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このクエスト若しくはインスタンスは反復可能 Base Level None Party 5+ People for Level 3 Access Item(s) (Consumed) 1 Fragment of Misery 1 Fragment of Agony 1 Fragment of Hatred 1 Fragment of Despair Item(s) (Not Consumed) Equippable Level 4 Weapon Quest Prerequisite(s) Register for entry at entrance Rewards Quest Reward(s) Ability to Summon Memory of Thanatos (Repeatable) 日本版タイトル : 無し?(*1) Warning If you do NOT intend to finish the entire quest at one time, you should be awarethat once you obtain the Keys (possibly the stones as well), they cannot be put into storageor dropped. Also, at some point past Tower 3F, when you log out, you will be sent back toyour save point. 1. On Thanatos Tower 1F find the Representative NPC tha_t0114978 who is looking for recruits for those wishing to explore the tower. Sign up with her for the quest. 2. A guide on Thanatos Tower 2F tha_t02231161 blocks the entrance to 3F. You will need to gather 5 or more players near the Entrance Guide NPC for the guide open the door to 3F. It s not required that you be in the same party to enter. If you have not received the quest from step 1, you will not be able to enter this portal. 3. On 3F tha_t036667 you ll find a Rune Device in the southwest corner. Using a Lv. 4 weapon, you can pry the device open, obtaining a Red Key. 4. On 4F tha_t04191195 you ll find a second Rune Device in the northeast corner tha_t04185188 is sufficient if you walked from the portal. The device is visible from outside the wall. The mechanism can be opened by solving a puzzle, similar to mastermind if you ve ever played it. The machine will guess 3 numbers between 1 and 9 (none repeating), and you will be required to crack the password. Each round you can guess 3 numbers from 1-9 (no repeats) and the machine will inform you how many of the numbers you chose were correct and in the proper location, and how many numbers are correct but not in the right location. You have 5 rounds to guess the correct code or you will be required to restart. When you correctly complete this puzzle, you will obtain a Yellow Key. Note if you d like help finding the number, try this site . 5. On 5F tha_t0561178 in the top left corner, click the Eagle Statue. Insert the Red Key into the crack, followed by the Yellow Key. You will receive a Blue Key. 6. On 6F tha_t06226226 in the very northeast corner, there will be a Gorgeous Statue. The dialog lets you adjust 5 wheels. You will want to adjust them so that they are all in the same configuration, one solution is First Wheel - Option 1 Second Wheel - Option 2 Third Wheel - Option 3 Fourth Wheel - Option 1 Fifth Wheel - Option 1 Here you will obtain the Green Key. 7. Also on 6F tha_t06203181 *Needs confirmation* ) walk south and you will find the last mechanism inside a fireplace. Choose the 2nd option each time to obtain the Black Key. 8. Once you ve obtained all 5 colored keys enter the portal at the center to go to the next floor ( /navi that_t06 #/# Forgot to screenshot coordinates). The Black Key will transform itself into the Black Charm Stone. Note You cannot enter the portal unless you have all five Keys. If you have any Charm Stones, you must sell them at an NPC× first, then collect the corresponding Key before attempting to enter 7F. Players who would like to access the 7-9th floor for hunting purposes only need to complete the quest up to this point. However, since the Black Key is transformed into a Charm Stone upon entering the 7th floor, players will need to discard it (by selling to an NPC) and repeat the 7th step before entering 7F for every journey. 9. On 8F tha_t084665 you will find a set of Shining Crystals a few step to the east where you warped in. Talk to it, and one of your keys will transform into the corresponding charm stone. Note The shining crystals on 8F rearrange themselves every 30 min, if they rearrange while you are between steps 9 and 12, you may need to back track to the start of the level. Side-edit This guide was last updated in 2010, so confirmation of this NOTE is needed. 10. Talk to the 2nd set of Shining Crystals at tha_t0847147 in the northwest. Talk to it, and one of your keys will transform into the corresponding charm stone. 11. Talk to the 3rd set of Shining Crystals at tha_t0890150 in the northeast. Talk to it, and one of your keys will transform into the corresponding charm stone. 12. Talk to the last set of Shining Crystals at tha_t089059 *Needs confirmation*) in the southeast. Talk to it, and one of your keys will transform into the corresponding charm stone. Note You should have Black, Red, Yellow, Green, and Blue Charm Stones before proceeding. 13. With all the magical charm stones, you are now ready to open the pathway to the top of the tower. Make your way to the uppermost floor at the portal in the southeast corner tha_t0811243 . Continue traveling up the floors and staircase until you reach the 12th floor. 14. On the 12th floor, start by placing the Yellow Charm Stone into the Gold religious statue tha_t1215956 in the northeast direction. 15. Walk south and place Green Charm Stone into the Green wiseman statue tha_t1215117 in the southeast direction. 16. Then place the Blue Charm Stone into the third statue tha_t1210418 *Needs confirmation*) in the southwest direction. 17. Place the Red Charm Stone into the fourth statue tha_t129658 *Needs confirmation*) in the northwest direction. 18. Finally, place the Black Charm Stone into the Dark Devil Statue tha_t1212983 in the north direction. The pathway to the top of the tower should now appear in the center of the floor. 19. On the southeast platform you ll find a magic circle thana_boss217167 . For this you will need to have a Fragment of Agony or you will be unable to proceed. Walk over the magic circle and enter "Fragment of Agony". At this time, a Dolor of Thanatos will appear. 20. Once the first wave of monsters is defeated, proceed to the northeast platform thana_boss20275 . This time you will need a Fragment of Misery . Without this item, you will be unable to proceed. Place the "Fragment of Misery" in the magic circle, a Maero of Thanatos will appear. 21. On the northwest platform thana_boss8076 , you will need a Fragment of Despair . When you place the "Fragment of Despair", a Despero of Thanatos will appear. 22. On the southwest platform thana_boss62171 , you will need a Fragment of Hatred . When you place the "Fragment of Hatred", an Odium of Thanatos will appear. 23. Once all 4 ghosts have been defeated, the party will be summoned to (xx, yy) on the north platform and after a short speech, Memory of Thanatos will spawn directly next to them. 24. Following Thanatos defeat, the party will have a short amount of time (20 seconds *Needs second confirmation*) to pick up the drops before getting force warped back to 12F. There will be a map-wide announcement that will count down until you re warped. There will be a 2 hour cooldown before he can be summoned again by anyone. Item Trades Talk to Guide Liei tha_t0114078 who will give you 1,000 zeny for turning in each Cursed Seal , Golden Ornament , Blue Feather or Red Feather dropped by monsters throughout the tower. Categories Repeatable Quests | Ash Vacuum Quests
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ip_dplmc_info|Feature Diplomacy Mod ip_dplmc_info_text|The Diplomacy mod adds several essential features to the game. Most of them are accessed via your minister and several other new potential employees a chamberlain, a constable, and a chancellor. You gain the opportunity to hire a chamberlain when you receive your first village, a constable when you gain your first castle, and a chancellor when you gain your first town. If you dismiss one of your employees, you may be able to rehire them through a well-connected spouse or one of the travellers who frequent the taverns of Perisno.^^Aside from these the mod has other features as well, which can be accessed from the Camp menu.^^This mod uses Diplomacy Version 4.3 (Sept 22, 2012). ip_dplmc_autoloot|Feature Auto Loot ip_dplmc_autoloot_text|Auto Loot settings are managed through the Camp menu. It allows you to have your companions (named heroes, not ordinary soldiers) automatically select equipment from the looted items after a battle.^^In order for this feature to be enabled, one of the following must be true ^- Someone in your party must have a Looting score of 2 or better, someone in your party must have an Inventory Management skill of 3 or more.^- The player himself must have an Inventory Management skill of 2 or more. ip_dplmc_autosell|Feature Auto Sell ip_dplmc_autosell_text|The Auto Sell feature allows you to sell numerous items to a merchant all at once, instead of selling each item individually. Auto Sell settings are managed through the Town menu, where you can specify which types of items you want to be able to sell (e.g. you might not want to automatically sell horses) and a price limit (for example, you might not want to automatically sell any items that cost more than 200 aurums).^^There are two primary ways to use Auto Sell. If you speak to a Horse Merchant, Armorer, or Weapon Merchant in a town, there is a conversation option to sell items of a particular type. Also, when visiting a town, there will be an option in the Marketplace section of the menu to automatically sell your items throughout the town.^^For people who used Auto Sell in other mods, note that this sells from your own inventory, according to certain rules. Items you have equipped will never be sold, and neither will the first three items in your inventory. After that, autosell also skips anything that it thinks might be your personal equipment (since people often have more than one set). Regardless of whether you have them equipped, it won't sell your best bow, crossbow, armor, helmet, boots, or gloves. If you have a bow you can use, it won't sell your best three packs of arrows, and if you have a crossbow, it won't sell your best three packs of bolts. For shields, one-handed weapons, two-handed weapons, polearms, and horses, it won't sell your best or second-best item. Your best three throwing weapons also will not be sold. However, items that your character is unable to use are considered fair game. ip_lore1|Lore 1000 B.E. to 680 B.E. ip_lore1_text|Perisno is theorized to be the first inhabited territory in the world, with the first of these denizens being the ancient races of the land; giants, Naphali, dwarves and humans. The humans, known as Perilo, had numbers significantly smaller than the other races. The Naphali and dwarves lived in relative Isolation - The former confined to the deep western forests and the latter relegated to the tall southern mountains. There was little conflict between these different groups, owing to their geographical isolation, alongside the relatively sparse population density of the continent as a whole. Giant and dwarven history was not recorded in the Great Scrolls, so the two races were shrouded in mystery until much later.^^This balance of power began to shift with the Perilo growing in large numbers and occupying greater amounts of land. In the centuries following 1000 B.E., the increased competition for land drove both the humans and Naphali to assert themselves on the continent, driving large populations of giants eastward as early conflicts began to erupt. Although major powers were yet to emerge, the original Perilo - Who later named themselves the Kingdom of Perisno - had settled in the central territory of the continent in 700 B.E., while the Venetoran people and Klymorian Tribes started expanding their borders. The Venetoran people seceded from the Perilo early on, and thus claimed their own lands as disputes grew. Less is known about where the Klymorians originated. Of all the inhabitants, they're the most mysterious. ip_lore2|Lore 680 B.E. to 450 B.E. ip_lore2_text|The original Kingdom of Perisno came to be around the year 680 B.E. Under King Garrcick, they flourished and their extended peace lasted over four centuries. Smaller surrounding tribes were soon consumed by the ever expanding Kingdom of Perisno; King Garrcick claimed even more land through diplomacy. His armies faced no opposition from the minor, fragmented tribes, as they saw no reason to resist Garrcick's rule. It wasn't long until the central plains and forests belonged to his growing kingdom.^^In the year 450 B.E., a scouting party encountered a village belonging to the Klymorian Tribes - Eventually banding together to form the Klymorian Empire. The king at this time, Haggenhold, third of his name, was leading a kingdom witnessing it's most prosperous era yet. He was a fair king, to an extent. Although he possessed a nasty temper, where he would be holed up in his castle for days without emerging. Upon discovering this new kingdom, Haggenhold deployed emissaries to learn more about the Klymorian people. Without any warning, they were slain and the bodies returned to the king with their heads severed. Such a gruesome act would lead to the inevitable spark of the greatest war the continent had ever witnessed. ip_lore3|Lore 450 B.E. to 0 B.E. ip_lore3_text|In the year 447 B.E., Prince Kangrive of Perisno was leading a scouting party on the orders of King Haggenhold to scout out the vast woodlands to the West. He grew increasingly suspicious of the surrounding lands and what lay beyond charted territory. This led to his discovery of the Naphali (eventually known as Elintor). NOTE, more in depth lore will be made public soon. This is just the main Intro/Overview. The years spanning 447 B.E. to 0 B.E. were embroiled in fierce, endless wars that led to the fall of both kingdoms. ip_morale|Note Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Note Economy ip_economy_text|Towns and villages in Perisno need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Perisno, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Perisno is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_foraging|Note Foraging ip_foraging_text|To sustain and keep large armies happy you will need high morale, and one thing that helps build a high morale is food. Introducing Foraging, where you and your troops live off of the land. Foraging will not provide food items, it simply reduces the food consumed at each meal. This is an Agility based party skill with max level of 10. The skill level (modified by party bonus) sets a hard limit of the maximum number of food unit that can be foraged. For example, even if you can forage 30 food units from the area and you have only 1 level you foraging, you'll get a 5 units reduction to food consumption. The amount foraged has a bonus of x1.5 if camping (standard camp, waiting 24h on siege). The amount of food that can be foraged depends on local resources ip_courtship|Note Courtship ip_courtship_text|Players may wish to marry into one of Perisno's noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in Perisnon aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Perisno as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the Perisnon aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Perisnon society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Note Politics ip_politics_text|The realms of Perisno, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in Perisno makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_fog_of_war|Feature Fog of War ip_fog_of_war_text|Fog of War can be toggled between on and off (You won't be able to toggle it once you have started the game, unless you access the cheat menu). Fog of War is exactly what it suggests. You simply travel around the world to uncover new areas on the world map. It is recommended to enable this feature as Perisno has a unique feature where you can buy maps to reveal the lands, and thus giving the player a better playthrough with more surprises. ip_character_backgrounds|Note Character Backgrounds ip_character_backgrounds_text|A player character in Perisno may choose from a variety of social backgrounds to originate from. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in Perisno are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all Perisno, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Note Military Campaigns ip_military_campaigns_text|When kingdoms in Perisno go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Perisno do not field standing armies, which remain in the field as long as the ruler desires. Rather, Perisnon realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Perisno often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Perisno's rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_tolranianlore|Lore Kingdom of Tolrania ip_tolranianlore_text|The Tolranians escaped the tyranny of the old, decaying Hakkon Empire. Haunted by their experiences in Hakkon, the leaders were determined to start life anew in Perisno.^^Entries from the journal of Captain Otto Waveshore ^^Day One ^^Enough is enough. We are fleeing the crumbling Hakkon Empire. We will start a new life elsewhere, in a place far from Hakkon. Far enough, so that they値l lose our trail for good. We have begun to set sail, a motley bunch of men leaving on commandeered ships, graciously secured by our good friend Admiral Themistocles. He will face severe punishment for what he has done, but Themistocles knew the risks, same as all of us. As I look upon the endless sea, I fear most of us will not live to lay eyes upon our new home.^^Unknown Day ^^I have lost track of how many days we have been at sea. It feels as though ages have passed since we fled to the open waters. Half the ships were sunk. Either by marauding pirates, colossal monsters from the depths, or violent storms. Every day the crew offer prayers to Priapus, our God of Sailors.^^Unknown Day ^^It is unbelievable... We have caught sight of land at long last! The men are settling down in this new, lush land, which we named Perisno. No signs of native life have been discovered thus far, but right now it is the least of my worries. I fear that our successors will not live on. My health is failing, and I think this will be my last entry. - Captain Otto Waveshore^^Tolrania was founded in the year 323. They are a Republic, swearing to never repeat the mistakes of the Hakkon Empire far across the sea. For seven years, the Tolranian people prospered in this new land, free of the tyranny of Hakkon and King Comrey. Trade deals were struck with the Maccavians, and they thrived because of it. The population quadrupled in the coming years, and soon Tolrania was expanding. In the year 330, something unexpected happened a Hakkon armada was following them into Perisno.^^At first the Tolranians were shocked, then angered. They anguished over the revelation of the Hakkon fleet痴 size.^^These were knights and nobles similarly dissatisfied with King Comrey, and set out to a new world. Almost every Tolranian there were second generation, and few of the first generation were still alive. However, their fathers told stories of the horrors in Hakkon.^^With no other option, they turned to the local Elintoran Naphali for aid. The Naphali archers were a mercenary company hired to do battle against the Hakkon forces. In a famous battle, the combined Tolranian-Elintoran Naphali force routed the Hakkon army.^^Hakkon was not defeated for good, but time was needed to rebuild their armies. The Tolranian people rejoiced, continuing to thrive.^^However, there would be a slight turn of fortune, as an outlaw group began to form near the woods of Tolrania. These outlaws declared the Tolranian government corrupt and disorderly. They deemed the name 然epublic・itself hypocritical. The government ruled like a kingdom, and the other factions acknowledged this. Tolrania was dubbed 銭ingdom of Tolrania・by the surrounding factions. Soon the Tolranians alone remained in calling themselves a republic.^^The unified outlaws, led by an enigmatic man named Nibor Hood, became a large organization that were constantly a thorn in the Tolranian痴 side.^^Tolrania is ruled by a king, after the idea of a republic was abandoned. They possess a strong military, and their Kingsmen are the envy of the world. They field a diverse military; horse archers, foot archers, and infantry. The Tolranian military is composed of peasants recruited from villages. For heavy cavalry, they rely on their top tier noble troops. The forests teem with outlaws, and the lords are too lazy to stop them. The choice is yours to either unite Tolrania or destroy it. ip_drachenlore|Lore Reich Des Drachen ip_drachenlore_text|The Reich Des Drachen originates in a land far from Perisno. Their homeland is known as the Isle of the Dragon, where many strange and exotic creatures dwelled. The Reich are a very mysterious group and almost nothing - other than where they originate - is known about them. They arrived at Perisno in the year 363. It was clear from the moment they landed that their intentions were not to trade, but to conquer. With the massive armada they brought, the Reich deployed thousands of soldiers onto Perisnoan soil. With the help of their Dragons, The Reich was able to push back the Illicans and take over most of their cities. The surrounding factions were wary of this new threat, but did not act out of fear. The Illicans fought back with vigilance, committing nearly their entire number of Falki Birds to fight back against the Dragons. This helped somewhat, as accounts show nearly 50 dragons were slain in the war. Though to no avail, The Reich occupies all Illican Lands.^^The Reich has a strong military composed of infantry, spearmen and heavy cavalry. They are an extremely disciplined force that never flees under any circumstances. The government is a monarchy, and their mysterious emperor rules through divine right. He claims the dragon Gods have proclaimed him king and it is his right to rule the world under their decree. His right hand man is the mysterious High Priest of the Dragon. It is rumored that the High Priest is plotting to overthrow the Emperor, who he thinks is unworthy. He searches for a capable mercenary or adventurer to assist him. ip_draharalore|Lore Drahara ip_draharalore_text|The Draharan people have always resided in Perisno. They池e a loosely united confederation of desert tribes. They overlook the western world, which they refer to as 賎hareeb.・Drahara is a reclusive nation, mostly confined to their deserts, never daring to venture more than a few miles into forests and grasslands. They're hardy people, thriving in the harshest environments. Most tribes are nomadic, but a few of the larger tribes have settled in cities near abundant resources. The Draharans are religious, believing in spirits and gods. Spread throughout the Draharan desert, ancient shrines and majestic temples can be found dedicated to them. Drahara is a term used for an ethnic group of people and many tribesmen consider it offensive to be called Draharan, instead of their respective clan or tribe name. That was tradition for centuries, but around the year 354 everything changed.^^An unnamed man walked into the capital city of the largest Draharan tribe and proclaimed himself a man sent by the gods. He could work wonders, perform miracles, and soon many became his followers. The man dreamt of a day where the Draharans ruled Perisno, forcing all the unworthy Ghareebians of the West to bow to their rule. The people were enraptured, his voice carried power, and everyone that heard him believed his words and pledged their allegiance. After five years, all the tribes had united under this man痴 leadership and their armies were ready to march. First, he immediately used the newly assembled military to annihilate every bandit party in the desert that they could catch. All desert rats and vultures that robbed others were rooted out and executed. It wasn稚 long before Drahara soon became free of such men, but it is rumored the persecuted bandits are still hiding in reclusive corners, waiting for revenge. The unnamed man continued to assert himself, and further establish dominance, training an elite guard of camel riders for himself. He had the elephant riders・tribe pledge their allegiance and even the infamous Desert Assassins as well. They were ready to march to war by the year 395.^^Drahara became a confederation under their new, mysterious ruler. Each lord has their personal army, but all fought for one cause; conquest of the West. Although, there were a few souls that doubted this mysterious man and proclaimed their suspicions. The strongest man opposed to this new ruler was named Baibars. He voiced his protests against the unnamed man, stating he had no right to rule. Baibars was cast out and shunned, but remains alive waiting for someone to aid him. He now travels from kingdom to kingdom, attempting to find support.^^The Draharan military is simple, composed of archers, spearmen, and cavalry. However, due to the desert heat, they are not equipped with heavy armor. It is a basic army all around, but many lords enlist household troops originating from their own tribe. ip_maccavialore|Lore Maccavia ip_maccavialore_text|Maccavia is a free cosmopolitan realm governed by a monarch, senate of nobles, and free men respectively. They are a faction of noble knights, religious individuals, diplomats and wealthy merchants. Maccavia was once a kingdom of northmen, sailors, and pirates. Yet with a change of fate, they laid down roots in the winterlands. They conquered and prospered for many years. Every man was the lord of their destiny, free to rule their life as they pleased. So long as they paid taxes, lived orderly, abided by the laws of the republic, and worked towards progress, that is.^^Maccavia is currently undergoing a religious schism between the New Gods followers and their values at odds with those of the Old Gods. Chivalry, love, duty, benevolence, family, order, grace and kindness are the virtues of the New Gods. Opposing them are the Old Gods values of war, honor, strength, ambition, domination, secrets and plots.^^Many nobles among the Maccavian Republic are followers of the faith and Gods - With those who practice the Old Gods beliefs being warmongering nobles bent on raiding, conquering, fighting, and demanding strength from their allies. They池e loyal hounds of the Maccavian Republic dictator. Opposing them are the New Gods nobles, followers of the new faith, who prefer to prosper and grow rich. They値l show kindness and grace, but also intolerance for followers of a different faith. Especially the Maccavian nobles that follow the Old Gods. To them, they池e savages in opulent clothing. Inversely, Old God followers view those of the New Gods as cowards and weaklings. This conflict of ideals has been destroying the republic; good and evil mixed in a common goal.^^The Maccavian army is one of the best equipped in all Perisno. They carry curious contraptions and receive heavy weapon training. Every citizen is instructed in the use of weapons, horseback riding, literacy, and logistics. Their martial training is without equal. Numerous Maccavian soldiers are followers of the Old Gods, but not many of them rise through the military ranks, because most die in battle. Opposite of them, the New Gods disciples rise through the ranks quickly, with the drawback of less strength.^^The Maccavian army is split into divisions based on specialties of the trainee. Those who show a promising level of skill in a certain field are assigned to that division. If they show aptitude and perception, they値l be trained to use a crossbow. The individuals with exemplary amounts of strength get assigned to the sword, spear and knight division respectively. And all Maccavian soldiers are trained in the use of heavy armor.^^Maccavian Squires are sons of nobles, training since childhood to excel in every division of martial arts. They池e educated, devout disciples of the faiths and Gods. As a result, they池e recruited with a steep price. With extensive training they will become Maccavian knights.^^Squires of the Old Gods become Maccavian Black Knights and their counterparts become Maccavian Knights of Steel.^^Onto politics of the republic; King Agathor Krex is the dictator of Maccavia. While he desires to have full control of the republic, backed by his loyal hound disciples of the Old Gods, the New Gods followers dislike him and try to sabotage every attempt he makes for more power. None openly challenge his rule, but most would certainly follow a New God claimant. ip_elintoranlore|Lore Elintor ip_elintoranlore_text|The Elintoran Naphali are native to Perisno. They池e extremely secretive and knowledge accumulated on them is scarce. The closest association any Perisnoans have had with them are the Tolranians. Both kingdoms fought side by side to defeat a massive Hakkon Army that invaded in the year 332. The notorious battle, dubbed 腺attle of Halfith・from then on, saw the Tolranians and Elintoran Naphali combined forces to defeat the larger Hakkon army. That fight solidified the might of Naphali archers in Tolranian minds. It was because of them that they managed to defeat the Hakkon army. They fired volley after volley at the legionnaires and when they sent in the lancers, they were outmaneuvered by Tolranian cavalry archers. After securing victory, the Elintorans returned to their reclusive way of life and eventually good relations with the Tolranians were broken. Forty years later, they池e fighting a bitter war against them for unclear reasons.^^Currently, the Elintoran nation is ruled by Eriallen Arwen. It is not unusual for women to hold positions of power in the Naphali hierarchy. Some of the most notorious Elintoran rulers were, in fact, queens. However, times are changing in the Elintoran province. Some people, including the claimant, hold the belief that men should rule. ip_geldarinlore|Lore Geldar ip_geldarinlore_text|The Geldarin Naphali are a rebellious offshoot of the Elintorans that currently inhabit a small peninsula beneath Forniron, the Elintoran capital. They池e a strange group and nobody knows the exact reason for defecting. Rumors pose the reason was civil war, others suggest it was because the Geldarin being a completely different species who faced persecution. Whatever the cause, both factions detest each other and to this day, Geldarin Naphali patrols continuously plague Elintor near Forniron. It is rumored Eriallen Arwen holds great disdain for the Geldarins and one day plans to wipe them from the face of Perisno once and for all. At a glance, these Naphali aren稚 so different, with the exception of armor styles. Even so, they despise the Elintorans a great deal and attack any of their parties on sight. Like the Elintoran Naphali, the Geldarins are master archers. They match, and perhaps even surpass, those of the Elintorans. ip_hakkonlore|Lore Hakkon Empire ip_hakkonlore_text|The Hakkon people originated from the Continent of Athassia. In a few centuries, the Hakkonese people rose from a minor island nation to a superpower on the continent. Sailing technology was revolutionized and the Hakkonese Navy grew in great numbers. They quickly dominated surrounding minor island tribes and were poised to take the Athassian mainland. ^^After taking the mainland, the Hakkonese and their tribes united and became the Calintrik (Sall-an-Trick) Empire. However, one tribe known as the Tolranians, who had resided on the mainland Athassia, became increasingly concerned by the tyrical rule opposed upon them by the empire. As oppression grew, the Tolranians had no choice but to seek a new home. They sailed east, towards the Perisno mainland.^^The Hakkon Empire grew in size over the years and was immensely prosperous. They frequently clashed with the Tolranians, losing many battles, but the empire was powerful, able to rebuild quickly and efficiently.^^Aaramis Talcinous, at the age of 41, became the first Emperor of the Calintrik Empire. His lineage would rule for more than three centuries. Emperor Comrey Talcinous was on the throne in 329, but as time went by he quickly became overweight. Neglecting his position, his ministers had begun ruling the kingdom in his stead until a more suitable heir could be selected. Nobles and soldiers who no longer wished to serve Emperor Comrey Talcinous had begun their move by departing the continent with a massive fleet, which was made up of a large number Hakkonese. They arrived in Perisno by the year 330 and by sheer force, sacked the Elintoran City Lille and the Capital, Forniron, as they sailed through the waterways leading into Perisno. Elintor, taken completely by surprise, had no answer for the naval force and was forced to retreat. The Hakkon Empire grew in size over the years and was immensely prosperous, but frequently clashed with Tolrania and Elintor as they controlled the waterways. ip_valahirlore|Lore The Valahir Clan ip_valahirlore_text|Hailing from Nisaynia, the Valahir people are a dominant clan. The Volheere Raiders are only an offshoot of their clan and even though they left the island because of harsh weather and no food, the Valahir Clan still rules and survives by demanding tribute from conquered tribes. Now, though, they致e set their sights on Perisno with their abundant resources. However, many are reluctant to make the journey. The Valahir Clan is ruled by Clan Leader Ingveld and his vassals known as Aethlings. Their troops are all archers and infantry. Valahir heavy infantry can match the Maccavian Northguards in strength. Should the Valahir clan rally under Ingveld, the Maccavians - and possibly the whole continent - is in danger... ip_falconlore_1|Lore Realm of The Falcon. Part 1 ip_falconlore_1_text|The Realm of the Falcon seceded from Elintor in the early days of its founding, when the Naphali first began asserting themselves more and more. In the year 323, a few Elintoran nobles concluded that ceaseless wars and fruitless negotiations, led only by the intention to continue the bloodshed for the sake of honor, could no longer be their way and couldn稚 provide the future they dreamed of for their people. They decided it was better to live a poor and simple life rather than be invaders and power hungry plunderers in territory that wasn稚 their own. Elintor, constantly at war, was too preoccupied to stop the deserter痴 exodus from Forniron. They quickly vanished into the great woods on the Elintor border, adjoining the territories later inhabited by the Hakkon, finally settling at the base of the mountains.^^The isolation they chose protected them from the persecution of Elintor and other kingdoms, as planned. They were only considered another band of outlaws. Neither Elintor or other factions thought it worthwhile to devote resources into hunting them. The splinter group were left in peace - A peace which allowed them to flourish, taking advantage of their good relations with a few Tolranian lords to establish trade routes. After all, the Tolranians came to Perisno for the same reason. Those nobles and their followers had split with Elintor - And the fact that some Tolranian lords opposed these endless wars - made them sympathize and protect each other.^^As they settled down, they discovered people living in the woods nearby. A group of individuals with their own rites and beliefs.^^They were already followers of the New Gods, living in tandem with nature. These people, alongside their beliefs, quickly assimilated into the Realms・culture and today nobody could assuredly tell who aligned with whom. One thing is certain; their beliefs were similar and therefore brought no reason for strife. From the beginning, the Realm Of The Falcon not only respected denizens of the continent, but their animals as well, being partly Naphali still. They used their empathy to form bonds of friendship with the very animals they depended on, rather than dominating them. Established bonds of trust were proven to be stronger and more effective. Another reason for this may have had something to do with the ever growing number of refugees from all corners of Perisno, lending their knowledge and manpower. These desperate people nurse dreams of hope for a better future for themselves and their children upon hearing rumors of peaceful life in the Realm Of The Falcon. They were Tolranian peasants, Maccavian smiths and traders from the Reich fleeing harsh tax burdens and inhumane treatment from their lords.^^In only a few years, this growing community blossomed into a sovereign state that at last christened itself with the name Realm Of The Falcon, originating from the falcons that assist their nobles during hunts. Hunting on horseback was a discipline the lords carried over from Elintor and the falcon represented wit, agility and chivalry・But, a growing community also required adequate protection. In 340, in response to more frequent caravan raids by the Hakkon Empire on the previously unknown trade routes, the lord痴 council made the decision to field an army incomparable to any other and difficult to defeat. Still lacking strength in numbers compared to other states, the Realm decided that only a strong core of cavalry would be a large enough deterrent from outside invasion and reduce vulnerability to surprise attacks. Heavy-heartedly, a conscription was implemented, knowing full well death in their lord痴 wars was the reason so many defected to the Realm Of The Falcon in the first place. ip_falconlore_2|Lore Realm of The Falcon. Part 2 ip_falconlore_2_text|Nevertheless, most citizens of the Realm understood and in 341 the first recruits mounted their formidable horses, descendants of the Naphali ones first brought by their masters from Elintor. It was part of the reason caravans were raided so often.^^Horses were the most important trade good of the Realm Of The Falcon and the Golden Hall in the capital痴 center would never have been constructed were it not for the income that horse trading generated. This was only possible, because more and more terrain of the great woods needed to be cleared to make way for the growing number of people that had to be sustained with crops. These acres were also best suited for breeding horses. From 341 on, more clashes with the Hakkon Empire occurred and fears grew within the Realm Of The Falcon that open war was unavoidable; only postponed by the Empire because of continuous wars with the other kingdoms.^^War broke out in 345, but the Realm痴 strategy of enhanced cavalry was most effective. A Marshal was elected by the lords that held the authority of a king. Only temporarily, though, because these lords believed in a more democratic style and remembered the consequences in laying too much power into the hands of a single individual. The elected man wasn稚 even a noble, but the oldest son of a Maccavian family that migrated to the Realm Of The Falcon in 325. He proved himself to be extremely skilled, as he climbed the ranks of the newly built army unbelievably fast. The man showed extraordinary intelligence, tactical intuition, as well as courage. His name was Gunnar and after his victory at the battle of Amarna, he was honored with the title 禅he Falcon・after conquering the city. It was later returned in exchange for recognition and guaranteed safety of their trade routes.^^The Hakkon Empire vastly underestimated the Realm痴 strength and the determined militancy of its priests in particular. Their appearance alone can instill terror into anyone. The Empire was ignorant enough to engage Gunnar痴 army in an open-field-battle, which led to their shameful defeat.^^Following a peace treaty, the army was quickly rebuilt and the Realm flourished through trade like never before. The trade routes were considered safe, at least from further Hakkon raids. This, of course, incited desires within other kingdoms to aspire for the wealth created only through means of cautious diplomacy. The Realm Of The Falcon avoided another war until, in 395, it happened. Rumors of a new invading force approaching Perisno reached the Realm. The people shuddered at the rumored atrocities said to be committed by the unknown foe and much harder to defeat than any known army on the continent. Again, the lords decided to deploy Gunnar as opposition to this new great danger that had swept over the already war-torn lands of Perisno... ip_kuulanlore|Lore Kuu-lan Horde ip_kuulanlore_text|The story of the Kuu-lan Horde begins far from Perisno, On the Continent of Czestadtia. For centuries, the nomadic inhabitants lived in peace on the continent until a volcanic eruption forced them out of their prosperous grassy plains and closer to other nomadic tribes on the rather sparce land that was yet to be touched by volanacic ash.^^However, tensions grew as the once isolated nomadic families were forced to interact with each other as the population grew. Around the year 29, families began banding together - forming tribes - as the first violent conflicts erupted and dark times engulfed Czestadtia.^^One day, a prophet by the name of Kesser appeared and began preaching peace, begging the people to cease their senseless violence. He stated that a God would punish their wicked ways, but the nomads worshipped the spirits of their ancestors and didn稚 believe in Gods.^^YYear 36 - A massive volcano erupts on the continent . Kesser was the only survivor. The tribes from the unaffected areas of the continent gathered around him, concluding his miraculous survival as nothing short of divine intervention.^^Year 53 - Kesser passes away and his second in command, Dimir is named ruler. Immediately he reinforces his power by repressing several nomadic nobles and gaining the support of the Turan people and elders.^^Years 60-200 - Marked as the Golden age of the Turan Nomads.^^Year 223 - Kulak dies under mysterious circumstances and his regime is overthrown. Kulak痴 wife, son, and daughter escape. A temporary council of Khans becomes the new leadership of Turan to prevent contention and disorder until a new ruler is chosen.^^Year 239 - Saldar Olen rises to power. Many tribes secede from the Turan Nomads.^^Years 240-262 - Olen falls in battle against rebel tribes. His younger brother - Anyz - is chosen to be the new leader. His right to rule is supported by legends that he痴 a distant descendant of Kesser.^^Year 263 - Rebels unite under the Leadership of Baatur Bulat, who claims to be the son of Kulak, hailing from Dimir痴 dynasty.^^Year 280 - Anyz and his family are slaughtered by rebels. Olen痴 children escape. Kirran, the eldest, becomes an official, while his younger brother Kuulan becomes the leader of a band of Turan mercenaries. Dimir痴 dynasty is reinstated. Bulat痴 son - Mangi - becomes the new leader.^^Year 330 - The brothers lead an army of their fellow tribesmen, under Turan banners, to the continent of Perisno. The fleet is delayed by a storm and Kirran痴 ship sinks with his entire family. Kuulan dies after choking during a feast. His five sons - Aksakal, Karasakal, Boshman, Akin and Kengesh - ascend to leadership of the nomads. In following tradition, Boshman Baatur - the third son of Kuulan - becomes the ruler. Other nomads support him and form a faction in honor of the deceased leader - the Kuu-lan Horde. ip_giantslore|Lore Sut Bakhal Giants ip_giantslore_text|The giants of Perisno are an ancient race. Perhaps of the oldest inhabitants. Although, there are definitely contesting claims to that. Giants as a race, or 全uti・in their tongue - which means children of Sut, an earthen mother Goddess - are tall, muscular, with defined angular features and deep set eyes. Their size far outpaces humans, both in overall height and mass, as well as proportionally wider shoulders in males and females with wider hips in comparison to other races. Physiologically, they breed slower than the races and have a lower female to male birth rate ratio. Female giants often have twins when giving birth to infants. This has made the race of giants highly protective of their females, often keeping the giantesses away from activities that may endanger them. They will frequently be in charge of the home, supplies, and work as craftgiants. Most of the clothing, weapons, armor and day to day tools that aren稚 imported through trade are crafted by the hands of giantesses.^^Male giants, on the other hand, traditionally hunt and go off to war, and are generally less valued than the women. However, despite this, most political positions are held by the males, as the struggles for leadership and intricacies of power are not lost on giant kind - a race most others of Perisno think stupid and simple. Giantesses often take on the roles of venerated advisors instead of direct leadership, because of the rather large target direct political positions within the clan. Although that isn稚 to say that the female giants don稚 contest power among themselves.^^Giants form a largely power based society, either focusing on martial might, imposing your will as a male, skills as a craftgiant, able mother, or oracle in the case of giantesses.^^Giants used to be spread all across Perisno in close knit familial tribes and clans living a hunter-gatherer lifestyle, with some clans settled in paltry villages across the continent. Now, their main homeland is the Chiefdom of Sut. However, over the centuries, with the rise of Naphali supremacy and later human expansionism, giants faced persecution. Many races felt intimidated by them, as well as their rather violent capacity in warfare. Prejudice was common against the Suti, especially for realms such as the Reich and other major powers who often - if not outright killing giants on sight - enslaved them to work in grueling conditions until their mind and body were broken. While the clans of Sut settled and prospered in their mountainous homes and forests, the rest of giantkind across Perisno were driven to the East of the continent in a mass migration.^^Giants refer to this migration as the 糎alk of Suffering・ or Gurthu置k Asht談ar in their tongue. Preyed upon by bandits and marauders this migration was characterized by its brutalization of the Suti people as they sought refuge. Even worse, the Sut giants denied their kin permission to settle in their lands. They feared overcrowding would cause more suffering through mass starvation. The rest of the giants bitterly cling to the memory, causing a great rift between the Suti people. At last they came to settle on the Eastern coasts of Bakhal, which roughly translates to 薦xiled Land・in the giant痴 language.^^The Bakhal people suffered in squalor for years until a warlord going by the name Vharska united them in a battle of succession, forging a might confederation of the dispersed tribes with the motive of reclaiming lost glory for giant kind and to exact vengeance upon those who had persecuted their race; preaching fiery rhetoric of hatred and retribution against their enemies. It didn稚 take long for Vharska started to push his militarized people out into other lands, subsuming nearby coastal settlements straight from the sea. They proceeded to conquer, enslave and pillage the lands of humans and other races. His direct descendant carries on the will of his father, clinging to Vharska痴 rhetoric with fondness. The Bakhal nurture dreams of conquering all Perisno for the sake of giant kind and paying back the people of Sut for their betrayal all those years ago, and extinguishing the flame of the other races for good. ip_perisnokingdomlore|Lore Kingdom of Perisno ip_perisnokingdomlore_text|The final faction to emerge within the land of Perisno, bearing the name and will of the ancients. This kingdom will be formed once the player becomes a monarch under his/her own banner.^^History records it as the one true kingdom within the continent痴 borders. The Kingdom of Perisno was once a glorious and prosperous empire, until it痴 sudden collapse. Likely due to internal struggles for power. Given the current state of war consuming the land today, the resurrection of the Perisnoan Empire is likely nothing more than a vain dream. Nigh impossible, even.^^However, sequestered within the mountains that border Hakkon and Drahara, an ancient ruin remains from the once mighty empire The Third Legion. They池e a noble group of descendants from the ancient empire, still roaming the land, opposing every faction and force in hopes of reforming the kingdom and restoring their ancestors・legacy to one of glory once more.^^Perisno Pilgrims, another group that wishes for the empire痴 return, are similarly people descended from the empire. However, these 善ilgrims・- unlike The Third Legion - are descendants of the common people of the kingdom. They long for the empire痴 peaceful rebirth and, unlike their noble counterparts, search for a hero with the skill and determination to raise it from the ashes, more glorious than ever before.^^Perisno, being a flexible nation, has the option of their policies to be determined by the ruler. It can be a monarchy or a republic. The ruler can bring justice and prosperity to the people, or cruelty and despair for eons to come. ip_cretaslore|Lore Cretas Monarchy ip_cretaslore_text|The Cretas Commonwealth is a monarchy led by King Aolas. After two long, arduous wars against Elintor and the Reich, a set of military alterations known as the 全chiathan Reforms・were put into effect. These reforms emphasized the role of spearmen, heavy infantry, and shieldbearers for protection against Elintoran Rangers and Drachen Dragoners. ip_zannlore|Lore Zann Empire ip_zannlore_text|Emperor Zann is the bastard child of the God Emperor Shang Jin, who was the conqueror and unifier of the wild steppes of Moshowki, located in Nisaynia, massive Sine tribes, and the reclusive - yet powerful - Shun-Ha dwellers. Emperor Zann launched a campaign to overthrow his father approximately halfway into the new year. Five cycles later, he is fighting a losing war against an enemy he underestimated. With word reaching Zann of the vulnerable state of the overseas continent called Perisno due to near ceaseless war, he makes the decision to retreat there, conquering as he goes. In order to prevent this, Shang Jin sends one of his most skilled Black Warriors - His nephew, Shi Jin - to warn the Perisnoan kingdoms of this looming threat.^^Zann remains behind with a core group of generals for the purpose of looting what he can from Nadire before departing for Perisno痴 shores. He will appear one month after the Imperial army vanguard; surely believing that is all the time it will take to subjugate Perisno. The Jin Empire follows Zann after their invasion of Perisno, concluding it痴 necessary to purge their enemy from the continent and world as a whole.^^It is up to the player to ally themselves with the Jin to halt the Zann invasion, or even choose to annihilate both. The Zann痴 armies are hybrids of Mongolian, Japanese, and Chinese style soldiers. They致e come with formidable archers, experienced mounted archers, and intimidating infantry. They池e lacking in heavy cavalry, however, but that is their only flaw. On all other fronts, their army maintains balanced cohesion. Their style of combat is drastically different from the average Perisnoan army and this is either a good or bad thing. ip_aroulolore|Lore Aroulo Ojibwakan ip_aroulolore_text|Work in progress. ip_kaikothlore|Lore Kaikoth Confederation ip_kaikothlore_text|The Dwarves are native inhabitants of Perisno. They formerly held a position of great import within the Perisno Empire, through their commerce of metals and jewels, and exemplary relations with the Empire痴 human leaders. They once occupied twelve great cities, deep in the mountains, to serve as testaments of their eminence. No blacksmith belonging to another race could match the skilled dwarven craftsmanship. They refined rough minerals into opulent jewelry and forged exquisite armor. Later, when the Perisno Empire cracked and dissolved, the dwarves still felt the shockwaves of the collapse, despite never officially being part of it. The Naphali took the opportunity to attack. They displayed such savagery that it drove much of the dwarven population from their land and cities in the wake of the onslaught. However, the dwarves - proud as they were - couldn稚 bear to witness the enemy plunder their land and inhabit their cities. The dwarves employed 壮corched-earth・tactics as they retreated. Since the dwarves could no longer hold the land, neither could the Naphali lay down roots in territory that never belonged to them and closed the routes to cover their mass exodus.^^For the first time in centuries, the dwarves unanimously decided to elect a king. Each dwarven city was independent, but during the dark ages of the dwarven nation, the Tarhns gathered to elect one of them as their king. After some deliberation, they all agreed to select Bluin, Tarhn of the town of Nimazar. As their respected king and marshal, Bluin I led a massive army of dwarves with the goal of reclaiming their lands and beating the Naphali back. However, the dwarves had not waged war in centuries and even though the warriors were proud, they didn稚 have the strength. Thousands of dwarves were massacred in combat with the Naphali, leaving them vulnerable to other invaders. By the time Tolrania and Hakkon landed on the continent, the dwarves were mere shadows of their former glory. King Bluin fell in a desperate battle to save the Southern dwarven cities. Now, the twelve previously almighty cities were three Nimazar, Anik-d皞, and Hornogoth.^^Their king was dead, and his son - Tarhn Bruin II - would be in line to take the throne. When his father died, the dwarven Tarhns faced an unlikely situation. A king was killed without nominating a royal heir. For Tarhn bruin it was clear that, if his father had nominated an heir, it would have been him. However, the Tarhn of Nimazar claimed the throne rightfully belonged to him. According to law and tradition, the Tarhns had to assemble to choose the next king. Tarhn Bergnar, Tarhn of Nimazar, pushed for the assembly of the dwarven rulers. He used all his might to persuade the powerful family that ruled Anik-d皞 to support his claims to the throne. Much to the dismay of Bruin II, Bergnar was elected as the new king.^^Upon taking the throne, the new king had one statement to make 選 will reclaim what is rightfully ours.・ ip_minorfactionlore_1|Lore Minor Factions. Part 1 ip_minorfactionlore_1_text|^- The Volheere Raiders -^^The Volheere raiders call the continent of Nisaynia, which is near Perisno, their home. They're formidable people, surviving through harsh wintry conditions. Somehow, they pull through it yearly, yet the past decade has been particularly harsh on them. They believe their God, Woden, has forsaken them and view themselves as no longer worthy people. The raiders believe they are not 蘇oly・enough to reside on the land of Nisaynia, where their Gods roam. The entire Volheere people sailed away and by chance landed on Perisno痴 shores. Upon first contact with the continent, they sacked everything they could find. Since then, they致e established themselves as a minor power in Perisno. Their berserkers are a feared group. The leader, Ulfednar, is a formidable man. It will take the might of a strong hero to defeat the Volheere and wipe them off the face of the earth.^ ^- The Illica Falki -^^They've befriended a mystical bird-like beast living on the mountain called the Falki. Young children from the clan are chosen by a child Falki, grow up together, and become companions. When both reach adulthood, they will be sent to hunt all around the mountain ranges. In the past, the Illicans used to be a mighty clan among all of Perisno's native inhabitants. First it was the Elintoran Naphali and after that, the Reich Des Drachen invaded and attempted to force them into submission. The Illica clan was forced back to their home known as Castle Sky. Because of this, the Illica clan despises all foreigners who make the journey to Perisno. They have a terrible relationship with the Elintor Naphali and Reich Des Drachen. They will often deploy various parties to sabotage the Reich's caravans and even attack the Reich lords' armies.^^Zeladeck, Illica's greatest Falki Knight, was not an Illican to begin with. He was an orphan raised by a lumberjack couple, living in the forest near the mountain range belonging to the Illicans. One day, he found a large injured Falki in the forest, and tended to its wounds. Nursing the Falki all day long for half a year, Zeladeck and the Falki formed a close bond. The Falki then regained its strength, and took Zeladeck to the Illica clan, only to reveal that the Falki is a direct descendant of the Sky King, the strongest and most respected Falki. He was 10 at the time. Zeladeck was then trained, and with his gifted ability as a warrior - alongside the good teamwork between him and his Falki - soon became the greatest Falki Knight. All by the age of 19. Some time after that, he returned to his home, only to find an abandoned wreck where it once stood. Enraged, he alone went to the Reich, in order to find the whereabouts of his parents and take his revenge. Upon crossing into Reich lands, he met a Drachenritter whose skill was on-par with his and they fought an entire day, ending in a stalemate. Unsatisfied with the result, Zeladeck returned to Illica to assemble his followers and attempt to settle the score, once and for all.^ ^- The Wolf Knights -^^The Wolf Knights were formed recently by a man named Lupus, who claimed he could communicate with wolves. He founded his Order, the Wolf Knights, with the sole purpose of claiming the land around him as his own. His Order grew extremely powerful and soon the land he sought became theirs. Their formidable Wolf Constables are nigh impossible to stop and some claim they致e been blessed with the strength and speed of wolves. Rumors have been spread that they ride wolves into battle as well. Although there is no proof. The Wolf Knights are waging with their neighbors The Reich, Drahara, and Maccavia. Proven in countless battles, even the formidable Drachen Dragoners are no match for the Wolf Knights. The Order fervently guards their secrets and nobody knows the location of their fort. The player should be weary of these knights wandering Reich territory, typically in parties of five to ten. Even five of these knights and one constable can wreak havoc on a well trained army. ip_minorfactionlore_2|Lore Minor Factions. Part 2 ip_minorfactionlore_2_text|^- The Syrin Nomads -^^The Syrin Nomads are currently migrating from their homeland the Scabrous Plains. After centuries of residing there they were forced out by another nation. Traveling through the vast and cruel deserts, the situation they found themselves in was becoming hopeless. One day, though, they chanced upon a settlement. The occupants said they were ruled by the Draharans. The Syrins, led by Queen Zolona, decided it would become the perfect home for them. So began the war between the Draharan nation and Nomads in the year 395. The war rages still, with Zolona ravaging the countryside, angry for her failures besieging the Draharan castle. It is up to the player to either aid or eliminate the Syrin Nomads.^ ^- The Desouk Slavers -^^It is unknown when the Desouk Slavers started their business, but they致e profited greatly from it. In fact, they are so successful at their trade that most of their parties consist of many slaves. The Slavers do their dark business only for gold and are mortal enemies of the Manhunters, and rival slave trader groups. They mainly occupy territory around Desouk, but their influence is spreading steadily and soon their slave trade network may even find their way through Tolrania. They will be a minor nuisance to the player, but a nuisance nevertheless.^ ^- The Mosoru Riders -^^Mosuro Riders inhabit the desert lands separating the dwarven nation from the rest of Perisno. They池e a fierce, proud people, who care nothing for outsiders. The Riders are a solitary group that claimed the entirety of the desert beyond the mountains as theirs. If you find yourself in their homeland, you may regret it. The Mosoru ride horses; both male and female warriors participate in battle. Male riders are equipped with two swords and no shield. The female riders, on the other hand, come equipped with a sword and bow.^ ^- The Ukundu -^^The Ukundu people are native to the continent of Nisaynia. Although the land is shared with the Volheere Raiders and the Rafkla Clan, the Ukundu live in the remote jungles of Nisaynia far from the reaches of the other two clans and even further from Perisno. Only through tales picked up by Ukundu travelers did the recently returned King Raflklazan learn of the prosperous and dangerous land of Perisno. Having already conquered their jungle and surrounding area, the king of Ukundu was keenly awaiting an opportunity to expand his influence and power. Therefore, upon hearing of the opportunities for blood and glory in this foreign continent, he swiftly assembled a force of his best warriors and embarked on a voyage. Now on the Perisno mainland, an area of operations was established around Eastern Draharan territory. Ukundu war parties are a menace to smaller armies and their leader is rumored to patrol the deserts with an army of five hundred exotic warriors.^^The Ukundu痴 army is exceptional for two reasons. First, it痴 mostly composed of women. In Ukundu culture, men traditionally assume the roles of artisans, while women are trained to ride and hunt with sword and spear. Although men tend to be stronger in one-on-one combat, women have a unique talent, which is explained by the second reason veteran Ukundu troops ride into battle atop tigers. This species of tiger endemic to Ukundu jungles are ferocious, swift animals. However, they are highly resistant to being ridden by human men. Even King Rafklazan himself must resort to riding a horse. Only in extremely rare cases will a male be accepted onto the back of an Ukundu tiger. ip_minorfactionlore_3|Lore Minor Factions. Part 3 ip_minorfactionlore_3_text|^- The Grazir Worshippers Order of the Eagle -^^The Grazir Worshippers have always been in Perisno, proselytizing and attempting to spread their vile beliefs. Most sensible ignored them and passed on stories of the Worshippers to scare them, but there are always some foolish men that fall under the beliefs of Grazirs. The Grazir Worshippers are ordered in a hierarchy, with the Grazir Lord overseeing the order. None of them are actually Grazir, but rumors swirl that recent research has been conducted by the Grazir Worshippers to summon Grazir through the Underworld. Whether this is true or not remains for the player to decide - and find out.^^The Order of the Eagle was founded around the year 308 to combat the growing number of Grazir Worshippers. They started out righteous and pure, vowing to uphold justice and honor across the land. That was a long time ago. Now, the Order and Grazir Worshippers only have one difference their beliefs. The Order of the Eagle are now vile and greedy, led by the Patriarch, and use intimidation to force other lords into giving them funds for their numerous campaigns against 蘇eretic・ The Order have been mortal enemies of the Worshippers since their founding and still remains so. However, word has spread of a secret weapon they池e creating to permanently destroy the Grazir Worshippers. Whether this is true or not remains to be seen by the player as they progress through Perisno.^ ^- The New God Old God Followers -^^Tensions among the Maccavian lords are becoming more and more evident to all. It痴 a nation on the brink of civil war and their neighbors watch with hungry eyes as it looms closer. On one side are the followers of the Old Gods, who do not tolerate the New Gods followers. Both think each other heretics and the strife have torn apart families and friends. King Agathor Krex leads the Maccavian Old Gods followers and the New Gods Followers are a Republic. Both factions have designated elite troops. Holy Crusaders for the New Gods and Divine Aethlings for the Old. It is for the player to decide whether they want to follow the path of the Old Gods or the new. Alternatively, neither side can be chosen.^ ^- The Ankars -^^The Ankars are a matriarchal society. Only women are allowed to lead or hold positions of power and leadership. Men are usually slaves and prisoners of wars that are executed after serving their purpose. Any male sons are similarly sentenced to death, with the women trained from an early age to fight. The Ankars also have priests to conduct these rituals and occasionally fight on the frontline, wielding huge swords, but little armor. They致e been in Perisno for many years and never wander past their territory located in the Tolranian forests. Orders like those of the Eagle and Wolf Knights view them as abominations that must be purged. Due to their location, they frequently clash with Tolrania and Tolranian Outlaws inhabiting the forests alongside the Ankars.^ ^- Mercenaries -^^While exploring Perisno, you値l notice there are often large parties of mercenaries roaming the continent. These heartless souls care for nothing but gold and would do any job to get it. There exists parties of both men and women mercenaries alike that wander perisno, seeking throats to slit and captains to hire them. Some parties are large, while others are small and concentrated, but every one of them pose a threat to the player. ip_minorfactionlore_4|Lore Minor Factions. Part 4 ip_minorfactionlore_4_text|^- The Lymbardian Knights -^^Lymbardian Knights are the local knights of their region; County of Lymbar. They owe their allegiance to no-one, even though their geographic location implies otherwise. The Order was founded by a count of Lymbard long ago - Before Tolrania sailed to Perisno and when the Venetoran Empire ruled. They致e patrolled their territory since the foundation of their order and continue to do so centuries later. They are hostile to anyone encroaching upon their land, and so naturally, they will be hostile towards the player. While the knights they field aren稚 the greatest, they値l still be able to pack a punch. Be weary of them, especially early on.^ ^- The Third Legion -^^The Third Legion is a remnant of the Ancient Venetor Empire, the first great power to inhabit Perisno. It is said that the Empire, under the prodigious Emperor Trilond, formerly ruled the better part of the world. There was not a remote corner of the continent that their fame hadn稚 preceded them. At the time, the Third Legion was Emperor Trilond痴 most prestigious army division. Several men of the Third served in his personal guard regiment. The leader of the Third, or Atanos, in the days of the Empire was a charismatic man named Octiem.^^However, in the year 67, Emperor Trilond fell ill in his old age. Preceding his death, tremendous infighting occurred within the Venetoran aristocracy over the matter of succession. By year 68, the provisional government failed to elect a candidate. Foreseeing certain doom in Venetor痴 future, Octiem痴 Third and a small group of civilian supporters fled the crumbling Empire and took refuge in southern Perisno, near modern day Amarna. They watched in shock as centuries of their built up civilization were a part of crumble in a series of rebellions. Soon, Octiem and his followers were the only remnants of the glorious Empire still intact to carry on its memory.^^Over the course of two centuries, the Third Legion and a few surviving members of the old Venetor Empire kept their traditions and customs safe. Operating out of an old military outpost that had been relatively untouched by the Empire痴 collapse. The Third courageously defended Perisno from increasingly prevalent threats to the continent. First it was the Grazir Worshippers, then the mischievous Elintoran Naphali. Now, the Third finds themselves surrounded by many diverse cultures that all pose a threat to the traditions of the old ways. Led by a direct descendant of Atanos Octiem, going by the same name, the Third desires to once again expand their powers from coast to Perisnoan coast, raising the long lost Venetor Empire from the ruins and expelling any opposition. ip_ridable_mounts|Feature Rideable Mounts ip_ridable_mounts_text|Horses - Found all over Perisno.^ Camels - Found in Drahara.^ Drakes - Found in Reich Des Drachen.^ Wolves - Found in Reich Des Drachen and Maccavia.^ Tigers - Found in Draharan towns.^ ip_T|h ip_T_text|e ip_credits|Perisno Dev Team Credits ip_credits_text|^- Perisno Development Team (v1.4.5) -^^ Michadr^ Empress Tofu^ Arlaygio^ cwr^ Bubbles^ Brishna^ Byzantium^ Firestorm^ ^^- Previous Perisno Developers Contributors -^^ Dark Hamlet^ Angry^ Uberejho^ Something Unusual^ Vulbjorn^ Syabr^ Reus^ Leonion^ Dare2Die^ Comrade Crimson^ Pitch Black^ Parcipal^ KonykSoldatyk^ Kesh^ mercury19^ Abot^ Gsanders^ habeo^ Revspartan^ Silberfalke^ Lord of Shadows^ Melanie Ward^ Zonnows^ Sinder87^ Largoras^ BrokenPhilosophy^ Matt15wish^ Lor Dric^ Zephilinox^ Tama^ Seoras^ dragos^ Gir Skywatcher^ JustJestering^ Keshan de Montfarah^ Daumor^ Thuro^ DarkGenius^ Lysandros^ Belendor^ Rakrak^ Lucas the Benevolent^ Xsavias^ Gryffindor^ hugrt^ Tpikol^ Knight of Calradia^ Dawn^ KoTuk^ Dark Omega^ Helengar CRiganian^ Friar Fish Fryer^ Mountainlights^^- Open Source Projects Contributions -^^ Portions of Silverstag by Windyplains^ Portions of Rigale by Cernunos/Cromcrom^ Portions of TLD OSP by TLD Team^ Portions of 1429 la Guerre de Cent Ans by FantasyWarrior^ Diplomacy 4.3 by Waihti^ Cinematic Compilation by DOMA ^ Native Expansion by soulmata^ Dynamic Troop Trees by Dunde^ Forts by Lumos^ Duel Kit by MartinF^ Female Faces by Corprus^ Modmerger by Sphere^ Battle Mini-map (and more) by Rubik^ Female Faces OSP by Corprus^ Freelancer by Taragoth^ Lor's Horses by Lor Dric^ Expanded Horizons 1.1 by Openshaw^ Utrehd's Castle Pack by Utrehd^ Bridge Battles by Arch3r^ Blood Enhancement Tweak 0.5 by neil v^ Formations AI by Motomaru^ Deathcam by Zephilinox MadVader^^See the full list of credits on the Perisno board on the TaleWorlds forums. ip_Patrons|Patrons ip_Patrons_text|^-(As of v.1.4+ -^^ Silverwind^ Brandon P.^ TurnipFactory^ NCscleeves^ Robotic T.^ Burt McGurt^ Leo V.^ Aurop^ Akume da' Cross^ Sinnbar^ Anput^ Ionut-Daniel P.^ Kallie The Gabe^ Redsimon^ Dark Emperor Z^ Micheal H.^ Argeddion^ MarcusSkatilsa^ Hintil^ Colin C^ Jurayj al-Younes^ Rafael Moura Araujo^ Yiwen Luo^ Hakkira^ Till L.- May 2022- June 2022^ Sheep- March 2021- May 2022^ Nelandros- Jun 2020-Mar 2022^ Nemain- Jan 2022-March 2022^ ErikvonLancaster- Mar 2021- Mar 20202^ EllaVil- March 2021-Feb 2022^^https //www.patreon.com/perisno
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Cardlist-Towers of Ruin HERO Card Name Number Class Cost STR Gold Light EXP VP Text Aird Cutpurse 6 Human・Thief・Level1 5 3 0 2 Physical Attack +1Village All players discard the top card of their deck. Gain the gold value of one discarded card. Aird Honeytongue 4 Human・Thief・Level2 10 3 2 3 Physical Attack +2Dungeon All players discard the top card of their deck. Gain the gold value of one discarded card. Gain Physical Attack equal to the gold value of one discarded card. Aird Seductress 2 Human・Thief・Level3 13 4 3 2 Physical Attack +3Dungeon All other players show their hands. Add one revealed hero to your hand. Return that hero to its owner s discard pile after the combat(even if it was destroyed). Bhoidwood Hunter 6 Elf・Ranger・Level1 6 5 -1 2 Physical Attack +2 Bhoidwood Stalker 4 Elf・Ranger・Level2 9 5 -2 3 Physical Attack +4Dungeon Switch the positions of two adjacent monsters in the hall. Bhoidwood Slayer 2 Elf・Ranger・Level3 12 6 -3 1 Physical Attack +6Dungeon Rearrange the hall. Caliginite Lurker 6 Dwarf・Thief・Level1 5 4 1 2 Physical Attack +1Add Physical Attack +2 if there is Darkness. Caliginite Prowler 4 Dwarf・Thief・Level2 9 4 1 3 Physical Attack +2Add Physical Attack +3 if there is Darkness. Caliginite Silencer 2 Dwarf・Thief・Level3 12 5 1 1 Physical Attack +3Dungeon Add Physical Attack +6 if there is Darkness. Criochan Sergeant 6 Human・Fighter・Level1 7 7 2 Physical Attack +2 Criochan Knight 4 Human・Fighter・Level2 10 7 3 Physical Attack +5 Criochan Captain 2 Human・Fighter・Level3 13 8 2 Physical Attack +8 Deepstrider Sentry 6 Elf・Ranger・Level1 6 5 -1 2 Physical Attack +2 Deepstrider Scout 4 Elf・Ranger・Level2 8 5 -1 3 Physical Attack +3Dungeon Reveal the top card of the dungeon deck. Give your heroes Attack +1 against monsters of that group. Place the revealed card on the top or bottom of the dungeon deck. Deepstrider Warden 2 Elf・Ranger・Level3 11 6 -2 2 Physical Attack +4Dungeon Reveal the top 2 cards of the dungeon deck. Give your heroes Attack +1 against monsters of revealed groups. Place the revealed cards on the top and/or bottom of the dungeon deck in any order. Drua Sacrist 6 Elf・Cleric・Level1 6 4 2 Physical Attack +2Dungeon Destroy 1 card in your hand. Drua Curseworn 4 Elf・Cleric・Level2 9 4 3 Physical Attack +3Village/Dungeon Destroy 1 card in your hand.Village/Dungeon Destroy 1 disease to draw 1 card. Drua Purifier 2 Elf・Cleric・Level3 12 5 2 Physical Attack +4Repeat Village/Dungeon Destroy 1 card in your hand.Repeat Village/Dungeon Destroy 1 disease to draw 2 cards. Glamercast Troubadour 6 Human・Thief・Wizard・Level1 6 2 1 2 Give each other hero Magic Attack +1. Glamercast Bard 4 Human・Thief・Wizard・Level2 9 3 1 3 Magic Attack +2Give each other hero Magic Attack +1. Glamercast Maestro 2 Human・Thief・Wizard・Level3 12 3 1 2 Magic Attack +3Give each other hero Magic Attack +2.Spoils Gain 1 XP per hero. Sternnkin Orcbane 6 Dwarf・Fighter・Level1 6 5 2 Physical Attack +2 Sternnkin Ettinbane 4 Dwarf・Fighter・Level2 9 5 3 Physical Attack +3Add Physical Attack +2 when fighting monsters with VP greater than this card s Strength. Sternnkin Dragonbane 2 Dwarf・Fighter・Level3 12 5 2 Physical Attack +4Add Physical Attack +3 when fighting monsters with VP greater than this card s Strength. Thundermage Summoner 6 Human・Wizard・Level1 7 3 1 2 Magic Attack +2 Thundermage Evoker 4 Human・Wizard・Level2 10 3 2 3 Magic Attack +3 Thundermage Bolter 2 Human・Wizard・Level3 13 4 2 2 Magic Attack +4Dungeon Place the monster from rank 1 into your discard pile(you do not collect XP). End your turn. Veilminder Martyr 6 Elf・Cleric・Level1 5 4 2 Magic Attack +1Dungeon Destroy this card to cancel one Battle or Aftermath effect on a monster in the hall. Veilminder Renunciate 4 Elf・Cleric・Level2 7 4 3 Magic Attack +2Dungeon Discard this card to cancel one Battle or Aftermath effect on a monster in the hall. Veilminder Priest 2 Elf・Cleric・Level3 11 5 2 Magic Attack +3Dungeon Discard this card to cancel all Battle or Aftermath effects. Draw 1 card. Whetmage Honer 6 Human・Wizard・Level1 5 2 2 Magic Attack +1Dungeon Level up a Regular or another level 1 hero. Add the newly leveled hero to your hand. Whetmage Finisher 4 Human・Wizard・Level2 8 2 3 Magic Attack +3Dungeon Level up another hero. Add the newly leveled hero to your hand. Whetmage Polisher 2 Human・Wizard・Level3 11 3 3 Magic Attack +5Dungeon Level up any number of heroes. Add the newly leveled heroes to your hand. You cannot level a hero that has already been leveled up this turn. VILLAGE Card Name Number Class Cost Gold Weight Light VP Text Bandia s Wisdom 8 Spell・Support 3 Dungeon Give each hero strength +1. Gain 3 XP. Discard 2 XP at the end of your turn. Battle-scarred Soldier 8 Villager・Mercenary 3 Village Draw a card.Dungeon Draw a card. If it is a hero it gains Physical Attack +2. Bounty Hunter 8 Villager・Mercenary 4 2 Dungeon Physical Attack +1.Spoils Buy 1 Village card. Dancing Sword 8 Weapon・Edged・Magic・Light 8 2 5 1 Physical Attack +2Even if not equipped, Magic Attack +2 (and still provides light). Dwarven Bear Hammer 8 Weapon・Blunt 4 2 6 Physical Attack +3Dwarf heroes of any Strength may equip this weapon. Falcon Arbalest 8 Weapon・Bow 7 2 3 Reduce the equipped hero s Attack to 0.Physical Attack +5 against rank 2 or higher. Filigree Amulet 8 Item・Magic・Light 2 3 2 You may buy a second card when you purchase this card.Destroy this card instead of discarding it at the end of the turn. Innkeeper 8 Villager 3 2 Village Destroy a villager or hero. You may buy an additional card this turn. King Caelan s Writ 8 Item 5 Village Destroy this card to place the top card of any hero stack on top of your deck. End your turn. Longsword 8 Weapon・Edged 5 3 5 Physical Attack +3 Mass Teleport 8 Spell・Support 5 Dungeon Draw 3 cards. You cannot use any more Dungeon abilities this turn(you may still equip weapons). Moonstone 8 Item・Light 5 2 2 Dungeon Draw 1 card. Pike 8 Weapon・Polearm 4 2 3 Physical Attack +2This hero is not affected by Battle effects. Ranger s Wilderness Map 8 Item 6 3 Dungeon Reveal the bottom card of the dungeon deck. If it is a non-guardian monster, you may switch it with a monster in rank 3 or deeper. Draw a card. Royal Summons 8 Spell・Auxiliary 8 Dungeon Add 3 Regulars from the village to your hand.Spoils Destroy 3 Regulars. Smuggler 8 Villager・Mercenary 5 1 React Destroy this card after a player loses a combat. Buy 1 card.Village Destroy 1 card with a gold value of 1 or higher to gain 4 gold. Snakehead Flail 8 Weapon・Blunt・Magic 3 1 3 Magic Attack +1Additional Magic Attack equal to the level of equipped hero. Summon Storm 8 Spell・Attack・Light 6 1 Village Put this card on top of your deck.Dungeon Magic Attack +2. Veteran Trainer 8 Villager 5 2 Village Gain XP equal to the number of monsters you revealed.Spoils Destroy this card to level up one hero without paying XP. MONSTER Card Name Number Class Ambusher Health Gold EXP VP Text Phoenix 2 Burnmarked・Fire・Level2 6 2 2 3 Battle Gain a curse.Trophy Gain 3 XP. Place Phoenix on top of the dungeon deck. Pyre Viper 2 7 2 2 3 Battle Each player must either show a curse or gain 2 curses. Hellhound 2 7 2 2 4 Battle Gain 1 curse. Each other player must discard 1 hero, or show a hand with none.Aftermath If you did not defeat this card, gain 1 curse. Blazing Grimalkin 2 8 2 3 3 Battle Each player may choose to discard 3 cards. If a player chooses not to, that player loses 1 XP. Charred Bruin 2 9 2 2 4 Battle Each player destroys 1 card. Blackflock Raveger 2 Corvaxis・Avian・Level2 6 2 2 3 Raid The active player destroys 1 card present. Blackflock Conniver 2 7 2 2 2 Battle If any Ambushers are in the hall, discard all equipped weapons. Blackflock Assassin 2 8 2 2 4 Battle If any Ambushers are in the hall, the active player destroys 1 hero. Plunderwing 2 O 5 2 3 4 Battle Reveal the top card of the active player s deck. Add its gold cost to this card s Health. If it is a weapon or item, destroy it. Slaughterwing 2 O 6 3 3 5 Battle Reveal the top card of the active player s deck. Add its gold cost to this card s Health. If it is a hero of level 2 or lower, destroy it. Ghul 2 Djinni・Efreet・Level3 6 2 2 4 Immune to fighters and edged weapons.Battle Gain 1 curse if you have no fighter. Ifrit 2 8 2 2 5 Immune to rangers and bow weapons.Battle Gain 1 curse if you have no ranger. Majnun 2 9 2 2 5 Immune to wizards and spells.Battle Gain 1 curse if you have no wizard. Marid 2 10 2 2 6 Immune to thieves.Battle Gain 1 curse if you have no thief. Cancel all Spoils abilities. Iblis 2 12 2 3 7 Immune to Clerics.Battle Gain 1 curse if you have no Cleric. Cancel all Light that is not provided by heroes. Magma Wyrm 2 Dragon・Fire・Level3 7 2 2 4 After a player visits the village, this card switches ranks with the monster in front of it.Breach Destroy the top 2 cards of each village and hero stack. Ash Dragon 2 8 2 3 5 Battle Discard all heroes of lever 1 or lower.Aftermath Destroy all items and weapons that provide Light. Cinder Drake 2 10 3 3 6 Battle Destroy 1 weapon.Aftermath Destroy 1 spell. Caldera Dragon 2 11 3 3 6 Global After each time a player uses an ability that drew 1 or more cards, that player must discard 1 card. Smokeplume Drake 2 9 3 2 7 Battle Discard 2 cards.Aftermath Destroy 1 hero with the highest Strength.Tropy Light -3 Drakeclan Shaman 2 Kobold・Humanoid・Level1 6 3 1 -2 When you defeat this monster, you may place it into any player s discard pile. Drakeclan Cutter 3 5 2 2 -1 When you defeat this monster, you may place it into any player s discard pile. Drakeclan Ambusher 3 O 4 0 1 1 When you defeat this monster, you may place it into any player s discard pile. Drakeclan Laird 2 7 2 2 3 Battle This card gains Health equal to the total Health of all other Kobolds in the hall. If you defeat this card, you also defeat each other kobold in the hall. You do not get XP for those kobolds. Ogre 3 Ogre・Humanoid・Level2 7 1 2 2 Aftermath Destroy 1 hero with Strength 3 or less. Ogrillon 3 7 2 2 3 Battle Discard 1 equipped weapon. Ogre Mage 2 8 2 2 4 Battle Discard 1 card with Magic Attack.Aftermath Destroy 1 hero with Strength 4 or less. Ettin 2 9 3 2 5 Battle Destroy 1 hero without Magic Attack.Aftermath Destroy 1 hero without Physical Attack. Soulstolen 1 Undead・Horde・Level1 4 2 2 2 Aftermath Destroy 1 unequipped hero.Trophy Physical Attack +1 against undead. 1 5 2 2 2 1 6 2 2 3 1 7 2 2 3 1 8 2 2 4 1 9 2 2 4 1 10 2 2 5 1 11 2 2 5 1 12 2 2 6 1 13 2 2 6 10 PlaceholderReplace with the top card of the Soulstolen stack. Warrior Bones 2 Undead・Skeleton・Level1 5 1 1 1 Trophy Physical Attack +1 Dwarven Ancestor 2 6 1 1 2 Battle If there is Darkness, gain 1 curse.Battle If you defeat this card s Health by 4 or more,each other player gains 1 curse. Ossuous 2 6 1 2 2 Cannot be fought unless a hero of level 1 or higher is present.Trophy Magic Attack +1. Necrophidius 2 7 2 2 2 Cannot be fought unless 2 or more heroes are present.Trophy You may destroy this card to level up a Regular or level 1 hero without paying XP. Shrouded Cadaver 2 7 2 2 3 Battle Gain 2 curses. Each other player gains 1 curse.Trophy You may discard this card to draw a card. Witherd Dryad 2 Undead・Treefolk・Level3 6 1 2 4 Immune to blunt weapons. Canker Trent 3 8 2 3 6 Aftermath If the Total Attack Value did not exceed this card s Health by 6 or more, draw 2 fewer cards at the end of the turn. Thorned Walker 2 10 2 3 6 Aftermath If the Total Attack Value did not exceed this card s Health by 2 or more, destroy 2 revealed monsters. Decayed Heartwood 2 11 2 3 7 Aftermath Destroy a hero with 5 or more Strength. Scabbark 1 13 3 4 8 Aftermath If the Total Attack Value did not exceed this card s Health by 2 or more, destroy all cards in your hand.Spoils Take another turn. Belac 1 Guardian・Thunderstone Bearer 8 3 3 4 Global Resolve all other monster s Battle effects twice.Battle Discard the hero with the highest Attack Value. Belac gains Health equal to that hero s Attack Value (including weapon). Stramst 1 Guardian・Thunderstone Bearer 12 3 3 4 Global When refilling the hall, Stramst does not move forward to an empty rank until the dungeon deck is depleted. Instead, refill the empty rank in front of him.Battle Destroy a Hero. Orseg 1 Guardian・Thunderstone Bearer 12 3 4 5 Orseg gains the Battle effects of each other monsters in the dungeon hall. BASIC Card Name Number Class LV Cost STR Gold Light EXP VP Text Regular 45 Basic 0 0 3 0 2 PhysicalAttack +1Dungeon If equipped with a polearm, draw a card. Card Name Number Class Cost Gold Weight Light VP Text Longspear 25 Weapon・Polearm・Basic 3 2 3 Physical Attack +1 Torch 25 Item・Light・Basic 3 2 1 SPECIAL Card Name Number Class Cost Gold Weight Light VP Text Thunderstone Shard 10 Item・Thunderstone 0 1 1 Dungeon One hero gains Strength +2.Spoils Gain 1 XP. Name Number Class Text Curse of Decay 4 Curse・Disease Attack-1Village/Dungeon If this it the first ability you have used this turn, destroy this card. You cannot use any more abilities this turn. Curse of Discord 4 Attack-1Village Lose 2 gold to destroy this curse. Curse of Horror 4 Attack-1Dungeon Destroy this curse. Reduce your Light to 0. You cannot equip any more weapons, use any other Dungeon abilities, or use any other Trophy effects this turn. Curse of Hostility 4 Attack-1Village/Dungeon Discard 2 XP to destroy this curse. Curse of Shame 4 Attack-1Village/Dungeon Destroy this curse. Draw 2 fewer cards when you draw a new hand. Curse of Sloth 4 Attack-1Dungeon Destroy this curse. Lower your total attack value by 3. You cannot equip any more weapons, use any other Dungeon abilities, or use any other Trophy effects this turn. Curse of Neglect 4 Attack-1Village/Dungeon Discard 2 cards to destroy this curse. Name Number Class Text Battle Hawk 1 Familiar 0XP Village Gain 2 gold.3XP Dungeon Light +1.6XP Dungeon Draw 1 card. Physical Attack +1. Brownie 1 0XP Village Gain 1 gold 1 additional buy.3XP Dungeon Magic Attack +1.6XP Dungeon Destroy 1 card to draw 1 card. Dire Wolf 1 0XP Village Draw 1 card.3XP Dungeon Physical Attack +1.6XP Dungeon Switch the positions of any 2 monsters in the hall. Imp 1 0XP Village Gain 1 XP.3XP Dungeon Switch the positions of 2 adjacent monsters in the hall.6XP Dungeon Discard 2 cards to draw 2 cards. Lesser Phoenix 1 0XP Village Discard this card to gain 3 gold.3XP Dungeon Discard this card to cancel 1 Battle effect.6XP Dungeon Discard this card to draw 2 cards. Pseudodragon 1 0XP Village You may buy 2 cards this turn.3XP Dungeon Light +2.6XP Dungeon Magic Attack +2. Shadow Cat 1 0XP Village Destroy a villager.3XP Dungeon If there is Darkness, Physical Attack +2.6XP Dungeon Cancel 1 Battle effect.
https://w.atwiki.jp/androidnetrunner/pages/192.html
imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 #36 Trace Amount (痕跡) #37 #38 Weyland Consortium (ウェイランド・コンソーシアム) Operation (オペレーション) Play Cost (プレイコスト) 1 Influence Value (影響値) 1 Card Text Play only if the Runner made a successful run during his or her last turn. Trace2– If successful, trash 1 piece of hardware with an install cost equal to or less than the amount by which your trace strength exceeded the Runner s link strength. カードテキスト (日本語) ランナーが直前のターンにランに成功していた場合にのみプレイする。 トレース2- 成功した場合、君のトレース強度がランナーのリンク強度を超えた分以下のインストールコストのハードウェア1つをトラッシュする。 Illus. (イラストレーター) Howard Schechlman
https://w.atwiki.jp/evenewsjapan/pages/18.html
パッチ/アップデート Patch, アップデート、アップグレード、その他ゲームプレイに直接関係する情報・アナウンス関連です。 本カテゴリでは出来るだけ正確に原文を保つため、日本語言い回しのため訳に私見を取り入れていません。 2008/12/16 ・1.0.4パッチノート 本日Deployされたパッチ内容。微調整。 2008/12/10 ・Quantum Rise 1.0.3 修正パッチ 本日Deploy予定のパッチ内容について。 <DownTime:2008年12月10日 日本時間20 00-24 40>(予定) <追記:12/11 00 45> FUCK!! Patch is NOT going to deploy today!! ネットワークトラブルやらでパッチは次回におあずけ。1.0.3は未実装です。 <追記:12/11 21 00> Deployされますた 2008/11/27 ・Quantum Rise 1.0.2 修正パッチ 27日(目)メンテ時間延長 20 00 - 24 30予定。これ関連の情報です。 2008/11/15 ・Quantum Rise 1.0.1 修正パッチ 22日(土)メンテ時間延長 20 00 - 22 00予定。これ関連の情報です。 2008/11/13 ・Quantum Riseパッチノートまとめ(2) Quantum Riseパッチノート追加・修正分 2008/11/10 ・Quantum Riseパッチノートまとめ 最終パッチノートのまとめです。長すぎ。 2008/11/05 ・EVE Online Quantum Rise on nov. 11th とうとう11日に第一弾実装。 2008/10/30 ・Rollin' Rollin' Rollin' 今後のTransport shipへの変更点等。(Quantum Rise以降?) 2008/10/26 ・The Orca 新Capital、Orcaについて。 2008/10/20 ・Quantum Rise released on SiSi 次期拡張アップデート内容がSiSiへリリース済。 2008/10/16 ・EVE Online Quantum Rise Multiplies MMO Power 開発者からの次期拡張アップデートに関するアナウンス。 2008/10/5 ・Empyrean Age 1.1.1 – 1.1.2パッチノート 大型拡張パッチ関連のアナウンス。 名前 コメント
https://w.atwiki.jp/rimworld_jp/pages/33.html
電力 電化製品を使用する場合に必要となる設備です。 名称 開放条件 コスト 発電力 説明 電線 Electricity - - 電線です。電化製品の近くまで引けば、家電製品のほとんどは自動で接続されます。 ブレーカー Electricity - - 電気のON/OFを行うスイッチです。普段は使わない部分に接続したりすることで節電できます。タレットへの給電の切り替えやバッテリーの充電の切り替えに使用することが多いでしょう。 バッテリー Batteries - - 余剰電力の50%を蓄電できます。発電力<消費電力の場合は蓄電量が減っていきます。蓄電量を超えても電力を加え続けたり、風雨に晒されたりすると爆発する可能性があります。ブレーカーを使用して充電を制御する必要があります。 太陽光発電 Solar panels 屋外で太陽光があたると発電できます。太陽灯では発電できません。夜間や日食時は発電できません。 風力発電 Electricity 風力発電です。一日中発電できますが、天候によって発電量が変動します。後方と前方に障害物(建築物、木、瓦礫など)があると発電量が減少します。 地熱発電 地熱発電 間欠泉から噴出す高温のスチームで発電します。間欠泉の上にしか設置できないため場所を選びます。高温となるため、室内に設置すると高温になり、爆発することがあります。囲う場合は屋根を取り除きましょう。 火力発電 Electricity 木材を燃料にして発電を行います。サイズが小さく安定した電力供給が可能で気候による影響も受けにくいです。出力が低いのと木材の確保に人手をとられるのが欠点です。
https://w.atwiki.jp/howerton/
@wikiへようこそ ウィキはみんなで気軽にホームページ編集できるツールです。 このページは自由に編集することができます。 メールで送られてきたパスワードを用いてログインすることで、各種変更(サイト名、トップページ、メンバー管理、サイドページ、デザイン、ページ管理、等)することができます まずはこちらをご覧ください。 @wikiの基本操作 編集モード・構文一覧表 @wikiの設定・管理 分からないことは? @wiki ご利用ガイド よくある質問 @wiki更新情報 @wikiへのお問合せフォーム 等をご活用ください アットウィキモードでの編集方法 文字入力 画像入力 表組み ワープロモードでの編集方法 文字入力 画像入力 表組み その他にもいろいろな機能満載!! @wikiプラグイン一覧 @wikiかんたんプラグイン入力サポート バグ・不具合を見つけたら? 要望がある場合は? お手数ですが、お問合せフォームからご連絡ください。
https://w.atwiki.jp/cod_online/pages/98.html
Rise of the Zombies(异变风暴) 6月頃にやったユーザー投票により選ばれ7/11にリメイクで実装された プレイヤーは戦車を護衛しながらゾンビをキルすることによってマネーを稼ぎ、特定のポイントでレベルアップさせることにより武器の威力や装弾数、体力を強化させボスに立ち向かう。 マップ構成は2つあり、それぞれ最後にボスが待ち構えている。 弱点を攻撃し続ければ部位破壊が起きる。 部位破壊した場所はラスボス討伐に成功すれば報酬がもらえるが、途中で失敗してロビーに戻ると報酬はもらえない。 ボスの部位破壊とクリア報酬で素材を集めて http //codol.qq.com/cp/a20180626compose/index.html で交換できる。 すべて永久らしい。 ちなみにこのゲームモードで最も強い武器は"风暴之怒" これをチームメイトがもっていた場合、コピーしてもらうとめちゃくちゃ早く倒せれる。レベリングに割く時間もある程度削っても構わないほど。 ちなみに死んだあとそのままスポーンするとコピーしてもらった武器は消えるのでコインを使うと持ち続けることができる。 攻略 このPvEは比較的他のPvEとは違い、一人で解決できないので味方との協力が大切である。特にボスに入場する3分前くらいまではレベルアップをした方がクリアしやすい。 カスタムクラスの注意点 このゲームモードはPerk、オーバーキルを持ってくることができない。 ゲームのシステム状、サブにはグレネードランチャーなどの爆発物が向いている。特にボスまでの場所でポイントを稼ぐのには最適である。 また制限時間がある上に弾薬の補給が簡単にできるのでLMGよりリロードの早くて威力の高いアサルトライフルをおすすめする。 拡張マガジンとファストマグがあれば困らない。 またグレネードランチャーをつけることも選択肢としてあり。 ただし、ボスで使う機会はないので余裕があるのであればクラスを二つ用意し、ボスの直前で切り替えると良い。 武器の威力はパーセントで上昇するので威力の高いAK-47は向いていると言える。 投擲物は火炎瓶(イベント品)もしくはガスグレネードがおすすめ、特に最初のボス戦に行くまでに持っておくと心強い ラスボスを考慮してトーテムもありだが、ラスボス以外で使う機会がないので好みで作っておくといい。 スタートから発電所までのチャート 敵が湧いてくる場所は必ず同じ場所なのでやりながら覚えるといい。 湧いてくる場所にガスグレネードを投げれば足止め、グレネードランチャーなどの爆発物を投げいればそこそこポイントが稼げる。 鉱石採掘イベント 時間経過でゲージが増加するので湧いてくるゾンビたちを倒せばいい。3回目の湧きで自爆型が登場するので離れているうちに倒したほうがいい。至近距離で爆発した場合2体目で死ぬ。 採掘から発電所まで 採掘イベントを終えるとアップグレードができる場所があるが、先にガスグレネードを奥に投げておくとアップグレード中に攻撃されにくくなる。先にある程度処理するのもあり。 ゾンビたちを倒していくとアップグレード箱と一緒に塀に囲まれた場所にくる。 ここは奥に行かなければ防護服型ゾンビが無限に湧いてくるのでここで程度レベル上げをする。 左上の残り時間が15分前後になるまではしたほうがいい。 奥に行くと発電所があるので発電所を守る。最初は2階建てのコンクリートの建造物のフェンス2か所にガスグレネードを投げてゾンビを足止めしながらタンク型ゾンビを倒す。 このタンク型ゾンビが発電所を攻撃するので破壊されないように守り切る。 ゲージ内の緑の部分が発電所のHP。 敵が少なくなったら逆側のトタンの建物とその右隣りの空き地から通常型と犬型が湧いてくるのでこれも足止めする。 少し早い段階で投げたほうがいい。 湧かなくなったら次はまた後ろのコンクリ建築物から湧いてくる。 この3回目の途中でゲージが100%になる。 これで戦車の前のゲートが解放され、先に進めるようになる。 発電所終了から最初のボスまで 発電所のイベントが終わると右側にアップグレードの箱があるので強化する。 その先を進むと2つ目のアップグレードの箱がある。この先の道でレベリングする。 戦車を進めすぎると湧きが止まっていくのである程度離れておくこと。 ここで残り時間3分くらいまではレベルアップさせる。 これをするとチームメイトの上位3人くらいはレベル10くらいにはなる。 あとは草原を走ってボスの直前で犬が走ってくるので処理してボス戦に入ります。 ボス戦の手間で装備を整えてボス戦に入ります。 ボス"暴食者"の攻略 制限時間は10分 基本的に攻撃し続け、避けるときは避けるでいかないと時間が間に合わなくなる。 このボスの弱点は2か所、頭と下腹部。 ARやLMGは頭、SMGは下腹部が弱点に効くらしい。 ボスのHPは3段階、一回の攻撃はほぼ即死と思ったほうがいい。 最初の攻撃パターンは2つ、追いかけて引っかきと 胃液の吐き出し攻撃。 胃液はフィールドにしばらく残り、持続ダメージと移動速度ダウンがあるので注意。 たまに威嚇で叫びだすが、この時はほとんど動かないので攻撃したほうがいい。 1段階目の最初のほうは追いかけてくる速度が遅いが 1段階目の残りHPが3~2割を切るとキャラクターの走る速度とほぼ同じ速さで走ってくる。 また回転攻撃を繰り出してくる。これはフィールドの端にぶつかるまで止まらない当たれば即死。 しばらくすると胸を叩きだしてゾンビたちが寄ってくる。この時はフィールド外にガスグレネードを投げ足止めし、すぐボスを攻撃し続けるほうがいい。運がいいと2連続でたたき続けてくれる。 2段階や3段階ではバテたりするが、攻撃はさらに強くなり 回転攻撃を連続で行ったりする。上手く距離を離せば死なないで済む。 3段階の半分から後のほうはよく胸をたたき出すのでこの時は優先的にボスを攻撃したほうがいい。 ボス"暴食者"討伐後~防衛戦まで 討伐後に一度ローディングを挟み次のMAPに移動する。 この時以前のレベルは保存されるので退出しないようにする。 退出した場合報酬は無し。 ラスボスを倒して初めて報酬が獲得できる。 防衛戦まで 新しいMAPに入ったら左にあるアップグレード箱で強化し先へ進む。 曲がり角を曲がって進んだとき、右側の建物から強化タンク型とテレポート型が湧いてくるのでガスグレネードを投げておく。 強化タンク型はHPが半分になると一度無敵になるので少し待つ必要がある。そのため、優先的に強化タンク型のHPを削る必要がある。 しばらく先に進むと建物の中に入るように言われる。 この時ガスグレネードを建物の中の正面左側にある2階の入り口に投げておくとゾンビの足止めができるので爆発物を使うと処理が楽。 先に進むと事務室みたいな場所に来る。 ここでレベリングする。ここも大体残り時間15分ほど過ごす。 ここまでくると1位のプレイヤーのレベルが20近く(最大)になる。 さらに先に進むと防衛戦をするための場所に来る。 ここの防衛戦の注意点として、円の中にだれか一人でもいないと画面上に出る進行度がリセットされる。 リセットされてもゾンビは残り続けるので一発目で終わらせることを推奨する。 ちなみに瓦礫を下って駐車場右側にある車の上に一人立たせて 爆発型を処理すると車の近くに犬が集まってきて処理がものすごい楽になるので誰かやらせる。でないとクリアできない。 防衛戦では犬型、爆発型、強化タンク型、テレポート型、ゾンビ型が湧いてくる。強化タンク型と爆発型も痛いが犬型もかなり痛いのでどれも早めに処理すること。 防衛戦終了からラスボスまで 防衛戦を乗り切るとボスまでのほぼ1本道なのでこの道でギリギリまでレベリングすること。 またここでは補給箱から発砲することが可能なのでジャベリンを持ってくるプレイヤーが稀にいる。ここでのジャベリンは意外とあり。 ラスボス"タイタン(泰坦)"の攻略 制限時間は10分 弱点部位は頭、右足のかかと、左手の傷口か武器の部分(?) HPは3段階 やはりHPは多いので攻撃し続けることが大事。 このボスは基本的に攻撃が遅いので最初のボスより理不尽ではない。 が、攻撃範囲がかなり大きいので逃げきれない場合は死ぬ。 大体のプレイヤー右足のかかとを先に攻撃する。 というのも2段階目くらいからテレポートを使用するのでかかとが狙いにくくなる。 攻撃パターンが多く、 蹴り、パンチ、テレポートからの迫撃砲、テレポートからの誘導型ミサイルと様々。 テレポートで場外に行った場合は必ず迫撃砲か誘導型ミサイルのどちらか 左手を構えれば誘導ミサイル、そうでないなら背中からの迫撃砲 迫撃砲はフィールドが赤くなっている場所に落ちてくる。 大体4~5回くらい行ってくるので一番全滅の可能性が高い。 誘導ミサイルはトロフィーで防ぐことが可能。 部位破壊後は必ず雄たけびをあげるので攻撃し続けること。 うまく制限時間内に倒せればすべての報酬が獲得できる。
https://w.atwiki.jp/iidx50ir/pages/142.html
Course#16 [TWO TO TOO TUE] Date [2008/08/04~2008/08/11] ID [NDQOSFZN] DJ [-DEC-] Music 1.[5/7/10/4/ 8/10] Power of Love 2.[5/7/ 8/6/10/10] Spin the disc 3.[4/7/ 9/3/ 7/10] madrugada 4.[4/6/11/6/ 9/12] RISLIM -Remix- LV SP[18/27/38] DP[19/34/42] 終了結果 SP参加者 SPN SPH SPA ASKA 3138 [AAA] YO*STA 4368 [AA] RX-79G 6591 [AAA] LIQ 2699 [AA] HAZE 4287 [AA] RISETY 6551 [AAA] 5S 2463 [A] MAY 4133 [AA] YUU3 5657 [AA] 613SAN 3837 [A] MAY 4726 [B] KORG 3459 [B] 5S 1843 [D] DP参加者 DPN DPH DPA MAY 3528 [AAA] RISETY 5554 [AA] KUN 7248 [AAA] VODKA 3435 [AA] NIGG* 5484 [AA] NOY 6970 [AA] ASKA 3433 [AA] REM 5210 [AA] TENAFU 6956 [AA] RESET 5180 [AA] OK-B9J 6874 [AA] YUU3 5167 [AA] FUMI 6567 [AA] KJR 5020 [AA] 3UNI 6468 [AA] 9-10 4966 [A] -DEC- 6420 [AA] KKK 6281 [A] AGSECT 6030 [A] REM 5938 [A] RESET 5833 [A] YUU3 5629 [A] KJR 5588 [A] ERYZAE 5446 [A]