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【登録タグ KAB S 初音ミク 曲】 作詞:KAB 作曲:KAB 編曲:KAB 唄:初音ミク 歌詞 空高くにあがれ あの雲の彼方へと いっぱいの夢を 風にのせて遠く Fly away to the sky! 潮風流れる今日も 歩き出せば 熱い日差し shining sun! 空見上げれば かすかに感じる 真夏の香り 羽を広げ はばたけ! このおお空へ 明日へと 続いてく 顔を上げて! この世界中へと 笑顔をばら捲けたらね 夢見てた未来 きっとかなえて行ける 嫌なことでさえも 忘れるほど夢中で いっぱいの夢を 風に乗せて叫ぼう! Smile is given to you! 揺らめく 海を見ながら ひざ抱えて ぼんやりして 波間にうつる 夕日が 遠くに感じて 少し寂しい えっと… あのね… 言葉が 渦を巻くけど 好きなこと ただ「好き」と 言えなくて 悲しみの涙は 少し流せればいい きっとそれはまた 嬉し涙に変る! 焦ることはないさ チョット ゆっくりでいい 本当の気持ち 空に向けて叫ぼう! (I) sing a love song for you! (どんなときも) (くじけたりはしないよ) さぁ 行こう この手を つないで! この世界中へと 笑顔をばら捲けたらね 夢見てた未来 きっとかなえて行ける 嫌なことでさえも 忘れるほど夢中で いっぱいの夢を 風に乗せて叫ぼう! Smile is given to you! コメント 名前 コメント
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############################## ## Area 3 ## ############################## Start ===== You ll begin area 3 without any powerups unless you grabbed a heart from area 2. If you didn t have a heart when you finished area 2, then say goodbye to your powerups. If you did grab a heart, you will keep everything but you ll lose everything if you die once. Therefore, proceed carefully until you find another heart. If you had nothing when you finished the last mission, then the loss isn t so bad but still be on guard as you proceed. You re now indoors. A lot of stuff is gray so get used to this drab color. Bunkers and other objects will now be colored differently. You ll face some new enemies here as well. Head up and you ll fight a red soldier. He leaves an F behind. To your north is a bunker. Watch out for the homing sensor that s placed directly south of the bunker. Stand southeast of the right steel drum to get protected from the bunker s shots. Then grenade it to get fuel and bullets. Go through the gap between the drum and the right wall to avoid the homing sensor. Continue forward and you ll see a fortress guard in the center. Two red soldiers will be on both sides. The left soldier drops a B while the right one drops an F. Take the left path and you ll see a tank that you can take. Behind it is a brown tank. This tank is placed to lure you in to your death. Instead of getting the tank, you will be destroying it. Then destroy the brown tank afterwards. 2つ目の文から。 燃料庫およびその他のオブジェクトは色が違っています。 貴方はここで新しい敵と遭うでしょう。 進んだ先で戦う赤い兵士は、Fアイテムを一つ落とします。 上にあるのが燃料庫です。その下にある誘導センサーに注意しましょう。 右のドラムの右下に立てば燃料庫からの弾を防いでくれます。それを爆破すると、燃料と銃弾を手に入れられます。 誘導センサーを避けるためにドラムと右の壁の隙間を進みます。そのまま進むと中央に要塞が見えます。 両脇に赤い兵士がおり、左の兵士はBアイテム、右はFアイテムを落とします。道は左を選ぶと、貴方の乗れる戦車を発見するでしょう。 それは茶色の戦車が後ろにおり、あなたを死に導くものです。 無理やり乗れば破壊されてしまうので、茶色の戦車を破壊してからにしましょう。 Head up and you ll see another tank that you can take. Shoot the oil drum next to the tank to find a hidden knife. Then kill the red soldier for a B. Now enter the tank. Head up but watch out for the homing sensor above the oil drum. Stay in the center as you head up. You ll see a green tank appear. As you headed up, you went under a steel catwalk. As long as you stay just above this catwalk, you will be safe from the tank s shots. Wait for an opportunity to attack and destroy the tank. Now keep firing north as you head down the center. You will destroy a second green tank that rushes out from the center. Now turn your aim right and fire at the shadows to your right to uncover an SS. Head up and you ll see two missile soldiers. Kill both and continue onward. 進行すると先ほどとは別の、乗れる戦車が見えます。戦車の隣のオイル缶を撃つと、隠されたナイフアイテムが見つかります。その時の赤い兵士を倒すとBアイテムを落とします。 戦車に乗り、オイル缶の上にある誘導センサーに気をつけながら進みましょう。真ん中を維持して進むと、緑の戦車が現れるのが見えます。 さらに進むと、貴方は鉄の狭い道に沈みます。狭い道の上にいる間は、戦車の攻撃からは安全です。戦車を破壊できるチャンスを待ちましょう。 二輌目の、中央から攻撃してくる緑の戦車を破壊したら右側の影を撃つと、SSアイテムを見つけられます さらに進むとミサイル兵が2人いるので倒して進行しましょう。 You ll now see fake Pauls and fake Vinces. These guys are nothing more than regular soldiers disguised to look like you. One shot will take them down. Keep heading forward until you reach water. A red soldier appears. He drops an L. Across the water is a yellow tank. Destroy it. Now you will find the part that is most annoying on this stage, stairs. If you though moving in water was slow, wait until you try climbing stairs. The first step takes the longest and leaves you vulnerable to enemy fire. Your best bet is to have the super speed (SS) powerup which makes navigating the stairs more tolerable. Head across the stairs and you ll encounter another red soldier. He drops an S behind. Many of the soldiers will be kamikaze soldiers so I hope you still have the knife from earlier. The good news is that they won t shoot you. You ll soon fight two more red soldiers from the right side. They drop an L and S behind. 貴方は偽のプレイヤーキャラを見ます。ただ、姿が似ているだけで他の兵士となんら変わりありません。ショット一発で彼らは倒れます。 水場に近づくまで前に進み続けましょう。現れた赤い兵士はLアイテムを落とします。 黄色の戦車を破壊し、貴方はこのステージの最も悩ましい仕掛け「階段」に遭います。 最初の一歩が長く、敵の攻撃に対してやられやすくなります。最適な行動としてはSSアイテムを持っていればより耐えやすくなります。 段を進む最中に現れる新たな赤い兵士は、Sアイテムを落とします。 多くの兵士がKAMIKAZE兵士の為、ここまでにナイフアイテムを持っていることを願います。 よい知らせとしては彼らは弾を撃ってきません。貴方はすぐに2人の赤い兵士を右側に発見するでしょう。 彼らはLとSのアイテムを落とします。 A yellow tank will be attacking you from across the water. Grenade it and then go across. Avoid the land mine because it can kill you as you re climbing stairs. Head up and there will be many yellow tanks on both sides. Fortunately, they aren t operational. You will be attacked by a yellow tank coming down the center though. A homing sensor will also be placed around the center to avoid it. Destroy the tank and head up. A second yellow tank should be attacking from the right side. Grenade it and move on up to fight a third yellow tank from the left side. Destroy it and then look at the floor. You should see yellow pipes. Look for the pipes that form a square. It is found in the center of the screen, along the same horizontal line that the third yellow tank was following. Now above the square should be more yellow pipes. Shoot the pipes above the square pipes to find a hidden triple shot. A yellow tank should be attacking you from the right side now. Destroy it and then look at the stationary tanks on the left side. You should see some gray floor tiles running between two of them. Shoot those gray tiles between the tanks to find a hidden SS. The super speed will be the most useful powerup in this mission so try not to lose it too soon. 黄色いタンクは水の中からあなたを攻撃します。 爆破してから進みましょう。 階段を登っている最中に地雷があるので避けてください。 さらに進むと、多くの黄色いタンクが両側に見えます。 幸い、それらは動きません。ただ、真ん中からくる黄色い戦車は攻撃してきます。 また、誘導センサーは、それを避けるように周囲に置かれています。 戦車を爆破して進みます。2番目の黄色い戦車が、右側から攻撃してきているはずです。それを爆破して進むと3番目の黄色い戦車が左に現れます。それを破壊してください。 そして、次に床を見てください。あなたは黄色いパイプを見るです。正方形を形成する場所を探してください。画面中央に見つけられます。 正方形のパイプの上を撃つと、3WAYショットが見つかります。 黄色い戦車が右側から攻撃してきます。破壊して、そして次に、左側の固定タンクを見てください。戦車の間のタイルを撃つと、SSアイテムを見つけられます。 このステージで最も役に立つアイテムなので、あまりに早く、それを失わないようにしてください。 Now head up and you ll see some of the stationary tanks on both sides firing at you. Upon closer examination, there are only two stationary yellow tanks that are actually firing. Destroy them both. Watch out for a homing sensor placed in the center. Head up and you ll see a red soldier. He drops a B. Now to the north are some bullets across the water. The bullets are guarded by a stationary shooter behind them. There is also a kamikaze soldier in the center to make things more interesting. Getting the bullets is your choice. I prefer not to get them because climbing the stairs sets you up for an easy death by the land mine. I choose to go up the left side and avoid the entire mess altogether. So go up the left side and kill the kamikaze soldier as he gets on land. Now you should be above the triangle wall to the left. Turn left and shoot the floor pipes to find a hidden heart. Then you need to hurry across the water to the north because the land mine will kill you while you climb. If the mine is too close then kill the stationary shooter to the right and lure the mine away before you cross the water. さらに進むと両側に停止した戦車が登場します。良く見ると、実はそのうちの黄色い 戦車2台だけが撃っていることがわかります。これらを破壊しましょう。中央に 出てくるホーミングセンサーに注意して進むと、B を持った赤い兵士が現れます。 ここで北の水場の向こうに弾丸があります。この弾丸は止まっている兵士によって ガードされています。また、特攻してくる兵士も中心近くに居ます。 ここの弾丸を取ろうとして階段を登ると地雷に引っかかることがよくあるので、 取らない方がいいでしょう。左側を進み、特攻してくる兵士が上陸した瞬間を 狙って倒します。次に、左側の三角形の壁の上に位置を合わせて、左側を向いて 床のパイプを撃ち、隠しアイテムのハートを取ります。その後、急いで水場を渡ります。 というのも、登っている間に地雷がどんどんと迫ってくるからです。もし、 地雷が近くに来てしまった場合、左側の兵士を倒して地雷を誘導してから 水場をわたります。 There will be grenades on the other side. Head up the left side of the green piping. You ll see a self destruct soldier in the water to the right. He is unable to climb the stairs and since you are behind the green pipe, his shots can t hit you. Give him a taste of your grenades. Then head up and a kamikaze soldier appears. You can retreat back behind the pipes for cover and kill him afterwards. Then get the grenades. Go up along the left side and you ll see some green piping in the center. In the middle of the green pipes are yellow pipes. Get over to the center by climbing up the sides of the stairs. The land mine will be your biggest threat here because it will kill you if you don t move far enough away from it before you climb. Shoot the top of the yellow pipes to find a hidden SS. Now walk along the left side of the center island. To the north on the left side will be a red soldier. He drops a B. To the right are two soldiers stuck against the green piping. The top one is a kamikaze soldier while the bottom one is a self destruct soldier. Kill them both before you move up. もう一方に手榴弾がある。緑のパイプ類がある左方面に向かおう。自爆兵が右の水中に現れる。彼は階段を登ることができないので緑色のパイプ類の裏にいれば、彼の弾は当たらない。手榴弾を食らわせよう。更に進み、特攻隊が現れる。パイプの後方なら身を守るのに利用できるのでそこで殺そう。その後手榴弾を手に入れることができる。左方から上に向かうと、中央に何本か緑のパイプ類が見えてくる。中央の緑パイプは黄色パイプだ。階段の横から中央に登り乗り越えよう。地雷地帯は登る前にそこからプレイヤーが十分避けきれなければ死亡ため、最大の障壁となるだろう。隠されているSSをとるため一番上の黄色のパイプを撃とう。それからは中央の島の左方を歩いていこう。北へ向かうのに左方を選んだ場合赤い兵士と対峙する。彼らはBを落としてくれる。右方を選んだ場合は二人の兵士が緑のパイプに張り付いている。頂上の一人は特攻兵で、一方下にいる方は自爆兵である。両方とも上に行く前に殺しておこう。 To the north is a missile soldier. Two red soldiers will be approaching from the water. They both carry F s. Now a self destruct soldier will be rushing down the center of the water. Kill him quickly. Behind him is a kamikaze soldier. Then head up along the left side and you ll see a green soldier run down the center. Kill him for a K. Then get it. Now there are several small islands to the north. An FL soldier is sitting on top of the center island. You ll need to kill him quickly if you didn t already do so with the K. Ignore the fake red soldier because he s not a threat. Kill the FL soldier quickly because behind him are two underwater soldiers. The left one is a self destruct soldier while the right one is a kamikaze soldier. You definitely do not want to engage them all at once. If you do have to fight them all, I suggest that you retreat back and take out the self destruct soldier, kamikaze soldier, and FL soldier in that order. Having the super speed will allow you to move just as fast as the self destruct and kamikaze soldiers. 北にはミサイル兵が一人いる。二人の赤い兵士は水面から近づいてくる。彼らは共にFのアイテムをもっている。そして自爆兵が一人中央の水面から駆け下りてくる。彼はすばやく殺そう。彼の後ろには特攻兵が一人いる。それから左側をつたって上方に向かうと、中央に駆け下りてくる緑色の兵が出てくる。彼を殺し、Kのアイテムを手に入れておこう。そのあとはいくつかの小さな島が北方向に見える。FLが中央の島に座っている。プレイヤーはまだ十分Kを入手していない場合、彼をすばやく倒す必要がある。脅威とはならないのでフェイクである赤色の兵士は無視しよう。後ろに水中にもぐった兵が二人待ち構えているのでFL兵をすばやく倒そう。左の兵は自爆兵、右の兵は特攻兵だ。プレイヤーは絶対に出し抜けに彼らと交戦しようとしてはならない。絶対に全員と戦いたいと思うなら後方に下がってから自爆兵、特攻兵、FL兵の順で倒そう。かなりのスピードを持っているので、プレイヤーは自爆兵・特攻兵と同じくらいの速さで移動できるはずだ。 You ll see three equally shaped islands. Go up through the left and middle islands. Turn left when you get to the end of the water and are at the foot of the stairs spanning the entire screen. Fire at the water to the left to find a hidden gold heart at the far left side. This little item should give you the edge you need to win if you don t already have all the powers it gives you. Now head up the stairs and you ll see a bunker to the right. Next to it are two tanks for the taking. Here s how to get the tank safely. First, you should see two drums on the left side. Get under them so that you re now left of the tank and bunker. Turn right and fire at the bunker. Your F bullets will destroy it. The bunker leaves bullets and grenades behind. The tank will remain safe. Now walk down and then right until you are directly south of the tank. You should see a drum directly north of the tank. Fire at that drum. You will kill a oil drum soldier. The tank next to him also gets destroyed by the explosion but you only need one tank anyway. Now enter the tank and proceed. そのまま進むと3つの同じ形をした島が見えます。左側の島と真ん中の島の間を 通り抜けましょう。水場から抜けて、階段の下の部分が画面全体にわたったら 左に曲がります。左側で水場の前を撃ち、隠しアイテムのゴールドハートを取り ましょう。 Head down the center. You ll soon see a homing missile soldier to the right side. Quickly move back once you see him. His range is very long and he can destroy your tank if you charge in there unprepared. You should have the necessary firepower to kill him from a distance thanks to the gold heart from earlier. If you don t, then head up the left side to avoid the soldier altogether. Now you ll see a second homing missile soldier on the left side. Unless you have long range shots or B-grenades, you may have to sacrifice your tank in order to kill the soldier. Head up after you kill them to find a skull door. These doors will now replace the fortress gates of the last two missions. They are still destroyed in the same way though. The fortress guards are here and they are ready to kill you. Take them both out before you destroy the door. You ll get fuel for your tank. Head under the gate but stop short of passing through. Move up enough until you see your hair showing on the other side of the gate. Then turn left and fire. You ll uncover a hidden knife. Gate 1 ====== Now kill the red soldier on the screen for an L. Head up and you ll see another red soldier. He drops an L as well. To your right is a yellow tank. Head over to destroy it. Keep in mind that the dummy tanks will not provide you cover because this tank is firing missiles. Then go up and kill the next red soldier for an S. Then you will see another yellow tank moving across the top. This tank fires regular shots so you can take refuge behind the other tanks if you need. As you head up you will see green pipes and a lot of gray domes. Your path is split into three parts. The right path is suicide because of a homing missile placed along the path. The center path is safe but it doesn t have any items. The left path is the recommended one. The left path has three cones enclosed by green piping. Look at the top two cones that are close together. Look to their right side and you should see a small gray area. Fire at that area to uncover hidden gold bars. Then head up the left path. Now look for the topmost cone. Then stand to that cone s right side by going above it because there is a homing missile below the cone. Fire at the yellow piping to the right and you ll uncover a hidden knife just above the green piping to the right. Now you ll see pools of water. There are several paths to take but I suggest sticking to the paths with floor tiles because you will move faster. Falling into the pool will leave you a sitting duck for all the kamikaze soldiers in the area. Stay on the floor tiles if you are in a tank because the tank will fall down the stairs very easily. Tanks cannot climb stairs. In fact, the only way to get back out of a pool after falling in is to back up and "climb" up spots where there are no steps. I suggest taking the center path north until you see a homing sensor. Then go right and you ll be under a rectangular pool. Shoot one floor tile left of the center of the northern steps to find a hidden H. To the north is a bunker. Destroy it for bullets and grenades. Then go up and you ll see a pool north of the bunker. Shoot the left half of the water to find a hidden SS. Now you should have already been attacked by three red soldiers. If not, then just move up until you see them. Ignore the right one because he is a fake. The other two each drop B s behind. Now do not take the center path because there is a land mine placed at the start of the path which is a pain for tanks to get around. Take the far right path instead. You will see two homing missile soldiers as you approach the rectangular pool. I hope you have long range shots or B-grenades or you will not get past these guys without dying. Take them both out and then you will see two paths going north. You should also see a pool with stairs that form a triangle in the middle of it. If you are in a tank now, then I strongly recommend that you park the tank on the right path so that it is positioned to the right of the triangle steps. Now get out and stand in the water so that you are directly to the right of these steps. Then head up. You will see two skull doors and three soldiers on top of the doors. The left and right soldiers are fortress guards. The center soldier is an FL soldier. You will be out of the FL soldier s line of fire if you are standing to the right of the triangle steps. Now take out the soldier. Then destroy the left skull door. The right skull door is a fake and will not open if you grenade it. Grenade it anyway for some points. Since the right door is a fake, there is no need to kill the right fortress guard. Just kill the left one. Then get back in your tank if you got out and get the bullets and grenades from the skull door. Head through. Gate 2 ====== You ll see two paths. A red soldier comes out. He drops a B. Behind the soldier up on the catwalk is a moving cannon. It fires missiles and moves around so you ll need to time your grenades. Now head up the left side. Another red soldier comes at you. He drops a B. Two more red soldiers come out, but they are on the right side. Both drop F s behind. Now do not fire if you are in a tank or throw grenades if you are on foot. To the north is a tank that you don t want to destroy by accident. You probably are running low on fuel if you already have a tank. Here s the perfect time to switch tanks (or grab a new one). The red soldier to the left drops an L behind. You have two paths to take again. Take the left side and head up. Stop when you reach the second pool. Go left so that you are standing south of the pool s water. Face north and fire at the water. A hidden gold clock will appear. Continue ahead. The red soldier on the right side dropped an L if you were curious. Now you will have two paths to pick from again. A moving cannon will run along the center and head right. Take it out if you can. Then take the left path. You ll see a flame thrower soldier. Just stay out of his line of fire and you ll be safe. Take him out. Then go left. Above you on the wall is a fortress guard. To north on the right are two more flame thrower soldiers. There s another tank that you can take. The other soldiers stuck against the walls are grenade soldiers so kill them through the walls if you can. Go up and you ll see another fortress guard. Kill the soldier before entering the tank. Now head up. You ll see a green soldier running towards you. Kill him and get the K that he drops. Now the path will widen up and you should see three floor tiles lined up diagonally. Stand on the bottom tile and turn left. Fire at the ground to the left to find a hidden heart. Go forward and you ll see black soldiers. Treat them like regular soldiers. Now the area will be covered with catwalks making it hard to see. Be careful passing under them because there is a land mine placed on the left and right sides. Head up along the left wall to avoid all the mines. A green tank will rush out at you from the left side as you approach the shadows of the walls to your north. You will be safe if you say below the catwalk by the left wall. Destroy the tank. Then on the left wall above you is a fortress guard. Take him down. Then head up along the left wall. You ll see another green tank. This one will be moving diagonally on the right side. Destroy this tank. There is a fortress guard on the right wall but he is not a threat so continue forward down the center of the area to avoid the land mines. Just don t get too close to the fortress guard on the right side. You ll see a red soldier in the center. He carries a B. On both sides are fortress guards. To the north in the center is a moving cannon. Take out the left guard first. Then destroy the cannon. Kill the right guard last. Then head up but stay on the right side as much as possible. You ll see a land mine at the top of the passageway and two missile soldiers. The left one is a homing missile soldier while the right one is a regular missile soldier. Staying as far to the right as possible will help you avoid the homing missiles. Try to get as close to the right soldier without getting hit by his missiles. Then kill the homing missile soldier. Kill the other soldier afterwards. You ll see a skull door to the north. Two fortress guards will protect it. Take them out and then the skull door. You ll find fuel. Now head on through the gate. Gate 3 ====== You ll find yourself in oil drum country. Well, it s actually oil drum soldier country but who s counting? This means that the area that you are now in is filled with oil drum soldiers. Of course, not all the oil drums are oil drum soldiers but you won t be able to tell until you get close enough. Take the initiative and just grenade all the oil drums. This is more effective than running up to an oil drum and risk getting shot in the process. Stick to the left side for fewer oil drum soldiers. Now you ll see plenty of steps and only one path in the center. Take the center path and you ll see that the path sticks out to the right and left. Shoot the floor tiles of these right and left mini-paths to uncover a hidden triple shot and an SS. You ll then see a chopper that you can take. A red soldier will appear here too. He drops a B behind. The chopper will make surviving this next part a lot easier. What you will now be doing is flying over water. However, there are land mines, kamikaze soldiers, self destruct soldiers, and choppers to pass. Land mines are easy to avoid. This makes self destruct soldiers your primary threat. Rather than telling you which one is which, just keep away from all the underwater soldiers. If you want to know the order, soldiers 1, 3, 4, 5, 7, and 10 are the self destruct soldiers. Keep in mind that this ordering is based on the order that they appear with soldier 1 being the first underwater soldier that you come across. Keep firing as you fly up. Stay on the left side for the safest path through. You ll see a red soldier as you fly up. He drops an F. You ll soon see a grenade in the center. A fake red soldier comes out but ignore him. There should be an island left of the grenades. Fire at the floor tiles on the island to uncover a hidden SS. Continue on and a chopper appears to the right. Ignore it and keep moving. You ll see an island with one spot of water in the center. Fire at that spot of water to uncover a hidden heart. An enemy chopper will appear above the heart. A green soldier runs out on the right side. Don t waste your fuel by going after him. Just keep moving ahead. You ll soon come across three equally shaped island across from one another. South of this trio is another island. Shoot the center of this southern island to find a hidden knife. Then shoot the middle island of the trio to uncover some hidden gold bars. Your chopper should be out of fuel by now so get out. Take care of any self destruct and kamikaze soldiers in the area. To the north will be two fortress guards. Take them both down. You will be in front of three skull doors. Destroy them all to find bullets and grenades. Behind the doors is a yellow tank. Destroy the tank next. Now go through the right door only. The other two doors both have land mines placed under the doorway (the part where you can t see your character anymore). You can avoid them by staying to one side on the doorway but it s a lot easier just to avoid them altogether. You will see two fortress guards and two red soldiers. Run up until you are against the wall. The red soldiers will retreat but let them. You will see them get stuck against the wall to the north. Just worry about killing the fortress guards first. Now go up and kill both red soldiers for an F and L respectively. You ll then see a green tank on the wall above and two skull doors. Destroying the tank leaves behind a tank that you can enter. Too bad it s out of your reach. The tank just teases you by sitting outside your reach so just blow it up for more points. Then destroy the right skull door because the left door is a fake. You ll find bullets and grenades. Go on through the door. Gate 4 ====== Go on through the door to find a bunker. Destroy it for bullets and grenades. Past the bunker is a moving cannon. Let it move to the right side before you destroy it. There is a tank past the cannon that you can use. Head up and the red soldier that appears drops a B. You should have noticed that the catwalk to the right forms a square shape. Shoot the floor in the square s center to find a hidden SS. Then go up to find a bunker. Destroy it for bullets and grenades. You ll then see a blue soldier with a shield in front of him. This is the task force soldier. Just think of him as a new version of the macho man. He takes 10 F bullets, 2 grenades, or one B- grenade to kill. He also explodes with a B-grenade s explosion radius. Head up and watch out for kamikaze soldiers. There will also be a moving cannon about. Destroy the soldiers and the cannon. Head up and you ll see more catwalk and more task force soldiers. There are several here so do not move the screen up until you pass each one. Continue up and you ll see more stairs and lots of soldiers. Ignore the red soldiers because they are fakes. Worry about the mob of blue soldiers though. You will come across two pools and a larger set of stairs above the pools. Stand in the center of the two pools and shoot the north side of the northern stairs to find a hidden heart. Continue forward and you ll see two fortress guards. Kill them both. Now you have two paths to take. Take the left path because the right path has two land mines to avoid. There is a homing sensor placed at the end of the left path but you can avoid it by staying on the far left side of the screen as you head up. You ll now be at another gate. Killing the pair of fortress guards will be harder than usual. The left one dies easily but the right one is a pain. The reason is that the cone to the right blocks you from tossing a grenade at the soldier. Your options can be standing next to the cone and tossing B-grenades, using long range shots, or trying a risky hit and run tactic with grenades. Destroy the skull door for fuel after you take out the guards. Now fire up through the door as you go through it. You ll uncover a hidden triple shot. Get it only if you don t have any other gun powerups. Gate 5 ====== You ll now see lots of stairs. Head up and try to avoid the soldiers shots as best you can. Kill the red soldier for an F. Keep moving and you ll see some fake red soldiers. The real red soldier is the one on the right. He drops an L behind. Follow the paths with floor tiles. You ll soon see one path through a large area of steps and two mini-paths that stick out to the left and right sides. Shoot the floor tiles between the two mini-paths to find a hidden H. Head up to the next pool and you ll see more red soldiers. Two of them are real and they both drop B s behind. Head up and you ll be back to oil drum country again. This time, you will need to pass a lot more oil drums. Keep to the same strategy like before which was to grenade every oil drum. If you see too many oil drums clumped together, then chances are that some of them are oil drum soldiers. Don t be afraid to use your ammo up because the oil drum soldiers drop plenty of fuel. There should be more than enough for you to use against the oil drums. At the end of the oil drums will be a yellow tank. Destroy it. You may get lucky and get a tank but it s random. Now head up and two more yellow tanks attack you. Take them both down. Then go forward and you ll see a homing missile soldier on the island by the right side. Kill him and then head up along the left side of the screen. Watch out for a kamikaze soldier in the area. Head up and you ll see two self destruct soldiers approaching you from the left and right sides. Kill them both quickly or you re toast. Now another self destruct soldier approaches from the right. You will have a little more time to kill him than you did for the last two. Get the bullets in the water. There is an island in the center of the water. Get on the left side of it. There is no hidden item in the center of the green pipes this time. Head up and watch out for the kamikaze soldier that comes at you from the left. Then fire up at the floor tiles at the northern tip of the island. You will find Little Athena (girl). Two self destruct soldiers will approach from the right side. Run back to get them both stuck against the green piping. Then take them out while they re both stuck. Head up and you ll see a red soldier. He drops a B. Now stay to the right side. There are a lot of self destruct soldiers in the area. They will come at you from the left and center. You should see a narrow strip of water above the island on the right with green piping Stand in this narrow strip of water and turn right. Fire at the water to find a hidden gold heart. Now you have all the firepower that you need so don t lose it. Head up and a kamikaze soldier will chase you from the left. He shouldn t stand a chance against you since you grabbed the gold heart. You ll see three islands to the north. The left and right islands each have homing missile soldiers on them. The center island has a regular missile soldier. Take out the homing missile soldier on the right. Then pass the other two so that they become grenade soldiers. Kill them off before you proceed further. There will be more green pipes separating the path forward. A red soldier comes out. He drops a B. If you kill the red soldier, don t immediately get the B because there is a fortress guard in a perfect position to kill you as you get the B. Kill him first before getting the B. There are two more fortress guards to deal with in this area. Anyway, go up the left path. Stay to the left as much as possible to avoid the fortress guards. Of course, you are always free to kill them but it isn t necessary to do so here. You ll soon come to two skull doors. There will be four fortress guards on the wall above you. Try to avoid dying here because you will get stuck behind the green piping and will have to wait for the missiles to get free. Kill the left guard first. Then I hope you have long range shots because killing the center two guards is difficult without them. Now ignore the right fortress guard and head up through the left doorway. Gate 6 ====== You ll see two green tanks above you. You ll be safe as long as you stand directly left of the oil drum. Watch out for a homing sensor placed to the left of the oil drum. You ll be fine as long as you stay near the oil drum. Kill the left tank first. Then destroy the door and the other tank. Get the fuel that the door left behind. Stop when you see the two fortress guards. Killing them both is almost impossible without the necessary firepower so I hope you have either F and L powerups or the B-grenades. Head through the doorway and you ll see a land bridge running down the center. You ve entered the final area of this mission. There will be plenty of soldiers in the area. The ones coming out of the water are all self destruct soldiers so take them out first. Then shoot the right column of floor tiles on the land bridge to find a hidden heart. A red soldier runs down the left side of the land bridge. He drops a B. You will now see red carpeting down the center of the screen. Fortress guards will be on both sides of the carpet. Take them out one by one. Kamikaze soldiers will be charging down the red carpet so give them some star treatment with your guns. Now you ll come to a skull door. This is the easiest part of this final area so enjoy killing the fortress guards without problem. The door will leave nothing behind. I hope you have either F and L or just super speed because you will not survive this next part without one of these two. As you head up through the doorway, FL soldiers will rush out from both sides and take up positions by the yellow piping near the red carpet. Needless to say, there will be MANY shots flying all over the place. If you have super speed, then simply run up down the middle and you will avoid all of the shots. You must be in the dead center of the red carpet or you will get hit. If you have F and L, then quickly run up and pick side to kill. Then run diagonally towards that side and fire away. You should be able to pick off each FL soldier before he can get a shot off. Move to the side that you picked to avoid getting killed by the FL soldiers that you didn t kill. It is very hard to avoid death but it is possible. After you pass the FL soldiers you will come to a desk with a corpse. There are four FL soldiers and two homing missile soldiers around the desk. Between the six of them, almost every square inch of the screen is covered. The only safe spot is directly in the center of the red carpet at the bottom of the screen. However, you must be under the gray floor tiles or you will get hit. As you can imagine, this spot is only accessible if you don t move the screen up too fast. The easiest way to get to it is to have run past the FL soldiers earlier with super speed. Then you just keep running up until the last FL soldier goes off the screen. Then immediately turn around and head south. Doing this will let you escape the homing missiles that get fired as you headed north. Now that you are safe, you are also pinned down. Getting past this part alive is extremely difficult and everything must be done perfectly to live. Read the section below on how to do it. This is for experts only so unless you are very skilled at the game, I suggest that you skip it and take the easier method below that. EXPERTS ONLY! How to pass without dying. EXPERTS ONLY! *** Here s how to do it. You must have super speed (SS), B, F, and L. Having S is helpful but not required. You will run past the FL soldiers and then head up the center of the carpet for the desk. This next part is the critical one. You will be running up and turning northwest to fire shots at the left homing missile soldier and leftmost FL soldier. However, you will need to throw a B-grenade diagonally at the right homing missile soldier a moment before you do this. Timing is critical here because one wrong move and the left homing missile soldier will fire at you. After you toss your grenade, immediately turn northwest and kill the left homing missile soldier and FL soldier by firing at a sharp angle (the sharper of the diagonal lines of fire that you have). Then you will take a step or two downward to avoid the three remaining FL soldiers shots. Refer to figure 1 below on where to stand. Figure 1. F FL soldier H Homing missile soldier X spot to stand after attacking / red carpet F _ _ F F |_\__/_| F H \____/ H __ |//| X |//| |//| |//| |//| |//| As you can see, the spot is exactly the third and fourth gray floor tiles south of the left side of the desk. Figure 2 below shows how the remaining FL soldiers will be firing after you reach that spot. Figure 2. (not drawn to scale) F FL soldier | FL soldier s line of fire / FL soldier s line of fire X spot to stand after attacking DESK location of the desk (was removed for clarity) F F | DESK / F | / / | / / | / / | / / | / / |/ / |X / /|X/ / |/ / | / /| / / | Now that only three FL soldiers remain, it is just a matter of waiting for an opportunity to attack. Take out the two on the right side first because it is easier to dodge only one FL soldier s shots than it is for two FL soldiers. Then kill the left one and you ve done the near impossible...live through the final area end of mission 3. Now skip over the next paragraph below to find out how to finish the mission. end of section *** There s no real way to get out of that safe spot without getting shot so I suggest that you plan a kamikaze mission. Your goal is to run up and take out as many soldiers as you can but the priority will be the two homing missile soldiers. Run up and try to take them both out. Doing so will be a major plus. Now you just have to take out the FL soldiers one at a time. Expect to die a few more times while doing this. Take advantage of your temporary invulnerability after each death to take out one or more FL soldiers. There is a hidden heart just below the second FL soldier from the right. This part is almost impossible to pass without dying so don t be discouraged if you die plenty of times here. The missiles will not come unless you scroll the screen far enough but you ll also lose your safe spot if you do. One word of caution though. If you scroll the screen up until it goes no further (you can see a skull and crossbones behind the desk), then you can no longer use the continue code (see section "Secrets" below for details) if you lose your last life. Therefore, it is to your advantage to not scroll the screen all the way up. After you take out all the soldiers, it will seem like there is nowhere to go. First grenade the corpse until it blows up. Now you should see shadows on the south side of the desk. Move up or down until you are lined up horizontally with the shadows. Now you need to throw a grenade at the floor. If you hit the right spot, a stairway will appear. The spot is random each game but the spot is always found somewhere between the floor tiles going across the south side of the desk but between the two yellow pipes. Usually, you can find it in the shadows of the desk but occasionally you ll need to grenade the gray floor tiles to the left and to the right of the shadows. I have yet to see it get past the yellow piping so I m relatively sure that you won t find them there. Therefore, it is just a matter of systematically tossing grenades at each square (10 squares total) between the two yellow pipes until you find the stairs. Note that you cannot find the stairs unless the corpse is gone. Enter the stairway to finish area 3 and get 30,000 bonus points. You should have nearly 400,000 points if you haven t continued since the start of the game.
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【Tags Deadman Gumi Singal-P sI A】 Original Music title 会いたい English music title I Want To Meet You / I Want To See You Romaji music title Aitai Lyrics written by Deadman Music written, Voice edited by Dios / シグナルP(Signal-P) Music arranged by Dios / シグナルP(Signal-P) Singer(s) Gumi (Megpoid) Click here for the original Japanese Lyrics English Lyrics (translated by m-i-s-a-k-i / misaki): Hey, I want to meet you right now The usual mail with hidden intention Doesn't seem to reach Your heart forever Because you were always by my sid Because you were always laughing Yes, always, my friend Even when we were apart I think of you, these feelings This hope became painful Hey, like that day Don't tell me you cannot laugh Hey, I want to meet you rught now The usual mail with hidden intention Don't seem to reach Your heart forever I want to meet you, want to meet you! Let me hear ?I love you“ like on that day Even if it's Not reaching your heart I want to stay at your side like that I want to make you laugh like that Yes, always, my friend Even when we were apart I think of you, these feelings This hope became painful Hey, like that day Don't tell me you cannot laugh Hey, that's why I want to meet you You can show your courage and fly, right? The mails never seem to Reach your heart I want to meet you, want to meet you! Let me hear "I love you" like on that day Even if it's Not reaching your heart In sleepless night, over and over again, "I want to meet you" this feeling Isn't fading yet Hey, I want to meet you right now The usual mail with hidden intention Doesn't seem to reach Your heart forever I want to meet you, want to meet you The words of "I love you" we exchanged that day Because I always feel them In my chest Even if they don't reach Because I feel Romaji lyrics (transliterated by m-i-s-a-k-i / misaki): Nee, imasugu aitai yo Honne kakushita nanigenai Mail wa Itsumademo kimi no kokoro no naka ni Todokanai mama Itsudemo soba ni ita kara Itsudemo waraiatteta kara Sou, itsudatte my friend Donnani hanareteite mo Kimi wo omou kono kimochi Negau hodo tsuraku naru yo Mou, ano hi mitai ni Waraenaitte iwanaide Nee, imasugu aitai yo Honne kakushita nanigenai Mail wa Itsumademo kimi no kokoro no naka ni Todokanai mama Kimi ni aitai Aitai yo Ano hi mitai ni "suki da yo" tte kikasete Itsumademo kimi no kokoro no naka ni Todokanakute mo Kono mama soba ni itakute Kono mama waraiattetakute Sou, itsumademo my friend Donnani hanareteite mo Kimi wo omou kono kimochi Negau hodo tsuraku naru yo Mou, ano hi mitai ni Waraenaitte iwanaide Nee, kore kara aitai yo Yuuki dashite tabashite mo ne Mail ha itsumademo kimi no kokoro no naka ni Todokanai mama Kimi ni aitai Aitai yo Ano hi mitai ni "suki da yo" tte kikasete Itsumademo kimi no kokoro no naka ni Todokanakute mo Nemurenai yoru Nando koete mo "Aitai" kono kimochi Mada kietenai yo Nee, imasugu aitai yo Honne kakushita nanigenai Mail wa Itsumademo kimi no kokoro no naka ni Todokanai mama Kimi ni aitai Aitai yo Ano hi kawashita "suki da yo" tte kotoba ha Itsumademo watashi no mune no naka ni Kanjiteru kara Todokanakute mo Kanjiteru kara [Singal-P, SignalP, Deadman]
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PowerBook G3 Pismo (G4 550MHz) で再生できる設定 Pismo ではh264とmkvでは無理。mpeg4とaviでエンコする事。 ffmpeg -i "input file" -b 3000k -s hd480 -ab 192k "output file" "-formats" でエンコード・デコード出来る種類確認出来る XBMC4XBOXでは720が再生出来るとされているがこれまたmpeg4とavi限定。 h264でファイルサイズを小さくしたい場合はhd480でエンコすればmkvでもxboxで再生可能。 その場合使う設定は以下: ffmpeg -i "your input file" -vcodec libx264 -s hd480 -acodec libfaac "your output file" ※なおh264を指定する場合今までのh264からlibx264へ代わった事に注目すべき。 http //wiki.xbmc.org/index.php?title=HOW-TO Use_Handbrake_on_Mac_to_encode_H.264_videos http //www.xbmc4xbox.org.uk/forum/viewtopic.php?t=1571 p=13475 Xbox のみを対象にする場合 Handbrake でエンコードしたほうが楽。 ーーーーーーーーーーーーーーーーーーーーー Xbox 動画考察 ーーーーーーーーーーーーーーーーーーーーー Xbox は非力なため動画の品質と容量のバランスに加えて、再生負荷も考慮する必要がある。 Handbrake でエンコする際負荷の少ないMPEG-4(FFMPEG)を選択するが(H.264に比べて)、その際 Constant Quality を選択するか Avg Bitrate を選択するかが課題となる。Avg を選択した場合容量は一定するが品質が一定しない。反面 CQ を選択すると容量にバラツキが生じ再生負荷も不均一となるが品質は一定する傾向にある。 試しに CQ の設定を 3 及び 1 で試してみるが負荷が高いせいか Xbox がフリーズする場面があった。6 に設定したところ現在までに問題は見受けられない。ファイル容量も25分程度の動画で180MBと比較的低い。しかしAvgで3000に設定した場合と比べると品質にやや難がある。とは言え480iのブラウン管では見分けがつかない(液晶PCモニタでは多少見劣りする)。 結局のところAvg 3000の方がごく僅かに画質が良く、海外ユーザーの間でも使用者が多いようなのでそちらにするか。 よって以下の設定を適用: Video settings | MPEG- 4 (Ffmpeg) / Average bitrate 3000kbps / Framerate (same as source) / (optional 2 pass encoding) Audio settings | Codec - auto passthru Subtitles | as you wish Chapters | as you wish Advanced | -maxrate 5000k -bufsize 4096k 結論: ISO状態のファイルは超高画質な上何ら問題なくXboxで再生できるのでそのままの状態を維持。他高解像度のMKVファイル等、Xboxでの再生に問題のあるファイルはHandbrakeにてエンコードする。その際の設定は上記に準じる。 ーーーーーーーーーーーーーーーーーーーーー This should still work on Handbrake for Windows or Linux but you may have to input the setting manually and save it. Some users have been unable to load the supplied preset on Windows. Tools VLC - Site or direct download for 64 Bit Mac Build 1.0.2 here Handbrake - Site Extras Handbrake Presets High Quality Low Quality (This is just a lower constant quality with MP3 audio) Or manually input this string and settings into the Advanced Settings box ref=2 me=hex bframes=3 8x8dct=0 subq=9 vbv-maxrate=2200 vbv-bufsize=2200 weightb=0 analyse=none no-dct-decimate=1 cabac=0 b-pyramid=none weightp=0 HB-advancedlarge.png Info For this encoding process I have prioritised video quality over file size. This is for encoding DVD sources to be used on the original xbox running xbmc. It uses the x264 codec so bitrate and advanced options have to be set specifically to allow it to run on old hardware. This is for use with AC3 or DTS passthrough. You can try it with MP3 or AAC audio, but no guarantees as this will require CPU for decoding. 1. Download VLC and Handbrake. Install them. On the Mac I would recommend running the 64 bit VLC build. 2. Download the Handbrake Presets and import them into Handbrake. 3. Load your source into Handbrake. You can rip straight from DVD using Handbrake, or load DVD images you have ripped previously with your ripper of choice. 4. Make sure you have either xbox-x264 or xbox-x264-LQ preset selected. 5. Make sure container is MKV. Audio is AC3 or DTS Passthrough. 6. You have to change some of the advanced settings if you used the presets in the attachments in the latest versions of Handbrake, since some of the defaults have been changed recently. Add " b-pyramid=none weightp=0" to the String you see in the bottom or uncheck "Weighted P-frames" and set "Pyramidal B-Frames" to off. end of line
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English as a Second Language Podcast www.eslpod.com ESL Podcast 267 – Getting a Traffic Ticket These materials are copyrighted by the Center for Educational Development (2007). Posting of these materials on another website or distributing them in any way is prohibited. 1 GLOSSARY police car – a car used by police officers, usually painted black and white * People often feel safer when there are a lot of police cars driving on the streets at night. siren – a loud noise made by police cars, ambulances, and fire trucks when they are moving toward an emergency * When you hear a siren, move your car toward the side of the road so that the emergency vehicle can drive by. to be pulled over – to be asked by a police officer to move one’s vehicle to the side of the road and stop it there so that one can speak to the police officer * Have you ever been pulled over for speeding on the freeway? driver’s license – a small piece of identification given to a person by a US state that allows that person to drive * I know you’re impatient and want to drive now, but you’ll have to wait until you’re 16 years old to get your driver’s license. registration – a piece of paper that shows who owns the car and that it was registered with the state government * Dan keeps the car registration in the glove compartment in his car. proof of insurance – a piece of paper that shows that one has automobile insurance, meaning that a company will pay money if one’s car is stolen or in an accident * If you don’t have proof of insurance, you can’t register your car with the state. to speed – to drive one’s car faster than allowed in a certain area * We’re doing a study to find out why so many teenage boys like to speed. (a number) miles an hour zone – an area where the maximum speed of cars is a certain number of miles per hour (1 mile = 1.6 km) * Are you crazy? You’re driving 90 in a 65 miles per hour zone! to run a red light – to drive through an intersection when it is not allowed because the stoplight is red, without waiting for the light to become green * The driver ran a red light because he was in a hurry and he almost hit a little boy. English as a Second Language Podcast www.eslpod.com ESL Podcast 267 – Getting a Traffic Ticket These materials are copyrighted by the Center for Educational Development (2007). Posting of these materials on another website or distributing them in any way is prohibited. 2 brake light – a red light at the back of a car or truck that turns on when the driver uses the brakes to make the car move more slowly or stop * When you see brake lights on the car in front of you, you know that it’s slowing down or is ready to stop. tag – a sticker that is put on license plates (the metal pieces of identification on the front and back of a car) and has dates to show how long the car’s registration will last * Melissa had to pay a fine of $80 because she forgot to put her new tags on her license plates. to expire – to no longer be valid; to be past the last date of something * The Brock family’s rental agreement for the apartment will expire next month, so they have to either sign a new rental agreement or find a new place to live. to cite – to give someone a piece of paper stating that he or she did something against the law * Francisco was cited for not stopping at a stop sign this morning. to get away with (something) – to not be punished (or to be punished only a little bit) when one does something wrong or against the law * Sara thought she would be able to get away with parking illegally for a few minutes, but when she came back to her car, she had a parking ticket. warning – a written or oral statement that one must stop doing something and that he or she will be punished the next time it happens, but not this time * When the teacher saw Dwayne copy answers from another student’s test, she gave him a warning and said that the next time she sees him do it he will get a bad grade. fine – an amount of money that is paid as a punishment for having done something wrong or against the law * If you return a book late, this library charges a $1.00 fine for each day past the date that you were supposed to return it. violation – something that one does that is against a rule or law * Drinking alcohol in the dormitories is a violation of the university’s rules. citation – a ticket; a piece of paper that makes one pay money or go to court as punishment for doing something wrong or against the law * In many states, you can get a citation for not wearing your seat belt when driving a car. English as a Second Language Podcast www.eslpod.com ESL Podcast 267 – Getting a Traffic Ticket These materials are copyrighted by the Center for Educational Development (2007). Posting of these materials on another website or distributing them in any way is prohibited. 3 COMPREHENSION QUESTIONS 1. What did Ray do when he realized that he was being pulled over? a) He stopped his car and began talking to the police officer. b) He increased his speed to 70 in a 55 miles per hour zone. c) He turned on the siren for the police car. 2. Why doesn’t the police officer tell Ray how much the fine is? a) Because he wants Ray to have a nice day. b) Because Ray is waiting for his tags to arrive in the mail. c) Because the fines are written on the back of the ticket. ______________ WHAT ELSE DOES IT MEAN? tag The word “tag,” in this podcast, means a sticker that is put on license plates (the metal pieces of identification on the front and back of a car) and has dates to show how long the car’s registration will last “Most people receive new tags for their cars every year in the mail.” A tag is also a small piece of fabric inside clothing that shows the size and the manufacturer’s name “The tag on this shirt shows that it’s a medium.” Tag is also a game that children play, where one person runs after and tries to catch the others “The children are playing a game of tag in the backyard.” A “gift tag” is a small piece of paper that shows who a present is for and whom it is from “The gift tag fell off, so they don’t know who gave them the painting as a wedding present.” A “price tag” is a small piece of paper that lets shoppers know how much something costs “This dress has a $100 price tag, but that seems too expensive.” fine In this podcast, the word “fine” means an amount of money that is paid as a punishment for having done something wrong or against the law “How much is the fine for throwing garbage in the street?” The word “fine” also means good or very well, especially when asking about how someone is doing “How are you today?” “Fine thanks.” The word “fine” can mean very good quality. For example, we talk about fine wines, fine art, and fine dining. “Fine” can also mean okay and it’s used to show that something is acceptable “Yes, that’s fine, I’ll come to your office at 3 00 to get the papers.” We also use the word “fine” to talk about things that are very thin or narrow “The baby has very fine hair.” English as a Second Language Podcast www.eslpod.com ESL Podcast 267 – Getting a Traffic Ticket These materials are copyrighted by the Center for Educational Development (2007). Posting of these materials on another website or distributing them in any way is prohibited. 4 CULTURE NOTE In the United States, police officers give drivers traffic tickets for many different kinds of “traffic offenses” or violations of driving rules. Before you begin driving in the States, it is very important to learn the “rules of the road,” or the rules and laws that tell people what is and what is not allowed while driving. Getting traffic tickets is very expensive because you have to pay fines. Also, when you get a traffic ticket, your “auto insurance” (the service that pays you money if your car is stolen or in an accident) usually becomes more expensive. If you get many traffic tickets, you might even “lose your license,” meaning that the government takes away your driver’s license. Probably the most common traffic tickets are for speeding, running red lights, and not stopping at a stop sign. But there are many other types of traffic offenses. For example, you can get a ticket for “failing” (not doing something) to “yield (to let pass) to a pedestrian (a person who is walking),” which means that you should have stopped your car so that someone could walk, but you didn’t. You can get a ticket for driving without your license, registration, or proof of insurance. In many states, drivers can get traffic tickets for driving without wearing their seat belts, or for letting “passengers” (other people who are in the car but not driving) ride in the car without wearing their seat belts. People also get tickets for “driving under the influence,” meaning that they were drinking alcohol before or while they were driving, which impaired their “judgment,” or their ability to make decisions. ______________ Comprehension Questions Correct Answers 1 – a; 2 – c English as a Second Language Podcast www.eslpod.com ESL Podcast 267 – Getting a Traffic Ticket These materials are copyrighted by the Center for Educational Development (2007). Posting of these materials on another website or distributing them in any way is prohibited. 5 COMPLETE TRANSCRIPT Welcome to English as a Second Language Podcast number 267 Getting a Traffic Ticket. This is English as a Second Language Podcast episode 267. I m your host, Dr. Jeff McQuillan, coming to you from the Center for Educational Development in beautiful Los Angeles, California. Visit our website at eslpod.com. Check out some of the new things on our website, including our ESL Podcast Store. You can also download the Learning Guide for this episode. This episode is called “Getting a Traffic Ticket.” It will be a conversation between a police officer and a person who was driving too fast. Let s get started. [start of story] I was driving down the street when I saw a police car behind me. Suddenly, it turned on its siren. I realized that I was being pulled over. Officer Can I see your driver’s license, registration, and proof of insurance? Ray Sure. Here you are, officer. Officer Did you know that you were speeding? You were going 70 in a 55 mile an hour zone. Ray I was? No, I didn’t know. Officer You also ran a red light and your brake light is out. I see that your tags have also expired. I’m going to have to cite you for all of that. Ray I’m sure I didn’t run a red light, and I didn’t know my brake light wasn’t working. I just renewed my registration and I’m still waiting for my new tags to arrive in the mail. Is there any way I can get away with just a warning? Officer I’m afraid not. Ray What’s the fine for all of those violations? English as a Second Language Podcast www.eslpod.com ESL Podcast 267 – Getting a Traffic Ticket These materials are copyrighted by the Center for Educational Development (2007). Posting of these materials on another website or distributing them in any way is prohibited. 6 Officer That information is on the back of the citation. Here you are. Have a nice day. Ray Thanks. Thanks a lot! [end of story] Our story begins with Ray saying that he “was driving down the street” – driving on the street – when he “saw a police car behind” him. A “police car” is a car used by police officers. In the United States, they re often painted black and white. Ray saw this police car, and “Suddenly, it turned on its siren.” A “siren” (siren) is a loud noise made by police cars, or ambulances from hospitals, or fire trucks, and the noise is telling people that there is an emergency and to stop driving or to slow down so that the emergency vehicle – the police car or the fire truck – can drive around them to get to the place where the emergency is taking place. In the US, it usually sounds like this [recording of siren]. Well, the police car “turned on its siren,” and Ray realized that he “was being pulled over.” The expression “to be pulled (pulled) over” means that the police officer is telling you to stop your car and go to the side of the road so that he or she can talk to you, usually because you did something wrong. You don t want to be pulled over by the police; it means that you are probably in trouble. Well, poor Ray was pulled over. The police officer came up to the window of Ray s car and asked him for three things, and these are three things that everyone knows the police are going to ask for when you get pulled over. The three things are your “drivers license,” your “registration,” and your “proof of insurance.” Your “driver s license” is a piece of identification, usually with your picture on it, that is given to you by the state where you are living. Each state in the US has its own driver s license. So, when I moved from Minnesota to California, I had to get a new license, and I had to take a new test. So, the driver s license is one thing. “Registration” is a piece of paper that shows who owns the car, and that it is officially registered with the state government. The third thing the officer asks for it is “proof of insurance.” “Proof” (proof) is evidence of – something that demonstrates that you have, in this case, insurance, which is protection that you buy a company in case you get in an accident or you have a problem with your car. Your car gets stolen, if you have English as a Second Language Podcast www.eslpod.com ESL Podcast 267 – Getting a Traffic Ticket These materials are copyrighted by the Center for Educational Development (2007). Posting of these materials on another website or distributing them in any way is prohibited. 7 insurance, the company will give you money to pay for the problem. Proof of insurance is required in most states of the United States; it s a piece of paper that says you have insurance on your car. Ray says, “Sure,” meaning yes, I have these three things, and gives them to the police officer. “Here you are, officer,” he says. The police officer says do “you know that you were speeding?” “To be speeding” (speeding), or, “to speed,” means to drive your car faster than is allowed by the law. Different streets have different what we would call “speed limits,” which is the fastest you can drive. In most freeways in the United States, the speed limit is 65 or 70 miles per hour. In most streets in the city, the speed limit is in between 25 and 35 miles an hour, in most cities. The police officer says to Ray that he was “going,” meaning driving, “70 in a 55 mile an hour zone.” This means he was going 70 miles an hour in a place where the speed limit was 55 miles an hour. “Miles an hour” is how we measure the speed of cars in the United States. It s equal to 1.6 kilometers – one mile is 1.6 kilometers. Most cars in the US have both kilometers and miles on the car that you can see, but Americans don t look at the kilometers, they just look at the miles. So, no American really knows the kilometers per hour; they just know miles per hour. Ray is surprised that he was going so fast. The officer then tells him of some other problems he has. She tells him that he “ran a red light.” “To run a red light” means to drive through what we would call an “intersection,” where two streets cross each other, when it is not allowed because the stoplight is red. Of course, when it s red, you have to stop, and in United States, that means that you really do have to stop. If you don t, you could get a ticket if the police are there. “To run a red light” means to go through the red light illegally. The officer says to Ray that his “brake light,” or brake lights, is, or, are out. A “brake (brake) light” is a light in the back of your car that becomes red – turns on because you are slowing or stopping your car. We would say you are “hitting the brakes.” The “brakes” are the part of the car that slows it down. So, the “brake light” “indicates,” or shows, that you are slowing down so the people behind you know that you are slowing down. The officer also says that Ray has “tags” that “have expired.” A “tag” (tag) is a small piece of plastic, what we would call a “sticker” that you “stick,” or put, on your license plate, which is in the back, and sometimes in the front and back of your car. And that little sticker – that little tag – that little piece of plastic has a year and a month on it that indicates when the registration for your car will English as a Second Language Podcast www.eslpod.com ESL Podcast 267 – Getting a Traffic Ticket These materials are copyrighted by the Center for Educational Development (2007). Posting of these materials on another website or distributing them in any way is prohibited. 8 “expire,” when it will end. If you don t register your car, you won t get a new sticker, your tags will expire (expire). “To expire” here means they are no longer valid. The word “tag” has several different meanings in English. Take a look at the Learning Guide today for some additional definitions. The police officer says finally, “I’m going to have to cite you for all of that.” “To cite” (cite) here means to give someone a piece of paper, what we would call a “ticket,” that says that they did something wrong – they did something against the law. “To cite” is also used in the university to mean that you mention where you got a certain piece of information. But here, it means to get a ticket – to get something telling you that you did something wrong, and usually it tells you that you have to pay money because you did something wrong. Ray says that he was “sure” he “didn t run a red light, and” he “didn’t know” that his “brake light wasn’t working.” He “just renewed” his “registration,” he says, and he is “new tags” have not arrived “in the mail” yet. He then asks the officer, “Is there any way I can get away with just a warning?” “To get away with” something means not to be punished for something when you do something wrong. “The children were cheating on their test, but the teacher did not see them. They got away with cheating.” They were not punished because they did not get caught – they weren t found out by the teacher. A “warning” (warning) is a written or spoken statement that says you did something wrong, next time, if you do it wrong, you will get a ticket, but this time we re just warning you – we re just saying don t do it again. Ray asks what the “fine” is “for all of those violations?” The “fine” (fine) is the amount of money you have to pay as a punishment; it s the amount of the ticket – the amount of money you have to give the government for breaking the law. There are several meanings of the word “fine.” Again, take a look at the Learning Guide for additional explanations. “Violations” (violations) are things that you do against the law or that break a rule. The officer says the information Ray wants about the fine “is on the back of the citation.” The “citation” is the piece of paper that the police officer gives you that tells you what you did wrong and that you have to pay some money for it. It s another word for a ticket. Now let s listen to the dialogue, this time at a native rate of speech. English as a Second Language Podcast www.eslpod.com ESL Podcast 267 – Getting a Traffic Ticket These materials are copyrighted by the Center for Educational Development (2007). Posting of these materials on another website or distributing them in any way is prohibited. 9 [start of story] I was driving down the street when I saw a police car behind me. Suddenly, it turned on its siren. I realized that I was being pulled over. Officer Can I see your driver’s license, registration, and proof of insurance? Ray Sure. Here you are, officer. Officer Did you know that you were speeding? You were going 70 in a 55 mile an hour zone. Ray I was? No, I didn’t know. Officer You also ran a red light and your brake light is out. I see that your tags have also expired. I’m going to have to cite you for all of that. Ray I’m sure I didn’t run a red light, and I didn’t know my brake light wasn’t working. I just renewed my registration and I’m still waiting for my new tags to arrive in the mail. Is there any way I can get away with just a warning? Officer I’m afraid not. Ray What’s the fine for all of those violations? Officer That information is on the back of the citation. Here you are. Have a nice day. Ray Thanks. Thanks a lot! [end of story] The script for today s podcast was written by Dr. Lucy Tse. From Los Angeles, California, I m Jeff McQuillan. Thanks for listening. We ll see you next time on ESL Podcast. English as a Second Language Podcast is written and produced by Dr. Lucy Tse, hosted by Dr. Jeff McQuillan. This podcast is copyright 2007.
https://w.atwiki.jp/lspdfrinfo/pages/90.html
Ransom Ambience Ransom Ambienceは、MarcelWRLD氏制作のコールアウトとは別に路上で起こる事件を増やすプラグイン。 Immersive Ambient Eventsと同じような内容だが、特徴としてイベントが起こる確率や大まかな位置のカスタム、プレイヤーが車に乗車しているかどうかで起こるイベントの変化があり、職務質問中の妨害、プレイヤーの車の窃盗行為などが発生します。 ページ編集時の一般公開されている最新バージョン 1.6.7 ↓このプラグインの見どころなど + ... このプラグインは、コールアウトを追加するものではなく、パトロール中に起こるアンビエントイベントを追加します。 なので、パトロール中で暇になることが少なくなり、より現実味が増します。 Immersive Ambient Eventsと違い、イベントのPedや車両はスポーンするのではなく、付近のPedや車両がイベントの対象となります。 ですがそれではSTPのレッカー車やUBの検視官などもイベントの対象者になってしまいます。 ですがそれを避けるため、iniで対象外のPed・車両を設定できます。 このプラグインにはイベントに対する対処に関するスクリプトが用意されていないため、プレイヤーの好きに行動を起こすことができます。 逮捕するもよし、開放するのもよし、病院送りにするのもよし。 正しい行動を強制することをしません。あなたの判断です。 プラグインのメニューもしくはRPHのコンソールで「RAOpenMenu」と入力すると、現在のイベントを終了させたり、任意のイベントを発生させることができ、Jsonファイルの設定等もゲーム内で設定可能です。 さらに、ここでは詳細に説明しませんが、PluginsフォルダのRansomAmbienceフォルダにある 「EventZoneMappings.json」を書き換えるとどのイベントがどこで起きるかをカスタムでき、「EventWeights.json」を書き換えるとイベントごとの確率を変えることができます。 TrafficStopConfig.iniを書き換えると、職務質問中の妨害の詳細を書き換えることができます。 また、このプラグインはImmersive Ambient Eventsと互換性があり、競合しません。 ダウンロードはこちら 必須 RPHおよびLSPDFR RAGENativeUI.dll ┗ 同梱 Newtonsoft.Json ┗ 同梱 インストール方法 1. ダウンロードしたファイルを解凍する 2. 「GTA 5」フォルダ内の「Newtonsoft.Json」ファイル、pluginsフォルダをまるごとメインディレクトリにドラッグ&ドロップして完了。 プラグインと依存関係 メインディレクトリまでは割愛。 ┣ Newtonsoft.Json.dll (プラグインの動作に必要なライブラリ) ┣ RAGENativeUI.dll (RPHを使用するインターフェイス。メニュー表示などで使うらしい) ┗ Plugins ┗ LSPDFR ┣ RansomAmbience.dll (プラグイン本体) ┣ RansomAmbience.ini (プラグインの構成設定) ┣ RansomAmbience.pdb (プラグインの何かしらのプログラムが入った何か) ┗ RansomAmbience ┣ EventZoneMappings.json (各イベントがどこで起きるかを設定するファイル) ┣ TrafficStopConfig.ini (職務質問中の妨害イベントの構成設定) ┣ EventWeights.json (各イベントごとの確率を設定するファイル) ┣ Zones.txt (EventZoneMappings.jsonで設定する際の場所の名前が書かれたテキスト) ┗ README.txt (.jsonで設定する際の注意が書かれたテキスト) 操作方法 注意 これは、デフォルトのキー配置です。 プラグインメニューを開く F6キー インタラクト Xキー 特殊操作 RPHのコマンドに 「RAOpenMenu」と入力 プラグインメニューを開く イベントの詳細 注意 このイベントの解説内容とはアップデート等により変更されている可能性があります。 徒歩イベント 待ち伏せ 武器を振り回す人 強盗 車両窃盗 喧嘩 露出 公共の騒乱 車両・交通イベント 動物による事故 車両故障 車両火災 酒気帯び運転 運転中の銃撃 交通事故 追跡 危険運転 ストリートレース 運転中のスマホ使用 職務質問中の妨害イベント パトカーへの衝突 パトカーの窃盗行為 パトカーへの迷惑行為 RansomAmbience.ini [Values] // The minimum/maximum amount of time in milliseconds the plugin should wait after ending an event. // Default 2.5 / 3 minutes (150000 / 180000 ms) MinIntervalInMs = 150000 MaxIntervalInMs = 180000 ...イベントが発生するまでの最小クールタイムと最大クールタイム。初期設定は最小150000、最大180000。(ミリ秒) つまり初期設定は最小2分半、最大3分。 // The maximum time an event is allowed to run before it will be terminated if you haven't interacted with it. // Default 7 minutes (420000 ms) MaxEventRuntimeInMs = 420000 ...イベントが始まってからそのイベントが対応されない場合、どれくらいで強制終了するか。初期設定は420000。(ミリ秒) つまり初期設定は7分。 // Whether the plugin should blip events for you. // You can disable this feature in order to add more realism, however this will make some events harder to spot. // Default true BlipEvents = True ...イベントが発生した際にマップブリップ(マーク)を表示するか。初期設定は有効(true)。 // Whether the plugin should always start events. // If you enable this the plugin will spawn events during traffic stops and during callouts aswell, but not during pursuits. // Be advised During callouts the pursuit feature of the plugin will be disabled; peds will only flee but not start a pursuit. // That is to ensure the compatibility with callouts. If you still want to start a pursuit you can use StopThePed. // If this is set to 'false' traffic stops events still work as they are separated from general events, unless you disable them extra. // Default False AlwaysAllowEvents = False ...プレイヤーの行動関係なく、常にイベントを開始するかどうか。初期設定は無効(false)。 trueにすると職務質問中、コールアウト対応中にもイベントが発生する。ただし、追跡中は発生しない。 // Whether the plugin should adjust events based on your transportation. // This applies only when location-based events are not available for your current location. // Default true CheckIfOnFootOrInVehicle = True ...プレイヤーが車両に乗っているかどうかをチェックするか。初期設定は有効(true)。 falseにすると徒歩の状態でも交通イベントが発生する。 // Whether to allow NSFW (18+) content. // This is specifically for the 'IndecentExposure' event if disabled the event will be skipped. // Default false AllowNsfw = False ...成人向けコンテンツの設定。主に露出イベントに関する設定で、使用されるPedが変わる。 初期設定は無効(false)。treuにすると成人向けコンテンツを許可されます。 // The maximum allowed distance to an event. // If the distance between the event and the player is bigger than this number the event will be stopped. // Default 500 CutoffDistance = 500 ...イベントが発生した場所からどれくらい離れると強制終了するか。初期設定は500。 // Whether to disable automatically requesting an air unit. // When you start a pursuit through the plugin the plugin requests a helicopter to join the pursuit, unless you set this to 'True'. // Setting this to true should also fix issue you might have when using the 'Heli Assistence' plugin. // Default False DisableAutoHeliSupport = False ...自動で応援のヘリコプターが出動するかどうか。初期設定は無効(false)。 [Keybinds] // Keybind to open the plugin menu // Default F6 MenuKey = F6 // Modifier to open the plugin menu // Default None (example LControlKey) MenuModifierKey = None ...プラグインメニューを開くキーと修飾キー。初期設定はF6キー。 // Keybind to interact with the plugin. // It will be used for e.g. starting a pursuit or accepting a quest. // Default X on keyboard InteractionKey = X ...インタラクトキー。初期設定はXキー。 // If the plugin detects a connected controller it will show you the option to use the controller button to interact. // However it doesn't matter whether you press the controller button or the keyboard key Both will work ) // Default B on controller InteractionButton = B ...コントローラーでのインタラクトボタン。初期設定はBボタン。
https://w.atwiki.jp/diablo3story/pages/122.html
【編集の注意事項】 ・意訳を推奨しています。明らかに翻訳内容が間違っている時を除き、他者が翻訳した内容は消さないで下さい。 ・より良い翻訳を思いついた場合は、翻訳文を並べて記述してください。(既存の翻訳を削除しない)ですが、自信があれば上書きしても構いません。 ・併記された文章は折を見て管理人により1文に減少・修正され、全体の統一感を図ります。(2012/9/20追加) ・間違いや足りない会話があった場合、編集をお願いいたします。もしくは内容の一部(会話の1文)などを、下部コメントにてご連絡下さい。 【ACT 2-4】皇帝との謁見(A ROYAL AUDIENCE) ▼ここから1ページ目[編集] 離れの野営地《HIDDEN CAMP》 DemonHunter Before I killed her, Maghda told me that the Imperial Guard had captured Leah. マグダを殺す前に、帝国衛兵隊がリアを捉えたと聞かされた DemonHunter I saw these guards at the Khasim Outpost. They are the serpent demons of Belial, disguised as men. カシム前哨基地でもその衛兵共を見たんだ。奴らはベリアルの蛇の悪魔で、人に変装していた。 Monk Before I killed her, Maghda told me that the Imperial Guard had captured Leah. マグダを殺す前に、帝国衛兵隊がリアを捉えたと聞かされた Monk But at the Khasim Outpost, the guards revealed themselves to be serpent demons of Belial! そしてカシム前哨基地で、その衛兵共はベリアルの蛇の悪魔だと正体をあらわしたんだ! WitchDoctor Before she breathed her last, Maghda said that the Imperial Guard had captured Leah. 息の根を止める前、マグダは帝国衛兵隊がリアを捉えたと言った WitchDoctor The guards human form is a veil. They are serpent demons who worship and serve Belial. その衛兵たちの人の姿はまやかしだ。やつらはベリアルを信奉し、仕える蛇の悪魔だ。 Wizard In her final moments, Maghda claimed that the Imperial Guard had captured Leah. 最後の瞬間に、マグダは帝国衛兵隊がリアを捉えたと言っていた。 Wizard At the Khasim Outpost, I discovered that these guards are serpent demons under Belial s control. カシム前哨基地で、その衛兵共はベリアルの指示を受けた蛇の悪魔だと知ったんだ。 Barbalian Before I killed her, Maghda told me that the Imperial Guard had captured Leah. マグダを殺す前に、帝国衛兵隊がリアを捉えたと聞かされた Barbalian But at the Khasim Outpost, the guards revealed themselves to be serpent demons of Belial! そしてカシム前哨基地で、その衛兵共はベリアルの蛇の悪魔だと正体をあらわしたんだ! Tyrael Then they must be holding the emperor against his will! I tremble to think what Belial might do with Leah and her growing power. では奴らは皇帝の意志を無視して、傀儡としているに違いない!ベリアルがリアと、日増しに大きくなっている彼女の力を使って何をするのか、考えるだけでもぞっとする。 Tyrael The only chance we have to rescue Leah is to wrest the emperor from the grasp of the Imperial Guard. リアを助ける唯一のチャンスがあるとすれば、帝国衛兵隊の手から皇帝を奪うしかあるまい。 DemonHunter Asheara, the Iron Wolves captain, may be willing to help us. I will speak with her. アイアンウルフの隊長、アシェラが助けてくれるだろう。彼女と話してくる。 Monk Asheara of the Iron Wolves can get us to the emperor. I will speak with her. アイアンウルフのアシェラが皇帝のところに連れて行ってくれるだろう。彼女と話してくる。 WitchDoctor Asheara of the Iron Wolves can help us to reach the emperor. I will ask for her aid. アイアンウルフのアシェラが皇帝に会う手助けをしてくれるだろう。彼女に助けを求めてくる。 Wizard Perhaps Asheara of the Iron Wolves could get us close to the emperor. I will go speak with her. たぶん、アイアンウルフのアシェラが皇帝のそばまで連れて行ってくれる。彼女と話に行ってくる。 Barbalian Asheara of the Iron Wolves can get us to the emperor. I will speak with her. アイアンウルフのアシェラが皇帝のところに連れて行ってくれるだろう。彼女と話してくる。 NEW ![ ]Talk to Asheara at the Gates of Caldeum (カルデウム門前のアシュエラと話す) 【選択肢】Meeting Mira (ミラとの出会い) {【Changes in the City】選択後 +... DemonHunter Did you meet your wife in Caldeum, by chance? 奥さんとカルデウムで出会ったのは、偶然だったのか? Monk Did you meet your wife here? ここで奥さんに出会ったのか? WitchDoctor Is this where you met your wife? ここが奥さんとの出会いの場所なのか? Wizard Did you meet your wife here? ここで奥さんに出会ったのか? Barbalian Did you meet your wife here? ここで奥さんに出会ったのか? Haedrig Eamon It s actually quite a tale. We met in a town not far from here, on the outskirts of Kurast. She was... Well, you re not going to believe it... そいつは実のところちょっとした物語でな。俺達はここからそう遠くない、クラストの郊外にある町で出会ったんだ。彼女は...ええと、信じちゃくれないだろうけど... Haedrig Eamon She was... locked in a cage. 彼女は...牢に囚われていた。 DemonHunter Why? Had she committed a crime? どうして?何か罪を犯したのか? Monk Your wife was a criminal? あんたの奥さんは罪人だったのか? WitchDoctor She was a breaker of laws? 彼女は法を破ったのか? Wizard You married a criminal? 犯罪者と結婚したのか? Barbalian Your wife was a criminal? あんたの奥さんは罪人だったのか? Haedrig Eamon No! They were going to burn her as a witch. 違う!あいつらは彼女を魔女として焼くつもりだった。 DemonHunter You fell in love with a witch? 魔女と恋に落ちたのか? Monk You wed a witch? 魔女と結婚したのか? WitchDoctor Your wife was a witch? 奥さんは魔女だったのか? Wizard You married a witch? 魔女と結婚したのか? Barbalian You wed a witch? 魔女と結婚したのか? Haedrig Eamon Let s talk about this another time. また別の機会に話させてくれ。 カルデウム市場《CALDEUM BAZAAR》 ▼プレイヤーがDemonHunter Impoverished Refugee(Faraz) Those demon hunters are unbelievable. I would have liked to have seen what she/he did to those cultists in Alcarnus. デーモンハンターってのは凄いな。あいつがアルカナスのカルト教徒共をどんな目にあわせてやったか、この目で見てみたいもんだ。 ▼プレイヤーがMonk Impoverished Refugee(Faraz) Look, it s a monk of Ivgorod! I heard they have thousands of ways to kill a man. Those damned cultists in Alcarnus never stood a chance. 見ろ、Ivgrodのモンクだ!あいつらは人を殺す方法を何千と知っているそうだ。アルカナスのカルト教徒共に勝ち目なんかなかったのさ。 ▼プレイヤーがWitchDoctor Impoverished Refugee(Faraz) I have never seen anyone like that witch doctor. She/He must have powerful magic to have slain those cultists in Alcarnus. あのウィッチドクターみたいな奴は一度も見たことがない。アルカナスのカルト教徒共を皆殺しにしてしまったくらいだから、きっと強力な魔法を知っているんだろうな。 ▼プレイヤーがWizard Impoverished Refugee(Faraz) There s that wizard. She/He must be spectacular to have destroyed those cultists in Alcarnus. あれが例のウィザードだ。アルカナスのカルト教徒共は華々しく破壊されたに違いない。 ▼プレイヤーがBarbalian Impoverished Refugee(Faraz) Look at the size of that barbarian. It s no wonder she/he was able to beat those damned cultists in Alcarnus. あのバーバリアンの大きさを見ろ。アルカナスの糞ったれなカルト教徒共を打ち倒せたのも不思議じゃないぜ。 Angry Farmer(Bahaar) I can t believe anyone could have survived that out there, let alone defeat those monsters. あそこで起こったような事を生き残れる人間がいるなんて、一人であの化物共を打ち倒したなんて、信じられない。 Impoverished Refugee(Faraz) I know, but she/he did it. だろうな。だがあいつはやってのけたんだ。 Nobleman Damius, is that you? What happened? ダミウス、お前か?どうした? Former Nobleman Thieving peasants! They came while I was sleeping, pinned me down, and cut off my robes and jewelry! 盗人農奴共が!私が眠っている間に来て、身動きを取れないようにしてから、私のローブと宝石を切り取ってしまっていったんだ。 Nobleman I m so sorry, my friend. Come, stay with me. I am sharing a tent with a fine and generous family. それは運がなかったな、友よ。こっちに来て私といなさい。私は善良で親切な一家とテントを共にしているんだ。 Former Nobleman Oh, no! I am staying where the guards are. You wait and see. That peasant family is going to slit your throat and rob your corpse. とんでもない!衛兵達の場所に居るとするよ。見てろよ。その農奴の一家はお前の喉を裂いて、死体から盗んでいくに違いない。 Caldeum Commoner We paid tribute to the emperor for years! He cannot treat us like this. 私たちは何年もの間皇帝に貢物を納めてきたんだ!それをこんなふうに扱うんなんて! Refugee(Ardshir) I wouldn t go over there, if I were you. Some poor fellow fell to his death from the walls. 私ならあっちには行かないよ。何人か哀れな奴が壁から落ちて死んじまってるんだ。 【選択肢】Caldeum (カルデウム) +... Noblewoman From the sculpted skyroads leading to the imperial palace, one can see all of breathtaking Caldeum below. 皇帝の宮殿まで続く彫刻の施された空中回廊から、息を飲むようなカルデウムの全貌を見ることができるわ。 Iron Wolf Swordsman Breathtaking? Before the gates closed, I saw three rats and a starving child fighting over half an apple. 息を飲むような?門が閉じる前に、三匹のネズミと飢えた子供が半分のりんごを巡って争っているのを見たぞ。 Noblewoman It pleases you to exaggerate, I m sure. さぞや誇張したお話がお好きなんでしょうね? Iron Wolf Swordsman No, it pleases me to pass out drunk in the shade. But here we are. いいや、酔っ払いを日陰に運ぶのが好きなんだ。ここはもう日陰だがね。 Caldeum Commoner These are no random demons summoned by some power mad sorcerers. The demon lords are coming! 狂ったソーサラー達が適当に呼び出した悪魔なんかじゃない。地獄の王本人がきているんだ! 熱砂亭(ねっさてい)《SEARING SANDS INN》 Villager The emperor is destroying the city. He must come to his senses soon. 皇帝は街を破壊しつつある。今すぐ正気を取り戻してもらわないと。 Alcarnus Refugee To come so close to this wondrous city and not be allowed inside is worse than never seeing it at all... この偉大な街にこんなにまで近くに来て、入れてもらえないだなんて、一度も見たことがないままのほうがよっぽどマシだ。 Noblewoman Caldeum relies on trade to survive. If they keep the city closed for long, it will die. カルデウムにとっては交易が生命線よ。長く市内を閉ざしていれば、死んでしまうわ。 Refugee The Zakarum are behind everything that s going wrong around here. They raised the emperor, you know. ここらがどんどん悪くなっていっているのは、全部ザカラム教団が背後にいるんだ。知っての通り、やつらが皇帝を育てたんだから。 Sadeir the Innkeeper It s quite difficult to keep the sand out of here. You haven t been out in the desert recently, have you? 砂が入ってこないようにするのは大変なんだ。最近砂漠に出て行ったりなんてしてないだろうな? カルデウム市場《CALDEUM BAZAAR》 [近づくと] Asheara Captain Ravan! The conditions out here are deplorable. Something must be done to aid these people! ラバン隊長!この嘆かわしい有様はどうだ。皆を助けるために何かしてみせろ! [話しかける] Player共通 Asheara, the emperor and my friend are in grave danger! I must gain entry into the palace. アシェラ、皇帝と友人が深刻な危機にあるんだ!宮殿に入らせろ。 Asheara I heard what you did at Khasim Outpost and Alcarnus. You have my thanks, and you shall have my help. カシム前哨基地とアルカナスでのあなたの働きについては報告を受けている。感謝する、出来る限りの手助けしよう。 Asheara Captain Ravan, this woman/man has vital information regarding the massacre in the Borderlands. We must see the emperor at once! ラバン隊長、この人物はボーダーランドでの大虐殺についての重要な情報を持っている。私達をただちに皇帝と謁見させろ。 Captain Ravan Very well, but I don t think you ll find him receptive. いいだろう、だが歓迎されるとは思わないほうが良い。 COMPLETE ![〆]Talk to Asheara at the Gates of Caldeum (カルデウム門前のアシュエラと話す) NEW ![ ]Talk to Asheara to enter the Imperial Palace (アシュエラと話しかけ、皇帝の宮殿へ入る) Asheara Let s go. I ll lead you to the palace. 行こう。宮殿まで案内する。 皇帝の宮殿《IMPERIAL PALACE》 Emperor You are bold to have sought this audience with me. My guards tell me you were responsible for the massacre of innocent villagers in Alcarnus. 我との謁見を求めるとは大胆なものだな。衛兵達の話では、お前がアルカナスの無実の村人を大虐殺した犯人だそうだが。 DemonHunter Those are lies! Maghda and her coven destroyed Alcarnus in the name of Belial. そんなのは嘘だ。マグダと奴の結社がベリアルの名のもと、アルカナスを破壊したんだ。 Monk Lies. Alcarnus was the dark work of Maghda and her coven, servants of Belial. 嘘偽りだ。アルカナスでの悪行はベリアルの下僕、マグダと奴の結社の仕業だ。 WitchDoctor No, that is not truth. Alcarnus fell by the hand of Maghda, servant of Belial. それは真実ではない。アルカナスはベリアルの下僕、マグダの手によって陥落した。 Wizard Do not be taken in by those lies. Alcarnus was the work of servants of Belial--Maghda and her coven. そんな嘘を真に受けちゃいけない。アルカナスでの出来事はベリアルの下僕--マグダと奴の結社の仕業だ。 Barbalian Do not believe those lies. Alcarnus was the work of Maghda and her coven, who served Belial. そんな嘘を信じるな。アルカナスでの出来事はベリアルに仕えるマグダと奴の結社の仕業だ。 Emperor If you are innocent, then why do you have a spy skulking through my sewers? Bring her in! お前が無実なのならば、何故我が下水道にこそこそとしたスパイを放った?あの娘をここに! LeahLeah Let me go! 放してよ! Emperor I detest violence. Guards, I leave this matter in your hands. 荒事は嫌いだ。衛兵、この件の始末は任せた。 [衛兵が魔物に変貌。戦闘開始] COMPLETE ![〆]Talk to Emperor Hakan II (皇帝ハカン2世と話をする) NEW ![ ]Kill the demons in the Imperial Palace (皇帝の宮殿《IMPERIAL PALACE》の魔物を倒す) LeahLeah No! もうダメ! [魔物を掃討] COMPLETE ![〆]Kill the demons in the Imperial Palace (皇帝の宮殿《IMPERIAL PALACE》の魔物を倒す) NEW ![ ]Escape the Imerial Palace (皇帝の宮殿から抜け出す) カルデウム市街《CITY OF CALDEUM》 Asheara Get out of here. I will cover your escape. ここを出よう。脱出を援護する。 LeahLeah Thank you. Now we need to go to the sewers. I ll explain why when we get there. ありがとう。まずは下水道に向かわなくちゃ。理由は着いたら説明するわ。 LeahLeah These demons are blocking our way! We must destroy their summoning construct! あの悪魔たちは邪魔よ!召喚装置を破壊しなくちゃ! [行き止まりの広場で] LeahLeah There has to be a way into the sewers from here. ここから下水道にいけるはずよ。 LeahLeah This leads to the sewers! ここが下水道に繋がっているわ! 次のクエスト 思いがけない協力者(UNEXPECTED ALLIES) へ続く 【コメント注意事項】 ・既存の翻訳文章への指摘は、可能なら代替案(翻訳)を考えて当該の翻訳文章に並べて直接ページの編集をお願いいたします。 (既存の翻訳を削除せず、ご自分の翻訳を2行目に追加してください。管理人が後に良いと判断した翻訳のみ表示するように変更します) ・代替案が思い浮かばない場合は、翻訳者に失礼のならないよう、優しい文章で指摘してください。 ・ご指摘の際は、対象の箇所が特定できる原文の一部を記載下さい。 ・このコメント内で議論をしないで下さい。ご指摘、ご意見のみご報告下さい。 ・良識が欠けていたり、意義の無いコメントは削除させていただきます。 冒険者名 コメント すべてのコメントを見る 確かにACT2,3,4と短いですね。ありがとう!助かります! 閲覧者の方々、有志の方々へ感謝の念をお送り下さい! -- (管理人) 2012-07-02 07 58 47 ACT2-4も埋まったはず。ここも1ページだけだったのか。続きはまた明日。 -- (名無しさん) 2012-07-01 19 17 35
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【登録タグ L YUKKE 初音ミク 曲】 作詞:YUKKE 作曲:YUKKE 編曲:YUKKE 唄:初音ミク 曲紹介 YUKKE氏 の3作目。 慣れない環境、会えないもどかしさをポジティブに爽やかに(?)歌ってますw。(作者コメ転載) 歌詞 離れ行く街並み一人眺めて まためぐり逢える時を信じて 何気なく見上げた空は曇っている 溜息混じりに呟く 灰色のこの喧騒に紛れ込んで 知らない場所へと消えたい このまま私はただ独りで生きてくのでしょう 消えない悲しみ振り払って 今ここに立つ場所 重ねる日々が きっと私を強くしてくれる でも多分それだけじゃ 満たされない今だけは・・・ Longing for you tonight! 今はあなたと違う空を見上げている 吹き付ける風は乾いて 気付いたらもう3年の時が流れ どこか足早に過ぎ行く 今までどれだけの追憶に浸ったのでしょう 季節はひたすら過ぎ去って 帰りたい想いがふと込み上げて 永遠と長い時が過ぎ行く 遠すぎる現実 今も受け入れられずに・・・ Longing for you tonight! 雲の切れ間から溢れ出す光差し込んで 過ぎ去った日を映す もう少し待てば会えるねきっと二人で・・・ 今ここに立つ場所 重ねる日々が きっと私を強くしてくれる でも多分それだけじゃ 満たされない今だけは・・・ I'm still waiting for you! 長すぎる時間と隔てる距離が 私に気付かせてくれたんだね 色付いた季節に またあなたに会えたなら・・・ Just hold me with love! コメント 名前 コメント
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RIFT 1.5 == FEATURES == = ASHES OF HISTORY - WORLD EVENT = = CHRONICLES = = PLANAR ATTUNEMENT = = VETERAN REWARDS = = MASTER-MODE DUNGEON - DARKENING DEEPS = = NEW WEEKEND WARFRONT - LIBRARY OF THE RUNEMASTERS = = ENDGAME RIFT ZONE EVENT REWARD UPDATE = = WARFRONT ACCOLADES = = GUILD WALL = GENERAL GAMEPLAY CHAT SYSTEM UPDATES RIFTS AND INVASIONS LOOKING FOR GROUP GUILDS COMBAT ==SOULS==CLERICCABALIST DRUID INQUISITOR JUSTICAR PURIFIER SENTINEL SHAMAN TEMPLAR [PvP] WARDEN MAGEARCHMAGE [PvP] ARCHON DOMINATOR ELEMENTALIST NECROMANCER PYROMANCER STORMCALLER WARLOCK ROGUEASSASSIN BARD BLADEDANCER INFILTRATOR [PvP] MARKSMAN NIGHTBLADE RANGER RIFTSTALKER SABOTEUR WARRIORBEASTMASTER CHAMPION PALADIN PARAGON REAVER RIFTBLADE VOID KNIGHT WARLORD PVP/WARFRONTS DUNGEONS, SLIVERS, AND RAIDSABYSSAL PRECIPICE DARKENING DEEPS DEEPSTRIKE MINES DROWNED HALLS FALL OF LANTERN HOOK GILDED PROPHECY [Sliver] GREENSCALE'S BLIGHT [Raid] HAMMERKNELL [Raid] KING'S BREACH RUNIC DESCENT ZONESDROUGHTLANDS FREEMARCH GLOAMWOOD IRON PINE PEAKS SCARLET GORGE SCARWOOD REACH SHIMMERSAND SILVERWOOD STONEFIELD CRAFTING ITEMS GRAPHICS AND AUDIO COMMANDS AND MACROS UI/SETTINGS CLIENT == FEATURES == New Chronicles, epic storyline experiences for solo and duo players, become available with 1.5. See CHRONICLES, below. New Planar Attunement system lets you continue to grow your character past level 50 and choose how you want to enhance their abilities. Details under PLANAR ATTUNEMENT! Veteran Rewards are being added as a bonus for longtime Ascended. Master-mode Dungeons challenge even the most experienced and well-equipped players who come looking for a fight! See below for more details on what to expect and how to enter them. A new Weekend Warfront joins the mix - check out LIBRARY OF THE RUNEMASTERS, below! New competitive rewards have been added for purchase with high-level zone event currency. Find them on the Planar Goods merchants in Sanctum and Meridian! More details under ZONE EVENT REWARD UPDATES. The Golden Maw unleashes chaos from an abandoned kingdom across the sea, as the Ashes of History world event begins SOON! AddOns for RIFT will soon be going into live beta! These are optional tools that can be used to enhance your personal gameplay experience. = ASHES OF HISTORY - WORLD EVENT = Two dragons of the Blood Storm have been defeated, but four still remain. With Akylios influence waning, the ancient Travel Stones, once buried, are on the verge of rediscovery. The cults of Laethys and Maelforge seek control of these long-abandoned portals to help them bring forth a future of fire and chaos. If Telarans wish to regain them, they ll need all of the Ascended help they can get! Keep an eye on your World Event UI for the start of this world event. = CHRONICLES = Chronicles, epic storyline experiences for duos and strong solo characters, begin rolling out with 1.5. The Chronicles of Attunement is a solo experience for all characters who reach level 50, congratulating them on their journey and introducing players to the Planar Attunement system. Duo or strong solo 50s can enter the Chronicles version of Greenscale s Blight or Hammerknell to take part in additional storylines separate from the Raid versions of these zones. The rewards for Chronicles - outside of taking part in the story itself! - include Planar Attunement experience, gear of use to newly-50 Ascended, and chances at unique artifacts, new and old vanity items, and mounts from prior events. Level 50 characters can access the new Chronicles window from the menu buttons on-screen or by pressing the J key. Under times of high demand, Chronicles will use a queue system to make sure everyone gets their turn! = PLANAR ATTUNEMENT = Advancement doesn t stop at level 50; after the Chronicles of Attunement, you can start earning Planar Attunement experience to further customize and enhance your character! Planar Attunements provide base enhancements to your character s Calling from each Plane, and is not Soul-specific. Your experience bar will turn into a Planar Attunement meter when you reach level 50. The mouseover tooltip will indicate that you are earning experience toward Planar Attunement. You must purchase all Planar Attunement abilities of a given tier before you can begin spending points in the next tier up. Rested experience does not apply to post-level-50 Planar Attunement experience. = VETERAN REWARDS = Our players are what make RIFT possible - as a thank you from us to you, additional bonuses are earned based on how long you ve been with us in Telara. Veteran Rewards are calculated based on prior existing time subscribed as well as any purchased future subscription time on your account. For example, if you ve been subscribed for 3 months and renew a 3-month subscription, you will receive 6-month Veteran Rewards at the time the renewal occurs. Check your in-game mailbox to receive Veteran Rewards! For additional details including the list of rewards and milestones, see http //www.riftgame.com/en/game/veteran-rewards.php = MASTER-MODE DUNGEON - DARKENING DEEPS = For those Ascended looking for a group-sized challenge, new Master Mode dungeons are underway, starting with Darkening Deeps. Intended for elite groups of Ascended, these Master modes may require you to use multiple roles and advanced tactics including crowd control and support souls. Epic rewards await those who successfully complete these dungeon modes; dropped items are more powerful than tier 2 Expert gear and provide an alternative to Raid Rifts and entry Raids for gear. There are rumors of a few super-powerful items to be found as well! Groups wishing to tackle Master Mode dungeons must form up and enter the zone with the Master dungeon difficulty selected. Master Mode groups cannot be formed through the Looking for Group tool. = NEW WEEKEND WARFRONT - LIBRARY OF THE RUNEMASTERS = A new Warfront joins the weekend rotation - this one in an all-new setting! Within the depths of Hammerknell, Guardians and Defiants fight to take control of abandoned Dwarven Rune vessels. With the ability to bind powerful planar beings, these artifacts could prove invaluable to the armies of Ascended. Join the fight to control these powerful vessels - but be warned, the longer one is within your grasp, the more its dark power will eat away at your soul. Earn points for your team by holding the relic as long as possible. None can withstand the power of the relic for too long, though, and the carrier will take an increasing amount of damage until they die. Points can also be gained by defeating enemy players. = ENDGAME RIFT ZONE EVENT REWARD UPDATE = Awesome new weapons, armor, and Synergy Crystals have been added to the Planar Goods merchants that can be purchased with Inscribed Sourcestone - these are expert-level equipment and worth checking out as a means of gearing up your character! Combined Crystal sourcestone and Inscribed Sourcestone into a single currency for end game rift rewards. Crystal Sourcestone has been removed and any existing Crystal Sourcestone will automatically be converted into Inscribed Sourcestone. Added Inscribed Sourcestone drops to all high level events, Rifts, and Rift related daily quests. Significantly increased the rate in which players can obtain Inscribed Sourcestone. Items that used to cost Crystal Sourcestone have had their costs converted to Inscribed Sourcestone. = WARFRONT ACCOLADES = A new Warfront Accolade callout system gives recognition and group bonuses to Favor, Experience, and Prestige for completing a variety of certain feats in Warfront PvP. Example feats include the defeat of two opponents at once, defeating multiple opponents in a row without dying yourself, or for saving a teammate from the brink of death with a well timed heal. There are even Warfront-specific feats for unique actions! = GUILD WALL = A new tab in the Guild UI allows members to post messageboard-style updates for all guild members to see. Use it to set up Raids, Events, or just to coordinate with friends who may not be online at the same time. Permissions allowing members to post on the Guild Wall, or to delete posts, are set under the Rank permissions settings. GENERAL GAMEPLAY You can now interact with merchants, quest NPCs, and Healer NPCs while they are in combat! This should help in some situations where a great many invaders are present. Trinkets and other usable-equippables will now enter their cooldown period when equipped. Quantum Sight and Omen Sight now last 15 minutes. The Planar Vendors in Sanctum and Meridian have been reorganized to hopefully make them more user-friendly. A number of the goods available have been repriced. Ascended Powers are now on their own merchant in Sanctum and Meridian. Fixed an edge case with master looting where a group could become ineligible for assigned loot. Fixed a bug where characters could end up with multiple stacks of Soul Exhaustion. Fixed the message Dummy has decayed from [item] appearing whenever a temporary enchantment was applied to an item. NPCs now give a more descriptive error message when you attempt to turn in too many repeatable quests in a single day. If you try to pay for a cash-on-delivery mail attachment multiple times, we don t actually charge you more than once. When right-clicking stackable items to move them into a Guild Bank, they will be merged into any existing stacks in the bank if there is room. Quests that share updates with party members will now also share across the whole raid, not just within your raid group. Using click-to-move no longer acts bizarrely if you click on a floor above or below your character. Smart Targeting now actually changes your target to the one chosen by your ability. CHAT SYSTEM UPDATES You no longer need to be Prestige rank 2 to join the World Defense chat channel. Characters will be added to the World Defense channel when reaching level 50 - current level 50s will be added automatically after the update. Combined some of the level range chat channels - new channel ranges are Level 1-29, Level 30-49, and Level 50 chats. When your character is automatically added to a new level channel (when reaching 30 or 50), we ll no longer also remove you from the old one. RIFTS AND INVASIONS A new zone event weekly quest is available from Raj Tahleed in Meridian and Abbess Katia in Sanctum. Increased the experience gain around Rift activities - a small increase to experience gained from Rifts, a moderate increase for footholds and Major Rifts, and a large increase for zone event Colossi! The Defiant s Flare and Guardian s Flare abilities now summon more numerous and stronger assistants to help take down an enemy foothold. The ability cooldown is now 2 minutes. Raid Rift tears no longer time out and disappear. Guardian or Defiant invasions summoned by Ascended Abilities should more reliably assist each other. Anti-Planar Augmentation and Blessed Champion abilities now have a duration and cooldown of 1 minute, instead of the previous 30 second duration and 5 minute cooldown. After invaders take over a location they will start stacking the Burning Out debuff, causing them to take increased damage for each stack. Player pets no longer deal reduced damage to Invaders. Zone event broadcasts should now always contain the name of the zone the event is starting in, rather than just an area within the zone. Between the high level zones - Stillmoor, Shimmersand, and Iron Pine Peaks - only one zone event will be active at a given time. Raid Rift tears now have a unique map icon. When a PvP Rift is active in a zone, the activity icon will be visible on your main map, which has a tooltip giving info about the active Rift and event. PvP Rifts will also be visible on the main map when zoomed in, even if you re not currently in the zone. LOOKING FOR GROUP The Random Daily Dungeon completions via the LFG tool now also award experience for Planar Attunement, where appropriate for your level. Stats contributed from armor set bonuses now count toward tier requirements when looking for dungeons. Fully LFG-formed groups now default to having the tank set to leader. LFG groups can now vote kick someone who is not in the instance. You can also access other useful things from the party member s right click menu even if they are not in your instance - promote, mark, invite to guild, friend, etc. Fixed a case where you wouldn t be able to use the Leave Dungeon option if you entered an LFG dungeon from within another dungeon. Two-player parties that disband during a LFG queue pop no longer leave an orphan window on the screen. Characters who level while queued in the LFG system will not be kicked for forgetting to spend Soul Points for a couple of levels. Once you leave the queue for any reason you will have to spend those Soul Points before you can rejoin it. LFG players who are briefly disconnected but still in the group will no longer cause unusable replacement popups on the group leader s screen. Killing the first boss in a normal dungeon will properly remove the party s LFG cooldown debuff, much like the Expert dungeons do. Party leaders that are overleveled for their LFG instance can now successfully use the Find Replacement popup if needed. Leaders of raids with 5 players or less can now enroll them in the LFG queue, even if more than one group exists in the raid . Parties queued for LFG will remain in the queue when converted to raid, as long as they meet the 5 player or less limit. Leaders of LFG raidframe groups can now change the order of players within the party. The soul respec window will now warn you that respeccing may kick you from an LFG queue, depending on how much you change! The LFG system will no longer get confused if you add a party member during a dungeon queue pop. It also won t forget group member names if someone is in a Warfront when the window comes up. Attempting to use Master Looter to grant loot to a member who is offline now has a more useful error message. GUILDS Guild Perk Bloodthirsty Duration increased to 10 seconds, percentage healed lowered to 5-15% healing, and now cannot trigger a second time while active. Found and removed a weekly guild quest that had an incorrect level set on it and would result in only 2 quests being offered, rather than three, in a particular week. COMBAT Fixed a bug that caused passive abilities to not apply on pets if they were already summoned at the time of login. Also fixed a bug with item abilities not triggering on pets if the item was equipped prior to the pet being summoned. Area effect heals that were using up a heal count on a dead friendly target will no longer do so. Fixed an issue causing tooltips from some abilities (most trinkets, in particular) to display inaccurate values for damage and healing when the character has active effect that modify their incoming/outgoing damage or healing values. Your camera angle will no longer change when struck by an NPC using Thunderous Kick. ==SOULS== Cleric mana pools will now increase just a bit more from gains in Intelligence. Fixed an issue causing some passive abilities to linger after resetting your Soul Points. CLERIC CABALIST All Sigils are now area of effect on the target rather than ground targeted area effects. Ravaging Darkness The damage from Ravaging Darkness itself is now properly converted into healing. Reversal of Fortune No longer causes you to be hit by your own Decays. Dark Water Fixed tooltip inconsistencies. Symbol of the Ancient Removed the extra comma from the tooltip. Curse of Discord, Curse of Solitude Both now specify in their tooltips that they will not stack with each other. DRUID Fae Blast Now properly generates aggro. INQUISITOR Corporal Punishment Now grants a flat 50% chance to gain increased damage to your Life and Death based abilities for 5 seconds. Does not scale based on points spent in the Inquisitor soul. JUSTICAR Bolt of Radiance Removed the secondary taunt effect that required Mien of Leadership. Provoke Now available with 12 points in Justicar. Taunts the target, forcing them to attack the Justicar for 3 seconds. Does not trigger a global cooldown. Interdict No longer has a delay before actually interrupting the target. PURIFIER Ancestral Flame Improved the way the shield absorb bonus is calculated from having points in Disciple of Flame - the net result is a higher amount absorbed by an Ancestral Flame proc when you have both abilities purchased. Rite of the Ancestors Corrected the tooltip on the effect. SENTINEL Serendipity Now grants a flat 40% chance to reduce the casting time of your next heal. Does not scale based on points spent in the Sentinel soul. Lasting Invocation This now considers both the healing applied as well as overhealing done by Healing Invocation for determining the amount of the heal-over-time portion. Vigilance Rank 2 is no longer blocked by the Latent Blaze debuff. SHAMAN Lust for Blood Now grants a flat 45% chance to deal additional damage on your next Physical hit. Does not scale based on points spent in the Shaman soul. Vengeance of the Primal North Corrected the effect tooltip. TEMPLAR [PvP] Nysyr s Brand Increased cooldown to 10 seconds. WARDEN Overflow Now grants a flat 40% chance to proc an additional heal on your target. Does not scale based on points spent in the Warden soul. MAGE Warlock s Opportunity and Dominator s Quick Thinking no longer stack with each other. Opportunity has a higher priority and will be applied if both would be up at the same time. Fixed an issue where using two Charge-consuming abilities at the same time would only have the first one consuming Charge. ARCHMAGE [PvP] Nenvin s Lament Fixed an issue where a previously cast spell would consume Nenvin s Lament if it was cast before the prior spell finished hitting the target. ARCHON Disorient Now triggers Swift Control when the stun portion successfully lands, instead of when the confuse portion hits. Rock Slide Fixed an issue where the last tick of Rock Slide would remove 10 Charge but deal no damage and no buff stacks if you had between 10 and 19 Charge at the time of the last tick. Leeching Flames Multiple Archons can now have Leeching Flames up on the same target. No longer triggers the Elementalist ability Icy Carapace. Opportunity procs from the Warlock soul no longer gives Archon auras a casting time if the Archon has branch abilities making them instant. DOMINATOR Charged Shield, Mass Charged Shield Shield damage now checks for damage buffs and debuffs at the time the damage occurs. Mass Charged Shield Fixed a bug with the tooltip of Rank 2-4 of this spell where the damage was not being displayed correctly. Death s Edict, Mental Shock Now deals damage even if the target is immune to the stun portion of the effect. Swift Control Updated the description to help clarify how this spell functions. Improved Charged Shield Updated the description to indicate that it increases the base damage of an ability. Pets will now be able to attack enemies affected by the root from Storm Shackle. Quick Thinking No longer consumed by abilities that you ve spent soul points to make instant-cast, such as Chloromancer s Bloom. ELEMENTALIST Fixed an issue with the Water Elemental s Icy Chains ability that prevented the root from being cleansed. Sever Bonds Can now be cast while silenced. NECROMANCER Last Gasp Can now critically hit. Flesh Rot Updated the description to indicate that it increases the base damage of an ability. Symbiote Updated ability description to clarify that it applies to the base healing of Essence Link. Fixed an issue where Blood Spike on the Skeletal Zealot was not correctly reducing its cooldown when it consumed a stack of Deathly Calling. Corpse Explosion Fixed a bug where this wouldn t trigger if used on another player. PYROMANCER Due to the below changes, characters with soul points spent in Pyromancer will receive a free soul respec. Withering Flames Can now critically hit. Burning Shield Now absorbs 50% of the damage received, up to the indicated amount. It no longer has restrictions on when it can be cast. Ground of Power updates Renamed to Glyphs of Power. Glyphs of Power is now an instant cast self-buff with a 1 hour duration. This buff provides the same bonus to Fire abilities and increase to damage taken that Ground of Power did, but only applies the bonus while the caster is standing still. Now also increases mana regeneration. PVP - Glyphs of Power The bonus to Fire damage from Glyphs of Power in PvP combat is 5%. Improved Ground of Power Renamed to Improved Glyphs of Power. Retains the same effect on Glyphs of Power that it had on Ground of Power. Improved Grounding Removed. Improved Flame Jet - New Ability Grants Flame Jet a 33-100% chance to knock back targets it hits. Available after spending 5 points in Pyromancer. Wildfire The buff can now be clicked off or otherwise removed. Flicker Can now be cast while silenced. STORMCALLER Absolute Zero This will no longer be consumed if cast immediately after Arctic Blast or Icicle, before those spells hit the target. Building Storm The stacking buff is now consumed at the point of casting a Hypothermia ability, rather than being consumed at the time damage is dealt. Storm Guard Fixed a case where Storm Guard would not place a stack of Electrified on enemies it damaged. Icy Vortex Will no longer snare an enemy if they are already snared. Will still apply Hypothermia with each hit. WARLOCK Defile Fixed an issue where the last damage tick was not occurring. Sacrifice Life Mana No longer prevented from returning mana when used with Empowered Darkness active. Dark Fury Now deals damage even if the target is immune to the Stun portion of the effect. Damage from Warlock Armor and Dark Armor now checks for damage buffs and debuffs at the time the damage occurs. Charge consuming abilities now properly consume Charge when used while Empowered Darkness is active. Opportunity No longer consumed by abilities that you ve spent soul points to make instant-cast, such as Chloromancer s Bloom. ROGUE Increased Energy regeneration rate to 23 per second. General gameplay goals for the rogue update - Competitive PvE Alternatives to Sabodancer, both melee and ranged. - Competitive PvP DPS. You should fear seeing a Rogue the same way you see a Warrior. Of equal Prestige Rank, the two should be capable of providing a similar amount of PvP threat. - Survivability improvements. Some self heal improvements and vampiric-type Healing Siphons - Abilities that reduce the healing intake capacity of one s target, with a portion of the stolen amount going to the rogue. - Better synergies between souls. - More utility without giving up the majority of their DPS to get it, bringing them closer in line to the flexibility that other callings have. - Large pack tanking improvements - Improvement to threat on multiple mobs - Running capacity remains -- BUT, Double-teleport-invulnerable runner (the "bugged" one) goes away. - Reduction in required reliance on "unfair" tactics (invuls, slips, etc) via adding true competitive power ASSASSIN Gameplay goals More up front damage, less reliance on super-long, annoying DoTs. Better poisons. Less "waste a finisher to apply a short buff." Slip Away should not be a requirement to compete. Virulent Poison, Lethal Poison, Leeching Poison, Debilitating Poison, and Serrated Blades no longer trigger damage shield effects. Baneful Touch No longer a combat finisher ability. Now a self buff that increases the damage of all weapon enchantments by 20%. Unlocked after spending 20 points in Assassin. Leeching Poison The healing granted has been increased. Now unlocked after spending 14 points in Assassin, with an additional rank added at level 50. Debilitating Poison Updated functionality. The Assassin coats their weapons in poisons, and each weapon attack has a 20% chance to deal additional Water damage and drain 5 Energy, 5 Power, or 3% of the target s maximum mana up to a cap of 500 per hit. Lasts for 1 hour. Up to 2 weapon enchantments can be applied at one time. Poison Mastery Now also increases the Attack Power of the Assassin s poison-coated weapons by 15-75%. The chance for it to trigger has been increased to 4-20%, up from 2-10%. Enduring Brew Ability changed - now instantly heals the Assassin for a large amount of health, with a 1 minute cooldown. Backstab Attack Power damage bonus increased to 150% from 100%. Assassinate An additional 150% damage bonus from Attack Power is applied to this attack, up from 100%. Now also completely ignores armor on the target. Exposed Weakness The additional damage taken by the target is now increased by the Assassin s Attack Power. No longer on the global cooldown and has a 20 second ability cooldown added. Energy cost reduced to 10 from 20. Physical Trauma Ability changed - now increases the damage of Puncture, Jagged Strike, and Impale by 20-40% , and the damage of Final Blow on an impaled target by 20-40%. Slip Away Changed slightly - the Assassin is no longer immune to damage after using Slip Away. Any damage taken while Slip Away is active will not bring the Assassin out of stealth. Cut and Run - New Ability Available after spending 20 points in Assassin. Removes all control and movement impairing effects. Not on the global cooldown. Serpent Strike Energy cost reduced to 10 from 20. Impale Damage has been increased. Duration increased to 20 seconds, up from 16. Hidden Veil Fixed a bug where this wasn t working properly or would enter a cooldown period when you also had Camouflage, Step Into the Shadows, or Slip Away. BARD Gameplay goals A little more low level survivability - More of a reason to take this as a 3rd solo soul if you re inclined to get some more survivability back. Motif of Renewal - New Ability Unlocked after spending 6 points in Bard. Heals the Bard over 15 seconds, does not stack with Motif of Regeneration. Triumphant Spirit Healing bonus is now applied to Motif of Renewal. Motif of Regeneration Fixed a bug where this would end prematurely when another grouped Bard used their Motif of Regeneration. BLADEDANCER Gameplay goals Should be a viable in-your-face combat rogue. Combat Culmination Corrected the tooltip on this ability - it now indicates that unused combo points are refunded at 10 Energy per point (rank 2) or 15 Energy per point (rank 3). Rhythmic actions no longer cause Exhaustion; instead, only 1 Rhythmic Action can be active at a time. Weapon Barrage Removed the damage component of this interrupt ability. Strike Back Now triggers off of dodges as well as parries. Compound Attack Damage dealt is no longer reduced when hitting 2 or 3 targets. Now affects up to 5 targets, up from 3. Turn the Tide Whenever you dodge or parry an attack, it now also reduces the damage you take by 5-10%. Contra Tempo Functionality changed. Increases the Attack Power damage bonus to your Quick Strike and Precision Strike by 5-10%. The bonus is increased by 12% for each point spent in Bladedancer above 31. Counterbalance Ability changed. Now reduces the cooldown of all Rhythmic Actions by 15 seconds. Flash of Steel Now unlocked after spending 10 points in Bladedancer. A rank 7 of this ability has been added. Twin Strike The offhand attack now hits up to 4 enemies, increased from 1 other enemy. Unabating Steel Available after spending 25 points in Bladedancer. The Bladedancer becomes immune to all control and movement impairing effects after using Flash of Steel. Blade and Soul Parity Also increases the Bladedancer s Critical Hit damage by 50%. Double Coup Functionality has been changed. Now increases the damage of Keen Strike, Quick Strike, Precision Strike, and Twin Strike by 75%. False Blade, Dauntless Strike Duration is now 20 seconds for 1 Combo Point, 30 seconds for 2 Combo Points, 40 seconds for 3 Combo Points, 50 seconds for 4 Combo Points, and 60 seconds for 5 Combo Points. INFILTRATOR [PvP] Cleanse Soul No longer takes you out of stealth when used. MARKSMAN Gameplay goals No longer suffers an identity crisis around being the mobile-soul-that-requires-mostly-stationary-play. Pedestals are gone. Sniping remains. They get enchanted Ammo buffs (via their new "Munitions" line), and can bring one more ability into an AE rotation. New survivability as well. Better synergy. Due to the below changes, characters with soul points spent in Marksman have received a free soul point respec. Marksman s Pedestal and Sniper s Pedestal have been removed. Hit and Run Removed. Improved Hit and Run Removed. Swift Shot, Empowered Shot, Deadeye Shot, Rapid Fire Shot Damage increased. Strafe Damage increased. An additional 100% bonus from Attack Power is added to this attack. Four new weapon enchantments for ranged weapons have been added. Only 2 weapon enchantments can be active at one time; does not stack with Assassin poisons or Nightblade weapon enchantments. Electrified Munitions Unlocked at 14 points. Ranged weapon attack abilities deal additional Air damage. Damage is increased with points spent in Marksman above 14. 1-second internal cooldown on this ability. Rending Munitions Unlocked at 28 points. Your ranged weapon attacks ignore 25% of the target s armor. Vampiric Munitions Unlocked at 18 points. Ranged weapon attack abilities have a 20% chance to place a curse on the target, reducing their healing taken by 50% for 15 seconds. The Marksman is healed for 50% of any healing the cursed target receives. The healing siphon works for both overhealing and incoming healing from procced effects and takes precedence over other healing debuffs on the target. Silver Tip Munitions Unlocked at 51 points. Ranged weapon attack abilities debuff the target, causing them to take an additional 2% damage from the Marksman for 10 seconds. Stacks up to 10 times. Multiple Marksmen can stack the debuff on the target, but are only affected by their own application. 1-second internal cooldown on this ability. Controlled Fire - New Ability Available with 38 points spent in Marksman. Reduces the Energy cost of all ranged weapon attack abilities by 10% and increases the Attack Power damage bonus by 10%. The bonus is increased by an additional 5% for each point spent in Marksman above 38. Deaden Energy cost reduced to 10 from 40. Lightning Fury Can now be cast instantly. Energy cost reduced to 30 from 40. Single Minded Focus Ability changed - now increases the damage of all single target damage abilities by 1-5%. Increased Fire Power Effect is now triggered on all critical hit attacks. Rapid Extrication Now reduces the cooldown of all Marksman abilities by 15-30%. Barbed Shot Moved to a 16 point root ability. Penetrating Shots Now works with both ranged and melee weapon physical attacks. Also ignores 5-25% of the target s armor, up from 4-20%. Master Archer Ability changed - whenever you are standing still, damage with ranged weapons is increased by 5-25%. Fan Out, Crossfire, Lightning Fury Can now hit up to 8 targets, increased from 4. Collateral Damage Increases the damage of all ranged weapon area of effect attacks by 15-30%. The Hammerknell Synergy Crystal for Marksman has an update 2-piece bonus Marksman Finisher abilities have a 20% chance per combo point spent to reset the cooldown of Empowered Shot and cause the next Empowered Shot to be instant. 4-piece Hammerknell Synergy Crystal bonus has been updated with the above changes now increases the damage of Electrified Munitions by 50%. NIGHTBLADE Gameplay goals Some more survivability, without having to rely on pure immunities. Hellfire Blades, Smoldering Blades, and Fell Blades no longer trigger damage shield effects. Primal Strike Now deals Death damage instead of Physical damage. Primal Death Now increases the damage of Primal Strike by 5-15%. Enkindle Ability changed to increase the Attack Power bonus of your Fire and Death based attacks by 15-30%. Living Flame Increased the damage bonus from Attack Power by an additional 50%. Twilight Transcendence Ability changed; it now removes all curable harmful effects, reduces damage taken by 50%, and heals the Nightblade for 50% of their max health over 4 seconds. Fell Blades Available after spending 16 points in Nightblade. Now causes weapon attacks to have a 20% chance to deal Death damage and curse the enemy, reducing healing on the target by 50%. The Nightblade receives 50% of any healing on the cursed target. The healing siphon works for both overhealing and healing that comes from procced effects and takes precedence over other healing debuffs on the target. Fiery Chains An additional 50% damage bonus from Attack Power has been added. Now unlocked after spending 32 points in Nightblade. Now grants a Combo Point when used. Each additional target affected has a 50% chance to grant an additional Combo Point. Nightstalker Functionality has changed. Your Blazing Strike, Flame Thrust, Dusk Strike, and Twilight Force now deal 5-15% more damage and an additional 10-30% damage if the enemy is below 30% health. Weapon Flare Now grants a Combo Point when used. RANGER Gameplay goals Synergizes with other souls better. No longer overly dependent on Shadow Fire. Killing Focus Now increases the damage of both melee and ranged weapon attacks by 2-4%. Double Shot All ranged weapon attacks gain a 10-50% chance of firing an additional shot. Shadow Fire Now increases your damage with ranged weapons by 13% for 25 seconds. The bonus to damage is increased by 1% for every point spent in Ranger above 14, to a maximum of 50%. Master Huntsman The Dire Wolf s Maul now infects the target, reducing healing taken by 10-50% - increased from 6-30% healing reduction. Your Blood Raptor s Bloodied Blow now has a 20-100% chance to double attack, increased from 5-25%. Divert Rage Updated tooltip to better indicate that the threat transferred to the pet is the threat generated by the Ranger in the 10 seconds after using the ability. Rain of Arrows Cooldown reduced to 6 seconds from 8. Bloodied Blow Damage has been increased. RIFTSTALKER Gameplay goals Offensively synergizes through +AP and reflect shields. Some new multi-target threat coolness here too. You should be able to take some Riftstalker without flooring your DPS, as melee souls ability to close all currently lives in this tree. Please Note! Further high end tanking updates will be coming in a minor update following the 1.5 release. Due to the below changes, characters with soul points spent in Riftstalker have received a free soul respec. Guardian Phase Threat generation increased to 200% from 100%. No longer purgeable. Stalker Phase Effect is no longer purgeable. Now adds a 10% damage bonus when activated. Plane Shifting adds another 15% damage bonus for 10 seconds. Planar Strike, Phantom Blow, Rift Disturbance, and Shadow Blitz Reduced the threat generated by these abilities. Shadow Blitz An additional 50% damage bonus from Attack Power has been added to this attack. Now awards 2 Combo Points. Shadow Stalk Now removes all control and movement impairing effects. While in Guardian Phase, the Riftstalker Plane Shifts toward the target, instead of to behind the target. Annihilate Damage increased. Now adds a buff that increases Attack Power by 15%, rather than a fixed value. Stalker Phase Effect is now triggered after using any Plane Shift abilities. Increases damage by 5% when active. Rift Barrier Now absorbs both physical and non-physical damage. Additionally, the absorbed damage is reflected back on the attacker. Improved Rift Barrier Removed. Planar Vortex - New Ability Whenever the Riftstalker Plane Shifts, they gain Planar Vortex which lasts for 8 seconds. Deals the amount of your weapon damage every second to surrounding enemies and generates a large amount of threat. Effect can only be triggered when the Riftstalker is in Guardian Phase. Hasted Time Increased the speed buff granted after Plane Shifting by 25-50%, up from 15-30%. Can be triggered once every 10 seconds. No longer stacks with the Bladedancer s Sprint and the Marksman s On the Double. Freedom of Movement Effect is triggered after Plane Shifting and can only occur once every 10 seconds. Shadow Assault The damage bonus from Attack Power has been increased to 100%, up from 50%. While in Guardian Phase, the Riftstalker Plane Shifts toward the target instead of to behind the target. Now awards 2 Combo Points. Shadow Mastery Now a 2-point ability that reduces the cooldown of your Plane Shift abilities by 10-20 seconds. Phantom Blow Now has a 10 second cooldown. The stack size has been reduced to a single stack and reduces damage taken by 6%. Rift Guard Now absorbs damage up to 250% of your maximum health, up from 150% for a 51-point Riftstalker. Shadow Guard - New Ability Available after 25 points spent in Riftstalker. When you use Phantom Blow, you gain Shadow Guard for 20 seconds, reducing Physical damage taken by 1-5%. For every 1000 Armor you have, you take 1% less Physical damage up to 20% additional bonus. Planar Disruption - New Ability Unlocked with 22 points spent. Attempts to disrupt the target s spell casting. Not affected by global cooldown. Physical Wellness - New Ability Unlocked with 46 points spent. Increases the maximum health of party and raid members by 1500. Lasts for 20 seconds. Defer Death Reworked the functionality. When struck by a killing blow within 30 seconds, the Riftstalker gains an absorption shield that absorbs all incoming damage for up to 50% of their max health over 15 seconds. Instigate No longer triggers the global cooldown. Guarded Steel, Annihilate Duration per combo point is now 20 seconds for 1 Combo Point, 30 seconds for 2 Points, 40 seconds for 3 Points, 50 seconds for 4 Points, and 60 seconds for 5. SABOTEUR Gameplay goals Use of bombs should not be a DPS downgrade. Annihilation Bomb, Chemical Bomb, Fragmentation Bomb An additional 200% damage bonus from Attack Power is applied to these attacks. Base damage increased. High Explosives Now have a chance to crit on each tick instead of only the first tick. Damage increases with additional points spent in Saboteur above 44. Residual Shrapnel Functionality changed. Your Blast Charge deals an additional 35% damage over 6 seconds, and Shrapnel Charge deals an additional 35% damage over 6 seconds. Time Bomb An additional 200% damage bonus from Attack Power is added to this attack. Damage has been increased. Updated Saboteur 2-piece bonus on the Hammerknell Synergy Crystal It now also increases the damage of Fragmentation Bomb and Chemical Bomb by 30%. WARRIOR Reactive abilities have been given a 1.5 second shared internal cooldown which will keep multiple reactives from being used simultaneously. This will affect Flesh Rip, Frenzied Strike, Inescapable Fury, Disarming Counterblow, Paladin s Reprisal, Retaliation, and Turn the Blade. Spell-interrupting abilities that are not combat finisher abilities no longer deal damage and only interrupt the casting of the target. This affects Bash, Face Slam, Flinching Strike, and Furious Rage. Single-target taunts are no longer on the global cooldown. These include Spark, Shield Throw, Sergeant s order, and Grim Lure. Due to this change, the damage component has been removed from Spark and Shield Throw. Grim Lure, Spark, and Shield Throw Changed the projectile effect on these abilities. The taunt effect now triggers at time of use and not when the projectile hits. BEASTMASTER Pack Mentality Fixed a case where this effect was removed when spending a soul point. CHAMPION Bloodthirst This ability is now on the global cooldown. Due to this the damage has been increased and it now grants an attack point. PALADIN Light s Decree Fixed a bug with the debuff tooltip to indicate it triggers off of single target attacks. Paladin s Devotion Can now be used while snared or rooted and will properly remove those effects. Paladin s Reprisal Can now be used while wielding a 2-handed weapon when under the effect of the Vindicator soul s ability, The Art of Defense . Sweeping Strike Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit. PARAGON Wrist Strike No longer blocks Break Free abilities. Predictable Movements Fixed an issue that could cause Predictable Movements to not work at all. This should no longer lose charges when the Paragon uses one of their own abilities. Reaping Harvest Ability will show as unavailable while wielding a 2-handed weapon. REAVER Creeping Death Fixed a bug causing rank 2 through 4 to not properly snare the target. RIFTBLADE Riftwalk Riftwalk now always places you behind your target. Fixed a tooltip bug which stated that Riftwalk stunned the target instead of rooting them. The ability function hasn t changed and still roots the target. Avatar of the Rift Fixed a bug allowing the damage shield to hit the attacker for each tick of a damage over time ability, or to trigger from auto-attacks. It no longer triggers from auto-attack damage and only applies on the first tick of a damage over time ability. Earth Burst Fixed a tooltip typo that listed the snare duration as 0 seconds. VOID KNIGHT Ragestorm Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit. WARLORD Combat Awareness Updated tooltip to better indicate that the ability generates significant threat. PVP/WARFRONTS Killing a mind-controlled player of your own faction will not give you prestige, favor, or experience. It s still pretty funny, though. PvP deaths no longer result in soul damage, even if NPCs are attacking you. Fixed the calculation of the Monthly Kills stat. NOTE This will result in a one-time reset of your monthly kills display, and then it will start tracking properly! For PvP quests that require defeating other players, NPCs can no longer steal your credit. If you are in a raid with less than 6 people, Prestige and Favor awards will be calculated using the party values. Whitefall Steppes Escalation Now properly tracks and displays Sourcestone captures and returns on the leaderboard. Skilled Alchemists can now obtain the recipe for Pure Valorstone from the Favor Quartermasters in Sanctum and Meridian. Pure Valorstone can be used to add Valor to crafted items for those looking to gain a leg up in the battlefields of Telara. The crafted item must be of level 47 or higher to be made with Pure Valorstones. Fixed an exploit that allowed Guardians to get up to the back side of the Defiant spawn point in Port Scion. Pyromancers Glyphs of Power Reduced the bonus to Fire damage from Glyphs of Power in PvP combat to 5%. Port Scion Zerena Karathi and Alys Whiteshield (both in the starting areas) will no longer attack players. Characters will no longer be affected by PvP Immunity effect when zoning into or being resurrected inside an instance. DUNGEONS, SLIVERS, AND RAIDS Increased the chance for tier 1 Expert bosses to drop Epic quality loot. Added a 50% chance for tier 1 Expert bosses to drop a second Plaque of Achievement. Added a 50% chance for tier 2 Expert bosses to drop a third Plaque of Achievement. Reduced the prices of Expert dungeon armor. The second tier of Expert dungeon armor now requires turning in the first tier of Expert armor to purchase. ABYSSAL PRECIPICE The Abyssal Precipice achievement can now be updated by defeating Expert versions of the bosses. DARKENING DEEPS Darkswarm mobs no longer award experience. Braxtepel Flame Cleave can no longer be reflected. Gedlo Council Fiery Bonds and Searing Flame can no longer be reflected. DEEPSTRIKE MINES Expert Fixed some locations where characters would be teleported after being resurrected. The ledge of the Titan s bed in Deepstrike Mines is now too slippery to stand on! DROWNED HALLS Players can no longer hide from Isskal s single-target attacks. Hydriss Tsunami visual effect looks and is times better to help represent ability damage increase over distance. Hydriss should no longer attack players during or instead of her Waterburst and Hydrostatic Shock phases. FALL OF LANTERN HOOK Expert Additional tuning for the Helena Brass finale so Oludare should always spawn and not block you from completing the dungeon. GILDED PROPHECY [Sliver] Added a Conqueror type achievement for this zone, along with a new reward! GREENSCALE S BLIGHT [Raid] Oracle Aleria If Necrotic Eruption is on a character at the time of Aleria s death, it gets removed rather than bombing the entire raid once the maze walls drop. No more victory-wiping! Lord Greenscale At long last, and hopefully for good - fixed a case where Lord Greenscale would sometimes cancel his Genesis Torrent cast or channel. HAMMERKNELL [Raid] Darktide Mists can now be crowd controlled. The later bosses in Hammerknell now drop additional Greater Marks of Ascension. Sicaron Adjusted duration of the Soul Harvest ability. Grugonim Removed reputation gain from the Bloodplague Crawlers and Manifested Death (towers). Grugonim Increased the damage buff granted to players to 4% from 2% per stack. KING S BREACH Strange Plots of the Aelfwar Fixed a case where the quest objectives would not reset and refused to allow players on this quest to return to the instance and complete it. RUNIC DESCENT Standard Slightly reduced base mob density in this dungeon. Expert Neutral mobs no longer award experience. Expert Rotting Flesh is now cleansable. Expert The Keep Cleansing achievement should now properly award as described. ZONES The Saga of the Endless A Father s Love Nearby Rifts will no longer cause quest targets to hide from this quest. Some NPCs, primarily in Moonshade Highlands, were granting experience outside of the normal range for their level and difficulty. Corrected! Manticore type mobs just got more lucrative to hunt - they weren t dropping as much currency loot as they should have. DROUGHTLANDS Zone event Saving Lantern Hook This event should no longer be able to get into a non-completable state. FREEMARCH A new porticulum has been added to Ark of the Ascended, allowing new characters to receive their Soul Recall ability earlier. GLOAMWOOD Out of Harm s Way This quest should be less negatively impacted by footholds at the nearby Guardian Encampment. Also increased the distance the escort can be from the player before the quest will fail. Gwyddon is now properly removing the Hag s curse for any afflicted Ascended. IRON PINE PEAKS The Redsnow Bandit population around Frost Falls has been retuned to be more in keeping with the quest levels of that area. SCARLET GORGE Daily quests in Scarlet Gorge should all properly grant notoriety for repeat completions. SCARWOOD REACH Zone Event The Witching Hour Fixed a case where the event could fail before all targeted locations had fallen. Realigned Priorities The Guardian Raiders that spawn should no longer flag you for PvP and as an added bonus, also no longer hit like trucks. Chronic Cultist Culling Removed the second objective from this daily quest. Local Cures Umbral Sedge plants will no longer spawn inside of rocks. Insuring Their Safety More Gorefang Wranglers should now be available. A Temporary Solution Reworked this quest so you are asked to speak with Sasha Nikadon in The Sagespire to receive the quest objective item, A Pinch of Sourcestone Powder . SHIMMERSAND Zone event Scourge of the Sands has been tuned down in difficulty. The Order s Charge Quest will now always update on killing a Maelforge Emberdrake if the Flamerod is active. The Unlucky Few NPCs will respawn more reliably during this quest. Fight Fire with Fire During this quest you will no longer be able to pick up more than 9 Core of Flames. Ritual Firebrands This quest no longer grants experience when completed. Level 50 Rifts now have a chance to appear in Firesand Desert! SILVERWOOD A new porticulum has been added to Divine Landing, allowing new characters to receive their Soul Recall ability earlier. The rare spawn NPC, Pandora, will no longer be a potential target of Defiant Footholds. STONEFIELD Tracking a Traitor Ascended will now have an easier time using Kira s Signal during this quest. Daily quests in Stonefield should all properly grant notoriety for repeat completions. CRAFTING Skill-specific Plaques have been converted into Master Crafter s Marks. Master Crafter s Marks will now drop and reward wherever the previously skill-specific Plaques would (Apothecary Plaque, Outfitter Plaque, etc.). All Epic crafting recipes are now purchased with Master Crafter s Marks. Reduced the amount of Eternal Planar Dust required to make the components for the weekly Crafting Rift lure quests. Slightly increased the amount of store-bought materials needed to offset the cost reduction. You can now receive Inert Shards, Stones, Gems, Crystals, and Prisms from Apothecary daily quest reward bags and chests, as well as Apothecary Crafting Rifts. Crafting Rift Weaponsmith Will no longer auto-complete the third bonus stage due to multiple characters completing the second. Brilliant Enduring Rune now grants +9 Endurance, up from +8. Every point counts! Tempered Orichalcum Bar, Enchanted Shadethorn Lumber, Steel-Stitched Leather, and Infinite Essence now sort properly on the auction house. Epic Essences and Rare Essences above level 50 now Salvage for more level-appropriate materials. Dark Seafoam Green Dye has been fixed to require 110 Apothecary skill to create. It previously was set to 130. Ruby Gorget was incorrectly requiring 201 skill to create instead of 210. Fixed! Skilled Armorsmith Supply Chests will properly award Armorsmith materials rather than Weaponsmith. Ornate Platinum Choker now displays the correct name in the recipe list. Corrected the name of the Apothecary Workorder that requires Lesser Healing Potions. Runecrafters will no longer receive Workorder Radiant Steadfast Runes. Characters currently on this quest will still be able to complete it - a new Runecrafter Workorder has been added to replace it, requiring Radiant Insightful Runes. Fixed an issue where neutral Crafting Trainer NPCs in Fortune s Shore were offering faction-specific recipes. Corrected the Bind on Pickup flag on some Rune and Runeshard recipes that were not previously set. Skilled Alchemists can now obtain the recipe for Pure Valorstone from the Favor Quartermasters in Sanctum and Meridian. Pure Valorstone can be used to add Valor to crafted items for those looking to gain a leg up in the battlefields of Telara. The crafted item must be of level 47 or higher to be made with Pure Valorstones. Endurance bonuses from crafted item sets can now stack with each other. Shard firsts for crafted items are now granted at the time the item is successfully crafted. Fixed the skill level requirement to craft Carmintium Lariat. ITEMS The prices of Essences on the Planar merchants has been adjusted due to the merging of Inscribed and Crystal Sourcestone. New Synergy Crystals are now available from the Planar Goods merchants for Greenscale and tier 2 Expert item sets. A number of vanity items and gloves that were previously non-tintable can now be dyed! Gravemaker Steaks, Drake Filets, and Icewatch Cupcakes no longer have an item use time. The effect is now applied immediately. Items that grant temporary enhancements (ex Padding, Armor Plating, Spellstones, Riding Chaps, etc.) have updated icons. Collectible books no longer count as quest items and will go into your primary inventory. If you have any in your quest bag that you hadn t added to your collections, you ll need to move them into your general inventory to use them. Fixed a bug that could cause Synergy Crystals to display incorrect tooltips in merchant windows. Transplanar Synergy Crystals no longer have a faction requirement to use. Fixed an issue where clicking off the buff from Necrotic Rage would prevent it from proccing again unless the focus was re-equipped. Binding Silk Now with Physical Crit rather than Spell Crit. Bulwark of Banishment Reduced the Block bonus from 40 to 20 to bring it in line with other items of similar level. Deathsteel Pauldrons Now with Attack Power rather than Spell Power. Double Barrel Problem Solver Changed graphic so this is actually double-barreled. Energetic Sourcestone Mirror is no longer able to proc from every tick of a damage over time ability, only on the first. Fang of the Life Lord Can now correctly proc from Warrior abilities. Gossamer Motions Now has Attack Power instead of Spell Power. Gravetouched Soulstone Fixed so it actually does proc the buff on your pet, as the description indicates. Metamorphic Stonesource Will now apply the correct effect. Murk Shrouded Trinket Effect tooltip now displays the correct name. Nyx s Chloromancer Crystal 2-piece bonus now increases the chance for Radiant Spores to proc by 10%, up from 5%. Nyx s Chloromancer Crystal 4-piece bonus now causes damage ticks from Void Life to place a stacking buff on the Chloromancer. Each stack reduces the casting time of the next Nature s Touch spell by 0.5 seconds. Privateer s Axe of the [...] Can once again be sold to merchants. Sandcovered Shroud Now accepts both Primary and Secondary areas for dyes. Stinging Faesource Now procs the correct buff. Tuthmet Wine Fixed the spell power buff so it will no longer be overwritten by a weaker version. Fixed a bug where Simple Synergy Crystals could be equipped by Clerics. GRAPHICS AND AUDIO Now with better Anti-Aliasing! Set your Anti-Aliasing option to Edge Smoothing to see the new improvements. Fixed an issue with falling through the world when changing your graphics texture quality. It s a lot more difficult to get your character to stand at impossible angles while mounted. Fixed an issue with sound reverberation in some areas (such as Chancel of Labors in Iron Pine Peaks) where the effect was way too strong on footsteps, character speech, and some other sounds. Fixed footstep sounds for some polymorph effects that had none. Fixed objects not drawing to the correct distance at initial login. Look for new finely-feathered-friends livening up Meridian and Sanctum! Improved the variation in crowd cheer audio. Fixed some issues that could cause framerate stuttering when running through the world. Added voiceover to several existing major zone events. Added a sound to Prince Hylas opening of Greenscale s Door inside Greenscale s Blight. Fixed a bug where casting animations were sometimes interrupted by other animations. COMMANDS AND MACROS Added a keybind-able command that will hide other players on your screen when the key is pressed. There is no default bound key, but you can set one in the Key Bindings menu as Hide Other Players under UI Toggles. You can now add [notactive] to a /cast macro to prevent it from turning off a toggled ability. Fixed a bug where players could incorrectly end up targeting themselves when using abilities from macros. The Marksman Bull s Eye and other similar abilities will now work properly in macros. UI/SETTINGS Parties can now be displayed by default using the Raid Frame UI. Check the Display tab under Options to enable this setting. The Auction House no longer truncates long item names with ... when using right click on an item in your inventory to search auctions. The quest log now displays how many daily and weekly quests you ve turned in as well as the limit per day/week. It also shows the current total number of quests in your quest log alongside the quest log cap amount. The visuals on the character sheet now update as soon as an armor item is dyed. Added an option to always display status text for your Focus target, similar to the existing options for Player, Target, Party, etc. If your character has had more than one role that has had a free Soul Point respec applied to it due to a patch, you now see a message box listing all of your respecced roles on first login. The Auction House now has a new Vanity subsection to look for wardrobe items! Clicking the Bid or Buyout buttons on the Auction House no longer changes the position of your scroll bar in search results. Fixed an Auction House purchasing bug that would prevent you from buying an item from search results immediately after placing an item up for auction. Soul Exhaustion tooltip now correctly explains whether it has been applied by resurrecting at a graveyard or by reaching 0% Soul Vitality. Title rewards are now displayed in the Achievements window. The on-screen popup message for Quest Accepted now appears for all quests, including Rift dailies. Removed an erroneous error message when adding the first quest to your quest stickies when the stickies are currently empty. Item tooltips no longer display red text while dead if you can use the item while alive. Tooltips for kill quests that require specific level mobs or higher will no longer show too-low targets as valid. Moved the Settings option for Ability Queue into the Action Bar settings category. Fixed a bug where you couldn t delete quests from your quest log if the only quests you had in there were daily/weekly types. Fixed the chat window occasionally truncating lines when using larger text sizes. Ascended Powers and Guild Perks are now organized by category in your Abilities window. CLIENT Client stability improvements, yay! Fixed an incompatibility with Windows 8 32-bit.