and I mean a LOT of new stuff, changed stuff, reworked and overhauled stuff...and should theoretically be a whole new beast for you to conquer. Enjoy! IMPORTANT INFO - 2.8.2 Worlds are NOT compatible with 2.9. If you attempt to update an old world, you will likely run into issues, crashes, and quests not working. - USE LATEST FORGE - Due to the recent Log4j exploit found in Java, you will want to use the Forge version ending in 2860 or later! We recommend latest Forge currently - Command blocks must be enabled in server.properties, otherwise villages/structures won’t work - IF USING OPTIFINE you can no longer use the E3 version, 2.9 will need version G5 or later. - Better Foliage has been updated with shader support. If your leaves/grass are not waving with your shaders, press F8, go to Shader Configuration, and add 100 to the beginning of the Grass and Leaves block ID, so it should look like 10018 and 10031 (Sildur's currently needs this) - The default allocated 3GB's of RAM should still be perfectly fine for 2.9. You should not allocate more than 4GB's for your client, as this ends up causing Java garbage collection to go wonky (very scientific I know) ===================================== The TLDR List of major changes and updates ===================================== - Updated to latest Forge to patch Log4j exploit - Quests! Over 340 quests for you to explore...or not! Completely optional ) (alt title for the completionists out there!) - Tough as Nails replaced with our own mod Simple Difficulty (Rough Life...ha get it?) bringing tons of features and enhancements to drinking and thirst, HUD elements, temperature mechanics, and more - Taming system, mounts, pets, and saddles completely overhauled - Spartan Weaponry received a full rebalance of all weapons, including melee, ranged, and throwing - Armor received a full rebalance in how damage reduction is applied to locations and how that reduction is scaled between different tiers of armor - All new underground generation revamping caves, caverns, mineshafts, vanilla dungeons, underground biomes, and more... - Running into a wall too fast may hurt ) - A lot of structures overhauled and revamped - Battletowers reworked a ton, new spawn conditions, battletower golem AI overhauled, many more fixes. - Lost City dimension completely overhauled - Boss progression revamped - Locks! That BattleTower loot might be a little harder to get into now ) - Fishing completely overhauled and reworked fishing mechanics and loot! - All new parkour mechanics in the forms of new agility skills and new enchantments - Nether overhaul, all new sub biomes with new plants and foliage variety + unique structures, building blocks, and unique resources - New enchantments, plus many other enchantments reworked - New mobs, mob reworks, new models and animations for many mobs - Villages pimped out - Many dungeon's reworked - Antique Atlas revamped with all new textures and icons - All new (and old) race rings, now only found in Lost Cities - CARPET ON STAAAAAAAAAIRS!!! - This changelog is likely incomplete, because after working over a year on this, I literally cannot remember every single thing we've done for 2.9...but it was a hell of a lot lol, so here's what I remember =P ========= Server Info ========= - Many performance fixes for servers, to the point where 2.9 server's should no longer require frequent restarts for clearing RAM/cache (restarts still recommended of course just in case but we ran a 2.9 server for 2 weeks straight with no restarts and zero issues, so i think that says somethin' at least =P massive credit to Charles for a ton of the insane performance fixes) Server.Properties Settings - NEW Server's MUST enable "enable-command-block". Set this to TRUE in your server.properties or structures won't generate correctly and villager spawns will be missing. - "allow-flight" must be TRUE for flying mounts, fairy ring, and more, or the server will wrongly kick players. - "max-tick-time" must be -1 (that's negative 1) for large structures generating and for pregenning worlds. - "difficulty" should be 3 (Hard) for the correct balance and features RLCraft is centered around. ====== Added ====== - Better Questing! - Classy Hats! To go with Quests of course ) - Simple Difficulty! (ROUGH LIFE) Our replacement mod for Tough As Nails - Quark! New mobs, underground biomes, building blocks, tons of features and quality of life improvements - YUNG's Better Caves! All new cave and cavern generation - YUNG's Better Mineshafts! All new enhanced mineshaft generation, biome specific themes - Better Nether - Scape and r- ERROR INFORMATION REDACTED - Locks! - Dynamic Trees for Defiled Lands - SetBonus! You'll have to experiment to see what armor sets give special bonuses - Charm! - Inspirations! - Rustic! - Fishing Made Better! - Bountiful! - Entity Culling - Particle Culling - RealBench! (oh yeah, it's back) - Roguelike Dungeons - Fnar's Edition - Macaw's Bridges - Better Nether! Complete overhaul of the nether with new sub biomes and features! - Callable Horses - Shield Break! Timed blocking and better shield mechanics - Controlling - Elenai Dodge - Spartan HUD - Astikor Carts - Bed Break Begone - Collision Damage - Content Tweaker - Giant Pla- ERROR INFORMATION REDACTED - Goo- ERROR INFORMATION REDACTED - MmmMmmMmmMmm - Pigstep...yes we did - New Dynamic Trees Traverse compatibility patch - YUNG's Law - Toast Control - Fx Control! - In Control! - Mixin Compat - Mixin Bootstrap - Added LUM (Better Nether emissives), Animated Emissives for Ice n Fire flamed/iced weapons (including Spartan Weaponry), - And of course new structures! Including a few special structures from the community! ======== Removed ======== - Removed Tough As Nails (This has been replaced with our own mod made specifically for RLCraft called Rough Life (aka Simple Difficulty) - Removed Lost Souls (no longer needed) - Removed Baubles HUD (replaced by Spartan HUD) - Removed old Dynamic Trees Traverse compat patch (Replaced by the newer version of this mod) - Removed Roguelike Dungeons (replaced by Roguelike Dungeons - Fnar's Edition) - Removed Swing Through Grass (caused exploit) - Removed Campfire (no longer needed) - Removed Campfire Spit (no longer needed) - Removed Dragon Steel ) - Removed Herobrine ================= Updates Changes ================= Simple Difficulty (Rough Life) - This now replaces Tough As Nails - New UI overhaul with new animations for temperature globe indicator - New models and textures for all items and blocks - Outer ring of temperature globe indicates ambient temperature around you, inner circle of temperature globe indicates temperature of you the player - Going in shade now slightly cools you off (you're welcome) - Holding items in your hands can heat you up (for example, torches and magma blocks) - Heat sources can stack now up to a limit of +3 heat, for example 1 fire source block adds +5 heat to the player, plus more heat for every extra fire block there is nearby, stopping at +8 heat in total. - Dirty water now has a small chance of giving you parasites! Better filter that water ) - New Iron Canteen! Has 6 uses. - New Dragon Skull Canteen! Crafted with dragon skull and dragon heart, has 8 uses, and auto-purifies dirty water. - Potions now refill thirst. - Many edibles like apples and watermelon can now refill a little thirst - Soups and stews refill a decent portion of thirst! - Juices and purified water are stackable up to 8! - Campfire spit now included, holds up to 8 food items and provides XP now - New Frost Rods and Frost Powder added, used for potions and heating/cooling coils, dropped from Frost Lycanite Mobs - Healing salve now requires Aloe Vera (rustic) - Jelled slime armor as been replaced with the new ice armor (made with ice chunks) - Lowered chance for mobs to drop bandage and healing items from 1 in 10 to 1 in 25 Lycanites New Features - New Tameable Mob Necrovore - New Summonable Mob Tpumpkyn - New Farmable Mob Bobeko (replaces the Yeti) - New Tameable Mob Balayang (replaces the Manticore) - New Mountable Mob Grell - New Summonable Mob Vorach - New Summonable Mob Grigori - Remastered Mob Ignibus - New Mob Event Aberrant Assimilation - New Models Maka, Maka Alpha, Jouste, Jouste Alpha, Arisaur, Yale, Aspid, Vespid, Vespid Queen - New equipment parts! - Crafted equipment now has sharpness and mana! - New Block Added Equipment Station - For repairing crafted equipment and recharging their mana - New Dungeon and Block Theme Added The Ashen Mausoleum - Several new animated Charge Item Textures. - Many new projectiles have enhanced effects - Several new Spawn Egg Item Textures. - Vespid Hive Building is finally back and has been upgraded! Vespid Hives now produce Honey and the Vespid Queen can become friendly if you feed her enough insect treats where her swarm will no longer attack you... mostly... - Soul Contracts added for trading Soulbound Pets! Lycanite Boss and Boss Progression Rebalance Rahovart - Base Health decreased to 3000 (from 4000) - Defense increased to 4 (from 2) - Armor will remain 0 - Experience drop decreased to 4000 (from 10000) - Nether Star drops decreased 1-2 (from 1-8) - Demonic Soul Cube requires Biotite to craft - Drops Demonic Hearts on death - Rahovart's Arena can now only be summoned in the Nether. Asmodeus - The Asmodeus boss fight has been improved and is now more difficult due to a new hitscan attack and minion changes. - Base Health will remain 4000 - Defense increased to 4 (from 2) - Armor increased to 10 (from 0) - Experience drop decreased to 8000 (from 10000) - Nether Star drops decreased 1-3 (from 1-8) - Aberrant Soulcube requires Demonic Hearts to craft - Drops Corrupted Skulls on death - Asmodeus's Arena can now only be summoned in the End and at least 500 blocks away from the exit portal. Amalgalich - BaseHealth increased to 5000 (from 4000) - Defense increased to 4 (from 2) - Armor increased to 20 (from 0) - Experience drop increased to 12000 (from 10000) - Nether Star drops decreased 1-4 (from 1-8) - Removed Beast Soulstone drop - Removed Aberration Soulstone drop - Undead Soulcube requires Corrupted Skulls to craft - Amalgalich's Arena can now only be summoned in the Lost Cities. Lycanite Taming Revamp - Rank 2 knowledge is now required to tame and summon creatures - Rank 2 knowledge is now obtained by killing (25 knowledge), feeding (50 knowledge) , breeding (200 knowledge), or using the Soulgazer on creatures (100 knowledge). - 1000 knowledge of a creature must be reached to obtain Rank 2 knowledge - Rank 1 knowledge is still obtained by discovering the creature initially - Knowledge cannot be obtained from already tamed mounts/pets - Each creature requires a varying amount of Reputation to tame once Rank 2 Knowledge is obtained - Creatures become friendly after gaining enough reputation. Reputation can be lost by attacking the creature, in which case they will become hostile again - Various Treat item crafting recipes have been adjusted and rebalanced. - Added creature type saddles, for example, a Roc, being an Avian creature, will require an Avian saddle Lycanite Forges building requirements increased - Level 1 Forge = 12 Building (from 6) - Level 2 Forge = 18 Building (from 12) - Level 3 Forge = 24 Building (from 18) Lycanite Creature Balance Changes - Lycanite Mob armor and defense reworked, the following mobs now have natural armor Asmodeus, Amalgalich, Aegis, Archvile, Calpod, Clink, Concapede, Crusk, Geonach, Erepede, Eyewig, Geken, Gorger, Gorgomite, Herma, Ignibus, Khalk, Krake, Lobber, Lurker, Morock, Quetzodracl, Roa, Salamander, Serpix, Sutiramu, Vapula, Volcan, Vorach, Xaphan, Zoataur - Blaze Rod and Blaze Powder drops rebalanced, removed from many creatures like tremors and xaphans where it didn't make sense - Frost Rod and Frost Powder added to many frost Lycanite mobs - Ender Pearl drops rebalanced as well, removed from things like Wraamon - Bone drops removed from many mobs where it didn't make sense - All other drops from Lycanite Mobs got a full rebalance - A couple mob's health rebalanced like the Argus that now has 50 health (was 20) - Summon costs for creatures were rebalanced - Bag sizes for mounts/pets were rebalanced In Depth Lycanite Mob Changes (before after) Abaia - summoning cost 4 → 1 - glowstone drop 1-8 → 1-6 Aegis - defense 3 → 2 - armor 0 → 8 - damage 4 → 3 - summoning cost 2 → 4 Afrit - changed drop blaze rod → blaze powder Archville - armor 0 → 4 - summoning cost 6 → 5 Argus - health 20 → 50 - damage 4 → 8 - summoncost 2 → 5 Arix - now drops frost powder 1-2 25% Aspid - removed from mushroom island - spawn weight decreased 16 → 12 Banshee - health 25 → 20 - soul sand drop 1-6 100% → 1-3 50% - removed ender pearl drop - added soul powder (quark) 1-1 5% - ender eye drop 10% → 5% Behemoth - spawn weight reduced 4 → 2 - health 40 → 100 - defense 2 → 3 - speed 24 → 28 - skull drop 25% → 20% Beholder - element removed gravity, added arcane - ghast tear drop 25% → 20% - gunpowder drop 1-3 50% → 1-4 75% - glowstone drop 4-16 → 2-6 - ender eye drop 1-2 → 1-1 Calpod - armor 0 → 4 Cinder - summoning cost 2 → 3 Clink - armor 0 → 4 - element gravity → arcane Cockatrice - element removed gravity, added arcane - prismarine crystal drop 75% → 50% Conba - added spawn animal - element gravity → arcane Concapede - creature type arthropod → insect - spawn weight 1 → 4 - armor 0 → 4 Crusk - defense 3 → 2 - armor 0 → 8 Cryptkeeper - element gravity → arcane Darkling - creature type arthropod → insect - ender pearl drop 100% → 10% Dawon - element gravity → arcane Djinn - summoning cost 2 → 3 - feather drop 50% → 25% - removed chorus fruit drop - added cloudsbluff (rustic) drop 1-4 5% Eechetik - slime balls drop 100% → 50% - brown mushroom drop 1-1 100% → 1-2 75% - red mushroom drop 2-3 100% → 1-3 75% Epion - spawner added "sky_deadly" - element void → shadow Erepede - armor 0 → 4 - element gravity → arcane Ettin - creature type brute → anthronian Eyewig - creature type arthropod → insect - armor 0 → 4 Frostweaver - creature type arthropod → arachnid Geist - removed ender pearl drop Geken - creature type beast → reptile - armor 0 → 8 - added drop algae(aquaculture) 1-3 100% Geonach - defense 3 → 2 - armor 0 → 8 - summoning cost 2 → 3 Gorger - defense 3 → 2 - armor 0 → 8 Gorgomite - creature type arthropod → insect - armor 0 → 4 Grue - ender pearl 1-2 → 1-1 - obsidian 50% → 25% Herma - creature type arthropod → aquatic - defense 3 → 2 - armor 0 → 8 Ignibus - defense 3 → 2 - armor 0 → 12 - changed drop scorch fire charge → prime ember charge Ika - creature type aquatic → worm Ioray - speed 36 → 42 Jengu - speed 22 → 36 - summoning cost 2 → 3 Jouste. - creature type arthropod → insect - armor 0 → 4 Jouste alpha - creature type arthropod → insect - armor 0 → 4 Khalk - creature type beast → reptile - spawn weight 1 → 2 - defense 5 → 4 - armor 0 → 16 Krake - armor 0 → 4 Lobber - creature typo brute → golem - defense 3 → 2 - armor 0 → 8 - removed blaze powder drop - added blaze rod drop 1-2 20% Lurker - creature type arthropod → insect - armor 0 → 4 - element removed shadow, added chaos Maug - changed drop leather → frosty fur Morock - armor 0 → 8 - removed bone drop - prismarine shard drop 6-12 → 4-12 - prismarine crystal drop 3-6 → 2-4 Pixen - removed spawner "snowy" - glowstone drop 1-8 → 1-4 Quetzodracl - armor 0 → 8 - prismarine shard drop 6-12 → 4-12 - prismarine crystal drop 3-6 → 2-4 Raiko - bone drop 1-3 → 1-2 - added drop fish bones (aquaculture) 1-1 5% Reaper - reduced spawnGroupMax 3 → 1 - summoning cost 6 → 4 - can naturally spawn in Spooky biomes now Reiver - added frost rod drop 1-1 10% Roc - bone drop 1-3 → 1-2 Salamander - creature type beast → amphibian - armor 0 → 4 - removed blaze rod drop Serpix - defense 3 → 2 - armor 0 → 8 - added frost powder drop 3-6 100% Shade - ender pearl drop 100% → 50% Spectre - ender pearl drop 100% → 50% - ender eye drop 50% → 25% - chorus fruit drop 1-10 → 1-6 Sutiramu - creature type arthropod → arachnid - armor 0 → 4 - element removed gravity, added arcane Sylph - removed glowstone drop - added silver nugget drop 1-4 50% Tarantula - creature type arthropod → arachnid Thresher - creature type aquatic → reptile Tremor - firework charge drop 1-1 → 1-2 - removed blaze powder and blaze rod drops Triffid - changed drop log → vine Troll - creature type brute → arthronian - spawn weight 4 → 5 - summoning cost 6 → 4 - changed drop log → stone - removed bone and leather drops Uvaraptor - bone drop 1-3 → 1-2 Vapula - defense 3 → 2 - armor 0 → 8 - element gravity → arcane Ventoraptor - bone drop 1-3 → 1-2 Vespid - element type arthropod → insect - spawn weight 8 → 2 - spawn group minimum 3 → 1 - spawn group maximum 6 → 5 - spawns in light false → true - clay drop 1-16 → 1-8 - propolis drop 1-4 → 1-3 - veswax drop 1-4 → 1-3 Vespid queen - Creature type arthropod → insect - spawn weight 2 → 1 Volcan - spawn weight 8 → 4 - armor 0 → 4 - damage 2 → 4 Wendigo - added frost rod drop 1-2 20% - removed frosty fur drop - added bone drop 1-3 100% Wildkin - creature type brute → arthronian Wisp - glowstone drop 100% → 75% Wraamon - removed ender pearl and rabbit meat drops - chorus fruit drop 1-3 50% → 1-2 20% Xaphan - armor 0 → 4 - slime ball drop 1-2 100% → 1-3 50% - bone drop 100% → 50% - removed blaze rod drop Bobeko (old Yeti) - no longer summonable - frosty fur drop 1-2 25% → 1-3 100% Zephyr - glowstone drop 1-8 → 1-6 - gunpowder drop 1-3 → 1-4 Zoataur - defense 4 → 3 - armor 0 → 12 - removed bone and leather drops - prismarine shard drop 6-12 → 4-12 - prismarine crystal drop 3-6 → 2-4 More Tweaks - Xaphan farms no longer work (get rekt) - Soulstones now requires magic skill 8 (to match summoning staffs) - Iron Paxel replaced with Steel Paxel and uses Steel ingots to craft - Lowered spawn chance of Djinn - Concapede will spawn in all Jungle type biomes - Fixed Uvaraptor not spawning in all Jungle type biomes - Fixed Ventoraptors not spawning in all Plains type biomes - Fixed Reapers not spawning naturally in Spooky type biomes - Fixed Pixen not spawning in all Forest type biomes, removed Pixen's from Snowy type biomes - Removed Lycanite Staves (replaced with new lycanite mob parts) - Acid now creates Diorite when mixing with water. - Poison now creates Andesite when mixing with water. - Acid now destroys items. - Mobs spawned from Lava, Acid, Poison and Ooze will no longer drop items unless they are dealt player damage in some form. - Overhauled how tamed pets credit their owners when getting kills and dealing damage. - Removed the speed boost pets get when following their owner as it was making for buggy looking behavior. - Overhauled the loot tables of each dungeon. - The dungeon crystal light blocks now all have a subtle animation. - The Soulgazer will now display a tooltip and durability bar to reflect a player's study cooldown time. - Several item descriptions have been updated. - Mobs hunting other mobs will now path less frequently to help server performance. - Area harvesting with Equipment will no longer mass destroy blocks that have Block Entities like Chests, Furnaces, etc. - Lycanite mobs should no longer attack vindicators, illusioners, or evokers - Quills and Aether charges added to Order element group - Aegis now take double damage when in attack mode. - Bag sizes of various pets and mounts have been changed. - Jengu now move at double speed in water, 1.5X when in rain. - Improved the spawning accuracy of the fishing spawner. - Mycelium is no longer craftable - Undead soulstone can now be used to get pets - Halved the amount of xp needed for leveling equipment parts - Added new projectile particles and animations -Lycanite Mob Equipment Parts rebalance (some parts are new but got some changes) Spriggan Heart summoning cooldown changed to level 1 15 second cooldown, level 2 10 second cooldown, level 3 5 second cooldown Darkling Skull leech duration changed to level 1 1 second, level 2 1.5 seconds, level 3 2 seconds Grue Claw level 3 invisibility buff lowered to 3 seconds (from 4) Reaper Claw spectral bolt projectile cooldown now level 1 3 seconds, level 2 2 seconds, level 3 1 second Banshee Eye fear effect duration now level 1 1 second, level 2 2 seconds, level 3 3 seconds Xaphan spine effect duration now level 1 1s, level 2 2s, level 3 3s; effect strength lv1 and 2 1, level 3 2 Ioray stinger projectile cooldown change level 1 6s, level 2 4s, level 3 2s Apollyon claw strength duration changed lv1 1s; lv 2s, lv 3s Argus tail effect duration lv1 1s, lv2 2s, lv3 3s. Projectile cooldown 1s Clink scythe projectile cooldown 0.25s Conba butt projectile cooldown level 1 1.2s Stryder heart projectile cooldown level 1 1.2s Eyewig eye projectile cooldown level 1 1.2s Gamma sphere projectile cooldown level 1 2.25s, level 2 1.5s, level 3 0.75s Lacedon head weight effect duration lv1 3s, lv3 5s Remobra wing poison strength lv3 2 Serpix mandible projectile cooldown lv1 0.75s, lv2 0.5s, lv3 0.25s Spriggan root poison duration level2 3.5s, level3 4s Ventoraptor skull effect duration level 2 2.5s, level 3 3s Vespid stinger level 1 poison strength 1 duration 3s; levels 2 and 3 poison strength 2 Warg skull effect duration level 3 1s Wendigo antler projectile cooldown lv1 1.5s; lv2 1s; lv3 0.5s Djinn cloud effect duration lv3 2s - Spectre's from Void (void spawner) now respects light levels - Chance to spawn wraamon from Chorus Trees reduced to 5% (from 20%) Fixes - Fixed a bug where pressing the dismount and sneak keys at the same time could result in players becoming stuck. - Fixed a crash caused by laser projectiles in some cases. - Fixed a crash when parsing certain configs when the client is set to certain languages. - Fixed a client side memory leak, this takes a long time to become significant. - Fixed server-side crash caused by Spriggan Heart when used with no Summoning Sets. - Large Mob movement performance optimisations, this should help reduce their impact on servers. - Fixed Concapede Behaviour. - Fixed the Darkness spawner spawning mobs in too high a light level. - Fixed mounts/pets dealing more damage when holding certain weapons - Fixed mounts/pets/summons not being attacked back when attacking other mobs (especially vanilla mobs) - Fixed dupe bug with acid and water creating infinite gravel - Looting enchants should work on Lycanite Mobs now - Removed charges + bottle = bottle o'enchanting - Fixed items that are inside containers being deleted when the container block is broken - Fixed dupe using lycanites pets inventory - Fixed mounted combat - Shields no longer block projectiles 360º - Shields no longer block projectiles that are not supposed to be able to be blocked (ex. Wisp Lightball, as this passes through everything, so don't get hit!) - Fixed Vespid Hives - Fixed several memory leaks - Fixed boss altars removing bedrock - Fixed many projectiles having "ripper" quality meaning they passed through shields and hit you anyway and were unblockable. Fixes not being able to block projectiles from Reaper, Xapahans, Grell, Cinders, Reavers, Astaroths, Quill Beasts, and Serpix's - Prime Ember, Aetherwave, Lightball, and Throwing Scythe's will still have "ripper", these are fired from Sylphs, Clinks, Wisps, and Ignibus - Looting now doesn’t on soulstone drops from dungeon minibosses and altar minibosses (still works on normal bosses) Armor Rebalance! - Armor has been rescaled accordingly so Dragon armor, Tide Guardian armor, and Golem armor no longer all hit the 80% damage reduction cap. Previously, there was no difference between these armors because they gave you SO much armor, exceeding the reduction cap. - Every armor/armor toughness multiplier and offset for Head, Body, Legs, and Feet locations (First Aid) have been modified and rebalanced Stats (Multiplier = armor point multiplier per location, Offset = starting armor points - Toughness Multiplier is now 1.0 (was 3.0) across all locations - Head Armor Multiplier is now 4.0 (was 6.0) - Head Armor Offset is now 3.0 (was 1.0) - Chest Armor Multiplier is now 2.0 (was 2.5) - Chest Armor Offset is now 3.0 (was 0.0) - Legs Armor Multiplier is now 2.0 (was 3.0) - Legs Armor Offset is now 4.0 (was 0.0) - Feet Armor Multiplier is now 3.0 (was 6.0) - Feet Armor Offset is now 3.0 (was 0.0) - Overall, multipliers were lowered, so armor scales more smoothly and doesn't hit the 80% reduction cap too quickly, while offsets were raised, making early game armor like leather to armor feel exactly the same, so this mainly affects the later tier armors. Example - RLCraft 2.8.2 Head Armor, Multiplier and Offset, was 6 + 1 giving us 7. Now in RLCraft v2.9, it is 4 + 3, which still gives us 7, meaning Leather armor has not changed, and is still 7 armor points, but won't scale as effectively with each tier of armor as the multiplier is now only 4. - "What does this mean for headshots?" Glad you asked. Helmets in 2.8.2 - Leather Helmet = 7 Locational Armor - Chainmail/Iron Helmet = 13 Locational Armor - Diamond Helmet = 19 Locational Armor - Dragon/Tide Helmet = 25 Locational Armor - Golem Helmet = 31 Locational Armor How many arrows to the head does it take from a Skeleton to kill you in 2.8.2 - Leather Helmet = 2 shots - Chainmail/Iron Helmet = 3 shots - Diamond Helmet = 6 shots - Dragon/Tide Helmet = 8 shots - Golem Helmet = 8 shots Helmets in 2.9 - Leather Helmet = 7 Locational Armor - Chainmail/Iron Helmet = 11 Locational Armor - Diamond Helmet = 15 Locational Armor - Dragon/Tide Helmet = 19 Locational Armor - Golem Helmet = 23 Locational Armor How many arrows to the head does it take from a Skeleton to kill you in 2.9 - Leather Helmet = 2 shots - Chainmail/Iron Helmet = 3 shots - Diamond Helmet = 4 shots - Dragon/Tide Helmet = 6 shots - Golem Helmet = 8 shots - These were unenchanted with no qualities. As you can see, the only armors that ended up changing given these testing parameters, were Diamond, Dragon and Tide Guarding armor. Hope this helps understand the armor rebalance a bit better. Quark - All new underground biomes - All new building blocks from new stone deposits including Marble, Slate, Jasper, and Limestone - All new stone deposit generation - Biotite added to the end dimension, only generating when Ender Dragon is defeated - Dyed planks - Double Doors open together - Crystal Caves - Blossom tree - New item frames, item frames can be placed on floors now - New chests - Tons of new decorational blocks - Ancient Tomes - Ancient tomes need to be held in the offhand and right clicked to merge with the item in your main hand, as the anvil recipe is removed (RLTweaker) - Crabs LEL "it's f#$* ing RAWWW! - New Archeologist can be found underground with unique trades - New Mob Stonelings, found deep underground (can be tamed with diamonds) - Heart of Diamond dropped from Stonelings, used in important recipes. You can also use it on a stone block to get a tamed Stoneling! - New generations like revamping vanilla dungeons, adding pirate ships, etc - Animals eat food from the ground - Items on the ground flash before despawning - Runes to color your enchanted tools! - Parrot eggs (use beetroot seeds) - Chests in boats! - Shear chickens for feathers - Enderman ERROR INFORMATION REDACTED - Sheep with wool now have armor - New mob foxhound, found in the nether (can be tamed with coal) - You can place blaze rods! Charm - Villages are now decorated with new blocks and interiors are much more lively - Watch out! Illusioners and Vindicators have been seen roaming in r- ERROR MESSAGE LOST - Crates, aka mini-shulker boxes - Barrels - New music discs - New enchantments, potions, and curses - Lanterns and decorations - New Mob Spectre, don't let this ghost touch you ) - Composter - Abandoned crates underground you can break to get items - Suspicious Soup...HMMM... Inspirations - CARPETS ON STAIRS BOI - New unique bookshelves - Tons of decorative items and blocks - Cauldron overhaul! Cauldrons can be used to brew some potions, stews, and soups now. Can also be used for purifying water. - Cauldrons act as early game brewing, can only brew vanilla potions, and requires double the ingredients to brew correctly. - Barometer | - and photometer! - Anvil can break and smash certain blocks and items - Squids can be milked to give ink using a bottle without killing them Rustic - Honey (from Vespids) - Brewing and Alchemy - New plants and trees - Barrels, Cabinets, and more storage options - Many decorational blocks, lanterns, chandeliers, etc - New wine's and elixirs, alternative to brewing through the Farming skill tree (Reskillable). - New crops, grapes, hot chili peppers, and tomatoes - Many of the new unique rustic crops and herbs cannot be bonemealed due to how powerful they are! Astikor Carts - Carts for item and entity transportation pullable by mounts including some Lycanite mounts - Can also be used for plowing Callable Horses - Allows you to summon a bound horse mount to your location without needing to soulbind like in Lycanites (warning they are not immortal) ClassyHats - Over 100 custom-made-for-RLCraft cosmetic hats given as quest rewards - Phantom prism now used to craft the Phantom thread, which can be used to turn armor invisible for cosmetic customization CollisionDamage - Oops, tripped, fell, died, git gud EntityCulling and ParticleCulling - Prevents entities and particles that can’t be seen from being rendered, greatly improving performance. - Fully compatible with Optifine and Shaders Macaw’s Bridges - Bridges, bridges, bridges! - Tons of custom bridges for all your building needs RealBench - The return of the king! Dupe bugs have been patched (RLTweaker), and now RealBench has been readded - Keeps crafting materials in the workbench when you leave it - Renders crafting materials above the workbench in-world ShieldBreak - Shields can now only withstand up to a certain amount of damage based on their durability, after which the shield will be knocked down and given a cooldown for usage - Shields are now more responsive, and actually start protecting you when the model shows it being fully raised - Attacks can now be parried if the shield is raised right before it gets hit, knocking back the enemy further and ignoring the amount of damage that would have been done - Weapons like axes and halberds have a chance to break the shield and cause a large cooldown on it regardless of damage or parrying - Shields can no longer be held up indefinitely against very fast spammy attacks (ex. Cinder fire, Vapula crystals, Astaroth laser beams, etc. Don't get hit!) More Info -Shield raise delay has been changed from 5 ticks to 2 ticks -TIMED BLOCKING! Raise your shield within' 0.5 seconds of an incoming attack in order to successfully time a block -Timed blocks will play a deeper thunk sound if done correctly, and push back mobs twice as far -Timed blocks will always block an attack, despite strength of attack or power of your shield -The amount of damage your shield can withstand before being breached is based on the shields maximum durability (Shield Power)! This means better shields protect against more damage. A shield with 100 durability means it can passively block up to 1 attack damage. A shield with 1000 durability means it can passively block up to 10 attack damage, and so on. -Shields can be breached by any attack now from any mob. Shields are only breached if the damage dealt exceeds the shields Blocking/Shield Power. A cool down will be given to your shield that scales more the more damage was dealt that went above your shields blocking power. -Shield breaching plays a item break sound effect, just as axes do when disabling a shield BetterCaves - Completely revamps cave generation, resulting in large caverns, underground water and lava lakes, and various types of satisfying tunnel systems BetterMineshafts - Completely revamps mineshaft generation, new mineshaft designs, different mineshafts based on biome, and different mineshaft materials BedBreakBegone - Patches issues with beds randomly giving an obstruction message on respawning Bountiful - Village-based bounty system - Bounty boards are located at villages and structures that have villagers, every so often villagers will post bounties requesting you do to something for them - Various bounties will give random rewards based on the value and rarity of the bounty Locks - Chests can be randomly locked when found, though is not an indicator as to the quality of the loot inside - Certain chests in specific dungeons may be always locked, chests containing a nether star will always be locked - Lockpicks can be crafted and used to pick locks open. There is a hidden mechanic that adds a bit of skill to this, but I'll leave that up to you to discover. - Locks can be enchanted with various effects, have fun finding out what they do ) Elenai Dodge - New movement system, including dodging, wall jumping, and ledge grabbing (funnily enough, these same mechanics come from another mod of mine RLCoop for Unreal) - All 3 new mechanics are unlocked in the Agility skill tree in Reskillable Forgotten Items - Custom remodeled and retextured Golem armor for RLCraft BetterQuesting (And BQTweaker, expansions, etc) - Over 340 custom quests across 18 chapters - Serves as a guide for beginners as well as a goal for completionists - Rewards only cosmetic hats, does not lock any game progress behind quests, and is not required to be followed to play the pack - Many custom made quest themes specifically for RLCraft - Completely custom written, designed, and language-file compatible RLTweaker - Several performance tweaks and enhancements, including worldgen cleanup, collision modifications, particle threading, and a lot more I definitely already forgot lol - All Zombies now break doors - Mobs more reliably walk through open doors (oh no) - Brings back the correct damage tilt effect from older versions of Minecraft! POG! - Witches can now throw a variety of funny potions! (be careful!) - Lightning is no longer a global sound! Lightning can be heard up to 100 chunks away - Ender Dragon killed sound only plays in The End now - End Portal activation sound is no longer global - fix lots of things omg (mod specific changes will be listed with (RLTweaker) next to them) So Many Enchantments - Advanced Protection fixed, no longer applies to body locations it is not on which caused it to stack and multiply several times over - Inner Beserk fixed, now applies to the correct item - Fix for advanced looting, advanced lure, and advanced luck of the sea - Fix for Adept, will no longer cause mobs to drop XP that are not supposed to - Fixed Rune Arrow Piercing - Fixed Reinforced sharpness - Fixed Flame enchantments duration. Lesser Flame 2s; Advanced Flame 15s; Supreme Flame 30s - Sweeping Edge radius reworked - Disabled Difficulty's Endowment (redundant enchantment for RLCraft) - Disabled Combat Veterency (broken enchantment) - Disabled Rune Resurrection (broken enchantment) - Disabled Subject Mathematics - Removed Splitshot (this is replaced with Multishot now) - Lifesteal max is now 2 (from 4) - Natural Blocking max is now 2 (from 3) - Swifter Slashes max is now 3 (from 5) - Unsheathing max is now 1 (from 2, as 2 did nothing) - Evasion max is now 1 (from 3) - Parry max is now 1 (from 3) - Pushing max is now 1 (from 2) - Strafe max is now 4 (from 6) - Empowered defense max is 2 (from 4) Better Survival - Multishot max is 4 (from 3) - Added tooltip descriptions of weapons - Range enchantment isn’t as powerful (RLTweaker) - Adden myrmex and dragonbone nunchaku recipes - Added steel weapons variants Switch Bow - Fixed a bunch of arrow exploits and bugs - Lightning effect performance fixed for Lightning Storm arrows - Scope enchant fixed - Fixed hopper exploit - Fixed burial arrows breaking blocks they shouldn't - Changed recipes of some arrows such as the burial arrow, frost arrow, etc. Realistic Torches - Matchbox recipe now uses ore dictionary for any variant of wooden slabs - Lit torches now last 8 hours in real time (was 4 hours) Bountiful Baubles - Added additional messages for wormhole requests (accept/decline, failure reasons, etc) - Fixed weird crash with wormhole potions - Fixed wormhole/recall potions behaving weirdly and glitching the player when used while on a mount - Magic Mirror is now usable! (requires magic 32) - Added more items to the disintegration tablet silt recipes Wolf Armor Storage - Wolf armor can now be equipped by right clicking an unarmored wolf with the item - Configuration is now synced between the client and the server - Fixed an issue where wolf chest contents would remain in their inventory when the chest is removed - Fixed an issue with armor rendering half values backwards in the wolf's inventory - Removed the old armored wolf entity. First Aid - Armor values applied by non-armor gear (such as baubles) are now applied correctly and globally to all body parts - Collateral damage now only takes armor from hit location into account (example, getting hit in the legs, but damage is transferred to chest, as leg hearts are already empty, will only take leg armor into account) - Enchantments no longer protect you from absolute damage sources (example, fall damage, fire, etc) - Color range on paper doll enhanced to be more accurate, red color now indicates below 25% health, and a limb that loses all hearts will now black out entirely similar to an empty heart container - Recipes for healing items like bandage modified ItemPhysic - HOLY!@#$ YOU CAN NOW PICKUP ITEMS THROUGH GRAAAAAAAAASSSSSSSSSSSSSSSSSSS - Fixed items not being visible on soul sand - Items rotate slower when stuck in cobwebs - Added several items to burn list that should now be burnable in lava Trinkets Baubles New Features - New Race Rings! Dragon, Elf, Faelis, Goblin, Titan - New mana system! - New transformation foods and potions for the new races - New baubles Arcing Orb, Faelis Claw, Teddy Bear - Arcing Orb grants dodge ability, can stun enemies, and gives you a LASER! - Faelis Claw increases attack damage and causes bleeding - Teddy Bear provides a buff upon sleeping, and makes player immune to fear and insomnia from Lycanites - New items, Mana Candy and Mana Crystals used in crafting and restoring mana - Race transformation can now be made permanent through the use of the foods - Each race now has a whole new set of attributes like different speeds, health, attack damages, jump heights, and more - New recipes for trinkets like the ring of enchanted eyes, wither ring, shield of honor, etc. Changes - Dragon's Eye bauble can only be crafted now with a stage 5 fire dragon skull (and ender dragon head) - Enderqueen's Crown now gives +1 reach, and has a 1 in 20 chance of spawning an endermen/ignoring damage (from 1 in 50 originally) - Shield Of Honor now ignores damage every 5 hits you take (was 10), gives you Resistance 1 (does not stack), and has a 10% chance of ignoring fatal headshots (was 2%) - Ring Of Enchanted Eyes now gives +1 to Luck - Polarized Stone uses mana now instead of hunger - Stone Of Greater Inertia now multiplies your overall speed by 1.5x (50% boost) - Stone of the Sea recipe changed to use Neptunium now - Poison stone recipe changed to use Bezoar now - Fairy ring properly scales health now via percentage based on your max health - Dwarf ring properly scales health now via percentage based on your max health - Damage reduction for races like Fairy ring now works properly - Poison stone bonus reduced from 100% to 50% - Stone of the sea no longer stacks with depth strider - Permanent races from race foods are not lost on death - Removed restoration potion and added restoration serum Set Bonus INFORMATION REDACTED - Sorry! The information you seek seems to have been deleted...guess you'll just have to find out on your own ) Level Up Reloaded - Stealth has been reworked! (RLTweaker) - Stealth now also works on lycanites mobs (not bosses) (RLTweaker) - Pimped out the treasure skill in level up with more items in loot tables for digging - Fixed crafting xp dupes - Fixed some tooltips having the wrong percentage - Wood Cutting skill now has 20 levels and has been made much cheaper since this was learned to only be doing 4% per level Mo'Bends - New update enhanced performance with many optimizations, overhauls all animations, and adds new ones for wolves, spiders, and more - Enabled player mo'bend animations now that we made many mods with attachables compatible - Caestus is now set to use the punching animation Mob Spawners - Block hardness increased from 5 to 15 (mining a mob spawner with lower tier tools will be slower, though a gold pickaxe is faster than diamond) - Removed heart crystal shards and some healing items as drops from mob spawners when mined - Slightly adjusted and rebalanced other drops - Fixed squid ink accidentally dropping from mob spawners (lel) Battletowers - Loot rebalance, ender pearls, xp bottles, and xp books, diamonds, emeralds, and diamond gear have been adjusted to account for double roll chances - Spawn rate decreased slightly from 700 to 800 blocks apart - Generation fix for towers so they no longer spawn in a predictable pattern (RLTweaker) - Battletower Golem fires a new projectile that destroys blocks, and leaves a fire trail when flying near blocks (custom Lycanites Mobs projectile by Shivaxi) (RLTweaker) - Battletowers no longer show up in the lost cities (RLTweaker) - Battletower Golem's new projectile can paralyze a player temporarily from a direct hit (Lycanites Mobs + RLTweaker) - Battletower Golem can no longer drown (RLTweaker) - Battletower Golem can’t stay in boats (RLTweaker) - Fixed Battletower Golem storing momentum/velocity when not active (aka fishing pole exploit) (RLTweaker) - Battletower Golem is heavier and will be harder to yeet off of towers (but not impossible) (RLTweaker) - Battletower Golem AI much more aggressive now, fixed randomly losing targets (RLTweaker) - Fix for exploding towers damaging players who weren't near due to conflict with infernal mobs (RLTweaker) - Battletower Golem can no longer be hurt by anvils or other falling blocks (RLTweaker) - Battletower Golem can no longer suffocate in blocks (RLTweaker) - Battletower Golem can no longer be pushed by pistons (RLTweaker) - Battletower Golem can no longer be harmed by Lycanites Mobs fluids (RLTweaker) - Battletower Golem is no longer pickable with a quetzodracl Grappling Hook - Grappling hook weight, speed, and length adjusted and rebalanced - Several fixes and improvements to the mod and mechanics - Grappling Hook will no longer magically protect you from all fall damage - Grappling Hook no longer works in Lycanite boss arena's - Grappling Hook no longer grapples mobs - New enchantments added, double jump, wall running, and sliding - Enchantments fixed on Grappling Hooks Advanced Hook Launchers - Added maximum weight of mobs that can be hooked - Web hook can no longer attach to mobs Reskillable - Golden Osmosis now only requires 6 skill points to unlock, and magic requirement lowered to 12 - Dodge, Wall Jump, and Ledge Grab traits added under agility - Clicking on an unlocked trait will lock it and give you a refund (RLTweaker) Spartan Weaponry Rebalance! (base damage represents that item at wood tier) (damage multiplier means how much damage is added per material upgrade) MELEE - Rapier base damage now 1.5 (was 2.5) and Unarmored Damage Bonus 100% (was 200%) - Saber base damage now 3.0 (was 4.5) and Chest Damage Bonus 50% (was 100%) - Katana base damage now 4.5 (was 3.5) and Chest Damage Bonus 50% (was 100%) - Longsword base damage now 7.5 (was 4.5) and attack speed 1.3 (was 1.4) - Greatsword base damage now 4.5 (was 6.0) and damage multiplier 1.5 (was 2.0) and attack speed 1.2 (was 1.4) - Halberd base damage now 7.5 (was 6.5) and damage multiplier 1.5 (was 2.5) - Hammer base damage now 7.5 (was 6.0) and damage multiplier 0.5 (was 1.0) and attack speed 0.9 (was 0.8) - Glaive base damage now 5.0 (was 4.0) and damage multiplier 2.0 (was 1.0) - Javelin base damage now 1.0 (was 1.5) and damage multiplier 2.0 (was 0.5) - Mace base damage now 3.5 (was 4.0) and damage multiplier now 1.5 (was 1.0) - Pike base damage now 5.0 (was 4.0) and damage multiplier now 1.5 (was 0.5) - Quarterstaff base damage now 5.5 (was 1.5) and damage multiplier 0.5 (was 1.0) and attack speed 2.0 (was 1.4) - Spear base damage is now 5.0 (was 4.5) and damage multiplier now 0.75 (was 0.5) - Warhammer base damage now 6.0 (was 4.0) and damage multiplier 1.5 (was 1.0) - Dagger base damage now 2.0 (was 2.5) - Lance base damage now 2.0 (was 4.0) and Riding Damage Bonus 200% (was 100%) - Battleaxe base damage now 7 (was 5.0) RANGED - Wooden arrow base damage now 1.0 (was 0.2) and range multiplier 0.75 (was 1.5) - Iron arrow base damage now 2.5 (3.0) and range multiplier 1.0 (was 0.75) - Diamond arrow base damage now 3.0 (was 3.5) - Bolt base damage now 1.5 base damage (was 4.0) and range multiplier 2.0 (was 1.0) - Diamond bolt base damage now 2.0 (was 5.0) and range multiplier 2.5 (was 1.25) - Arrow rebalance, Wooden arrow base damage now 1 (from 0.5), Iron arrow base damage now 3 (from 2) and Diamond arrow base damage now 4 (from 3), this fixes Iron arrows accidentally doing less damage than normal arrows - Wooden arrows now only need wood, sticks, and paper to craft, making them much easier to obtain very early game Range increases speed of arrow/bolt which affects damage, so while base damages may look low, range was raised, giving bolts sniper-like speed and precision, and a decent damage buff. More Spartan Weaponry Changes - Throwing weapons have been overhauled to have a combination of ammo, durability and still be enchantable! - Two Handed weapons now have a set damage reduction if trying to dual wield or having a shield or another item in offhand. - Two Handed 1 is now a 25% reduction in damage - Two Handed 2 is now a 50% reduction in damage - Saber, Rapier, and Katana will no longer apply bonus damage to mobs with enough natural armor (All Dragons from Ice Fire, bosses, and Lycanite Mobs with armor now, listed under Lycanite Mob changes above) - New enchantments for throwable weapons and crossbows Return (backported from vanilla's Loyalty) - Causes Throwing Weapons to return to the player after landing on the ground - Max Levels 3 Hydrodynamic (backported from Spartan Weaponry 2.x) - Allows Throwing Weapons to work better underwater. Incompatible with Incendiary - Max Levels 1 Supercharge [NEW] - Reduces charging time with Throwing Weapons - Max Levels 2 Expanse [NEW] - Increases total ammo capacity for Throwing Weapons - Max Levels 2 Rapid Load (backported from vanilla's Quick Charge) - Decreases Crossbow loading time - Max Levels 3 Spreadshot (backported from vanilla's Multishot) - Fires two extra Crossbow bolts in a spread around the original bolt - Max Levels 1 Sharpshooter [NEW] - Reduces aiming time with Crossbows - Max Levels 2 - Crossbows can now be enchanted with other enchantments from Better survival and SME - Daggers now have a backstab bonus - Changed quarterstaff recipe - Added, uniformed and re-did a ton of smelting recipes - Added Steel Weapons and Shields - Fixed sweeping on Greatsword (used to only work on one side, now sweeps full area) - Sweep damage bonuses (like on Greatsword) now work with enchantments (aka sharpness) - Fixed Warhammer armor piercing Fishing overhaul! - All fish from vanilla, Aqua Culture, and Advanced Fishing have now been merged under one loot pool (don't need different fishing poles now) - New fishing minigame! Arrows keys are used to adjust line tension in order to catch your fish. Different fish can act differently and sporadically based on the type of fish, weight and size of the fish, etc - Fishing poles are now modular! Different bobbers, reels, and hooks can drastically change how you fish (this maked vanilla fishing rods unusable, but can be used as a part for the new fishing rods) - All fish are biome specific, dimension specific, and even height specific (yes there's underground fish now) - Certain fish will only be catchable at certain times of the day or night or if it is raining or not - Scaling recipes added for many fish to procure items from fish - Filleting fish is now based on weight in terms of how many fish slices they can be cut up into - Fish can be transported and bred now - New fish tracker tool - New bait box block (used for fish breeding) - Removed Aquaculture enchantments (no longer needed with new fishing mechanics and parts) - Lava fishing and Void fishing added (replaces Blazing Fishing Rod. This rod is now unusable) - New mob spawns added for fishing in Lava and fishing in the Void (Lycanites) Doomlike Dungeons - New update includes uber awesome generation technique to not cascade your mom - Boss rooms now have taller ceilings (this fixes some bosses not able to spawn) - Boss rooms made larger so bosses can properly spawn now - Tweaked loot tables slightly - Replaced Quillbeast spawners in doomlike dungeons with Jabberwock and Warg spawners Structures - Fixed certain structures always spawning with the same villager and villager trades - Adjusted wheat farm in RLCraft_PlainsWindmill - Added waystone and bounty board to RLCraft_SmallTown - Added bounty board to RLCraft_FriendlyOutpost - Added a new boss to the RLCraft_MegaBattleTower, find out and have fun ) - Added structures from Top 10 donation marathon stream - Rebalanced loot in several Ruins structures, including sunken ships, floating platform, ocean castle (both on water and sky variants), and more - Rebalanced loot pools that affect many Recurrent Complex structures like 4Towers, College of Evil, Friendly Outpost, Mega Battle Tower, Plains City, Ocean City, and more - Added some new decorations to Ocean Castle structure - Removed glowstone and nether wart from Underwater Base structure, replaced with new Quark lanterns - Added unique rare loot to elemental structures from Ruins (ever notice that one tiny island in the sky? Might have something now related to the Air element =) ) - Added waystone and bounty board to Plains City, Island/Ocean city, and Plains Town - Fixed villager trading exploit found in Ice City - Several new secret structures added...no I'm not telling you what they are, they're secret of course ) Antique Atlas - Added all new colored tiles and textures for the atlas - Added new textures to support defiled lands and traverse biomes - Added new icons - Disabled auto marking of villages and nether portals due to OVERFLOW INTEGER Enhanced Visuals - All new visual effects for new damage types including lightning, collision damage, parasites, wither, etc. Disenchanter - Disenchanting table now made with Golden Book Wyrm Scales - Disenchanting table now requires Magic 24 to use (Reskillable) - Enchanted books now get "destroyed" on an enchanting table (normal book gets returned) - Other items that don't have durability but can be disenchanted will now be destroyed properly Better Nether! - All new sub-biomes - New vegetation and nether plants - New decorational blocks - New ore, Cincinnasite (use it to craft Steel) - New generations and features throughout the Nether - Respawner statue! Lost Cities - Revamped rooms in buildings to add new decorations and more - Revamped loot in lost cities, for each section of the cities, having unique loot based on its location in the city - Portal to the lost cities no longer uses emerald blocks, now it uses ERROR INFORMATION LOST. PLEASE SEE QUESTS IN GAME FOR MORE ASSISTANCE - ERROR MALFUNCTION 1337 ...have overtaken the Lost Cities! Whatever you do do not- ERROR TRANSMISSION LOST Potion Rings - Some ring recipes changed such as the resistance ring - Resistance effect level modified - There have been some reports about players finding rings that are not in the JEI, what could they be? Potions - Potions are now stackable up to 8 (as are juices) - Mundane potions cannot be crafted with redstone anymore - Thick potions cannot be crafted with glowstone anymore - Thicks potions are now crafted with Bone Mushroom Spores (found on bone reefs in The Nether only) New Potion Recipes - Potion Of Health Boost Gives extra hearts - Crafted with Heart Containers in Thick Potion - Potion Of Levitation Levitation effect - Crafted with Feathers in Mundane Potion - Potion Of Feather Falling Slow falling effect - Crafted with Feathers in Thick Potion - Potion Of Wings Gives creative flight - Crafted with Pixie Dust (from Familiar Fauna, not Ice And Fire) in Thick Potion - Potion Of Mending Repairs currently equipped items slowly - Crafted with Dragon Hearts in Thick Potion - Potion Of Knock Up Launches player/mob into air - Crafted with Rabbit Foot in Mundane Potion - Potion Of Detonation Causes explosion at effected player/mob - Crafted with Dynamite (Spartan Weaponry) in Mundane Potion - Potion Of Thundering Causes lightning strike at effected player/mob - Crafted with Electric Eel (Aqua Culture) in Thick Potion - Potion Of Spontaneous Combustion Sets effected player/mob on fire - Crafted with Ember Charge (Lycanites) in Thick Potion - Potion Of Guarding (Iron Skin) Gives extra armor - Crafted with Dragon Flesh in Thick Potion - Potion Of Diamond Skin Gives extra armor toughness - Crafted with Block Of Diamond (may change later?) in Thick Potion - Potion Of Spines Gives effected player/mob a thorns like effect - Crafted with Vile Spine in Thick Potion - Potion Of Spiders Allows climbing up walls (become spiderman) - Crafted with Cobweb in Thick Potion - Potion Of High Step Step up blocks without jumping - Crafted with Rabbit Foot in Thick Potion - Potion Of Immovability Effected player/mob cannot be knocked back - Crafted with Obsidian Bream (Advanced Fishing) in Thick Potion - Potion Of Cure Cures all negative status effects - Crafted with Immunizer (Lycanites) in Thick Potion - Potion Of Poison Antidote Effected player/mob cannot be poisoned - Crafted with Immunizer (Lycanites) in Mundane Potion - Potion Of Concussion Cause mobs around you to explode without taking explosion damage yourself - Crafted with Blastem Fruit in Thick Potion - Potion Of True Shot Extra projectile damage - Crafted with Skeleton Skull in Thick Potion - Potion Of Fumbling (Klutz) Reduced projectile damage (splash one of these on a skeleton lel) - Crafted with Skeleton Skull in Mundane Potion - Potion Of Wither Purity Cannot be withered - Crafted with Wither Skeleton Skull in Thick Potion - Potion Of Long Arms Extra reach when attacking - Crafted with Crab Leg in Thick Potion - Potion Of Penetration Reduced armor - Crafted with Sea Serpent Fang in Mundane Potion - Potion Of Magic Focus Extra magic damage - Crafted with Dragon Blood in Thick Potion - Potion Of Magic Inhibition Reduced magic damage - Crafted with Fermented Spider Eye in Mundane Potion - Potion Of Vulnerability Reduced damage resistance - Crafted with Totem Of Undying in Mundane Potion - Potion Of Scattering Random teleportation - Crafted with Ender Pearl in Thick Potion - Potion Of Escape Teleports to surface if underground - Crafted with Eye Of Ender in Thick Potion ====================== Bug Fixes Minor Tweaks ====================== - Removed crafting recipes for ore blocks due to dupe bug - Fixed an FPS stutter issue caused by Sound Filters - Fixed Bow not requiring agility anymore. - Fixed rare bug with particles dying after an extended amount of time - Fixed memory leak with Lost Cities causing major lag/stuttering (RLTweaker) - Removed level requirements for dragon pet armor - Skeletons, Zombies, and Creepers now have the same small chance that Wither Skeletons have to drop their head - Toolbelt no longer requires levels to use - Removed Dwarf and Fairy ring as potential loot in Doomlike Dungeons, Mega Battle Towers and Shivaxi Monument, slight tweak/rebalance to boss chest loot (for Doomlike Dungeons) - Varied Commodities Pedestals are now craftable - Warp Stone is now craftable - Surface rocks will mostly be normal stone rocks due to changes with how Andesite/Diorite/Granite spawn - Bone Spore Mushrooms now give XP when harvested - Slightly increased chance weight of fishing up Neptune's Bounty with AquaCulture fishing - Slightly lowered the chance you should run into a dragon skeleton in deserts/snow biomes - Changed the amount of percentage gain from each Fortune level for the gamble pickaxe from 10% to 5% (you can get Fortune 4 from using the new ancient tomes, making the maximum duplication chance 50%) - Removed skill requirements for hook shots (they could be used regardless lel) - Gold Battleaxe got a super omega nerf for being super omega OP (forgot skill requirements cuz typo lel) - Aspids no longer spawn on mushroom islands - Vanilla shield now requires 12 defense, as the vanilla shield, round shield, and big shield are the only shields that can use the Better Survival enchantments - Fixed right clicking on item frames with a weapon in off-hand deleting your off-hand weapon - Deathworms and Myrmex now stand still while players are far away, to fix chunk loading problems (AIReducer) - Moved overlay text up a little bit and gave it a drop shadow (RLTweaker) - Fix for enchantments spawning that shouldn't (RLTweaker) - Fix for containers not closing when players are far away (RLTweaker) - Fix for some mobs destroying blocks they really shouldn’t (RLTweaker) - Fix for hoppers pulling from and inserting into blocks they really shouldn’t (RLTweaker) - Fix for lightning being so loud that it can be heard almost everywhere (RLTweaker) - Fix for broadcasted sounds being heard everywhere (RLTweaker) - Even more fixes for mobs building up speed for 12 hours and transporting to parallel universes (RLTweaker) - Fix for a lot of anvil dupes (RLTweaker) - Aquaculture biomes aren’t bugged now (RLTweaker) - Neptune’s Bounty can give you ingots now (RLTweaker) - Miner’s ring doesn’t dupe anymore (RLTweaker) - Tunneling enchantment doesn’t break chests (RLTweaker) - Carry On can’t make glitched chests anymore (RLTweaker) - Fix for hippocampus inventory being broken (RLTweaker) - Fix for gorgons resurrecting players in a glitched state (RLTweaker) - Fix for waystone scrolls crashing the game (RLTweaker) - Fix for level up skills being used by pets (RLTweaker) - Fix for myrmex queens creating like a billion hives when being carried around (RLTweaker) - Fix for myrmex queens having the wrong type of trades (RLTweaker) - Fixes for various clever Ice and Fire dupes (RLTweaker) - Fix for gorgons getting distracted by player statues and punching them (they still stare menacingly though) (RLTweaker) - Fix for spawner control crashing sometimes (RLTweaker) - Fix for waystone names getting messed up because of RLTweaker, lmao (RLTweaker) - Various other fixes and tweaks for mods that got added in this version (RLTweaker) - Fixed red death worm armor not being able to have liners - Fishing spear is now unusable. Can be turned into a sea serpent fang - Snow Real Magic now works with rocks and tall grass and accumulation - Fix for deathworm xp exploit (RLTweaker) - Added blocks that have a right click interaction or GUI window when interacting with them that still do the animation to the fancy block particles blacklist - Random crit chance lowered to 20% chance (was 30%) - Sirene spawns slightly reduced - Dragon bones now stack up to 16 (from 8) - Return Scrolls and Bound Scrolls no longer set your spawn - Fixed crash using Return Scroll and Bound Scrolls in Lost Cities (RLTweaker) - Steel has been enabled, custom alloy can be crafted then smelted to create steel ingots - Added reforging materials to myrmex stinger weapons (material jungle/desert myrmex chitin) - Added repairing material to Spartan’s obsidian shields (material obsidian) - Fixed player xp drop players now drop 30% of their xp on death with a maximum of 1000 xp - Changed recipes for cooling and heating goo - Fixed an issue where sound filters caused your game to stutter - Snow Villages rarity increased - Snow Villagers no longer trade Sapphires for Snow (wtf ice n fire) - Atlas's no longer auto mark Villages due to a super awesome fun time memory leak ) - Spartan Shields will now only take damage from direct entity sources (mobs, arrows, etc) while blocking and not indirect damage sources such as Lava and Cacti - Fixed Blindness making mobs have a 2 block sight range, now only reduces mob vision by 50% - Bosses, dragons, endermen, krakes (already blind kek), and shadow mobs can no longer be given blindness - Added recipe for myrmex resin glass - Added new Arcane trinket quality for mana regeneration (trinkets baubles)
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.
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2009-01-31 First Entry 2009-02-20 17 26 36 (Fri) Last update Trasnlated by soundares Title To Beyond Duodecillion Lyric 届かないと知っても Even if I know I ll never reach 諦められないものがある I have things I can t give up 他人から観れば滑稽に映るだろう From others eyes, I must look ridiculous 俯いていているだけで Just letting my head down... 空の高さに気づかずにコンクリートの壁の中 Without knowing the height of sky, inside a concrete wall... 繰り返す時間に居られないから Staying inside time repeating on... I couldn t do it, so 疾走った 風を超えて I ran exceeding winds 守りたい 君の足跡 I want to protect your footprint(=path) 一滴の夢を追いかけている君が居た You who were chasing a drop of dream, were there 答えを探して埃にまみれても Even if I m all dusted searching for the answer, 現実に押し潰されても Even if I m crushed down by the reality 光の射す空を見上げ I will look up the sky where lights ray 少しずつでも歩んでいる And make my steps even if it s just little by little 振り返らず真っ直ぐ未来を見つめ Not looking back, staring strightforward to the future 色褪せぬ憧憬探して Searching for the yearning vision that won t loose its color 那由多の彼方まで To beyond a duodecillion 疾走って響いた君の足音 I ran and sounded was the sound of your footstep 胸に灯る無意識(イド) Unconciousness(IDO) that lights in the chest 真実(イデア)と理想の軋轢に心阻まれても Even when my heart is blocked by a yoke of truth(IDEA) and ideal... 乾ききった自我(エゴ) The dried out self-conciousness(ego) ... この衝動が例え泡沫(うたかた)の夢でも... Even if this impulse was just a dream like bubbles... 刹那から疾走った、オメガへ I ran from the moment, to omega あの向こうの先まで見たくて... cause I wanted to see ahead that beyond... 信じた路を行きたい I want to go along my path that I have believed 色褪せぬ憧憬探して Searching for the yearning vision that won t loose its color 那由多の彼方まで To beyond duodecillion 疾走って響いた君の足音 I ran and sounded was sound of your footsteps Comment If you have any advise or opinion for this post please write here.この投稿に対して助言、ご意見などありましたらこちらに書き込んで下さい。 Name Comment すべてのコメントを見る You should mention which parts are sung by Len and which parts are sung by Rin. It would make things a lot easier! -- (SC) 2009-08-26 14 17 56
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Outline Schedule The Seven Deadly Sins Route Bonus boss Item Bonus The hero of ????! If you want to use PC version Result Outline This is a 3 hour Marathon Race of Dark Souls. The goal is to go fast, but it isn t exactly a speed run. Runners are competing by score, not time. Resetting the timer isn t allowed, nor quit+reload. If the rules are broken, the game must be started anew and all points are lost, but the timer is not reset pagetop Schedule March 30, 2013 3PM (in Japan)/ 6AM (GMT) Opening Ceremony 3 30/6 30 Runners start streaming. 4 00/7 00 Marathon Starts!! 7 00/10 00 Closing Ceremony The Seven Deadly Sins This time, the theme of the marathon is "The Seven Deadly Sins". It is prohibited to use these 7 weapons. Sorcery Pyromancy Black Knight Weapons Gravelord Sword Dragon Weapon (which you can upgrade with "Dragon Scale") Crystal Halberd Lightning Weapons(Any weapon that deals Lightning Damage inherently) To avoid confusion, DO NOT EQUIP "Catalyst" and "Pyromancy Flame" . *Lightning Weapon includes Blacksmith Giant Hammer, Demon s Spear, and Dragonslayer Spear. You are allowed to use Gold Pine Resin Route Points are obtained in the following way 1 Point per Route Boss Kill. Bosses must be killed in the following order, without skipping Asylum Demon Taurus Demon Gargoyles Moonlight Butterfly Pinwheel Capra Demon Gaping Dragon Quelaag Ceaseless Discharge Iron Golem Ornstein Smough Gravelord Nito Forest Hydra Gray Wolf Sif Stray Demon Priscilla Gwyndolin Firesage Demon Centipede Demon Bed of Chaos Seath Sanctuary Guardian Artorias Manus Four Kings Gwyn (Repeat) There are 26 boss encounters in this chain, so the main route will provide 26 points each run. pagetop Bonus boss Bonus Bosses The following bosses can be killed at any point in each run, or skipped entirely Hellkite (1 pt) Ash Hydra (2 pts) Kalameet (3 pts) pagetop Item Bonus Item Bonus For players with 20 or less other points, bonus points are available for obtaining certain items (only one time per item). Bonewheel Shield (4 pts) Balder Side Sword (3 pts) Channeler s Trident (2 pts) Painting Guardian Sword (1 pt) pagetop The hero of ??? Every 30 minutes 2 players will be chosen randomly. For the next 10 minutes they will use only the ???(a very weak weapon) and no other equipments. Q Why? A Because we think it s funny. (ღ˘⌣˘ღ) pagetop If you want to use PC version This time, runners can join the marathon with the PC version too. But since the PC version loads much faster, there can be a 5 minute difference by the end. Therefore,runners with the PC version have to watch all the pre-boss cutscenes. If a runner forgets to see the movie and skips it, they have to use the Darksign. Result pagetop