Avowed:パリィの必須テクニック
敵の攻撃を致命的な反撃のチャンスに変える「パリィ」の技術をマスターすることは、ゲームにおいて最高にやりがいのある体験の一つです。Avowedでこの防御テクニックを完璧に習得したい方へ、パリィ完全ガイドをご紹介します。
基本チュートリアル
クイックナビゲーション:
- パリィ能力の解放方法
- 完璧なパリィの実行
- 攻撃の制限事項
- 戦術的メリット
パリィ能力の解放

Avowedにおいて、パリィは初期から使用できるスキルではありません。この防御技術を習得するには、アビリティメニューを開き「レンジャー」専門タブを選択してください。パリィスキルは中央列に大きく表示されており、どの基本スキルツリーからでも1ポイントで解放可能です。
パリィには3段階の習熟度が存在します:
| 段階 | 必要レベル | スキル効果 |
|---|---|---|
| 1 | 基本解放 | 基本的なパリィ能力を獲得 |
| 2 | レベル5 | 効率25%向上+強力なスタン効果 |
| 3 | レベル8 | 効率50%向上でスタン効果最大化 |
レベル10に達すると、さらに「矢払い」という投射物をパリィ可能にする上級技術も解放できます。
パリィのタイミング習得

成功するパリィには精密なタイミングが要求されます - 敵の攻撃がヒットする直前にブロックを発動させてください。正しく実行されると、金属的な「カーン」という効果音と視覚エフェクトが確認できます。敵の種類ごとにタイミングは異なりますが、Avowedのパリィ判定はDark Soulsなどの過酷なゲームよりも寛容です。
パリィの制限事項
赤く表示される「ガード不能攻撃」はパリィ不可で、代わりに回避が必要です。また、パリィ可能かどうかは装備にも依存します:
- 片手/両手問わずメイン武器はパリィ可能
- オフハンドに盾装備時もパリィ可能
- 遠距離武器や魔法書ではパリィ不可
戦術的利点
パリィには単純な防御以上の戦闘メリットがあります:
- 敵をスタンさせて最適な反撃チャンスを創出
- ダメージを受けずに攻撃の機会を演出
- 接近戦ビルドに特に有効
遠距離専門家は他のスキルを優先するかもしれませんが、Avowedの柔軟なリスペックシステムで簡単に試せます。敵との距離を詰める戦士にとって、パリィは習得必須の貴重なテクニックと言えるでしょう。
*Avowedは現在全プラットフォームで配信中*
最新記事
Two Embers – Part 1
By [Your Name]
The wind howled across the shattered plains of Eldryth, carrying with it the scent of ash and forgotten prayers. Once, this land had bloomed beneath twin suns—golden and silver—cradled in the arms of the sky. Now, only two embers remained: one buried deep in the heart of the Obsidian Spire, the other flickering faintly in the chest of a girl who did not know her name.
She awoke beneath a sky split in two.
One half burned crimson, the other wept silver mist. The earth cracked like old parchment, and from the fissures rose whispers—voices not of men, nor beasts, but of memory itself. Her fingers curled around a shard of obsidian, warm to the touch, humming with a rhythm that matched her pulse.
She didn’t remember how she got here. She remembered nothing—not her mother’s lullaby, not the sound of her first breath, not even the shape of her face in the still pools of long-dead lakes.
Only the ember.
And the dream.
“When the twins fall, the world will wake,” the dream whispered. “But not as it was. Not as it should be.”
She sat up. The shard pulsed. Her reflection shimmered within it—not a face, but a storm: a woman with hair like flame and eyes like dying stars.
“You’re not real,” she said, voice cracked from disuse.
But the reflection smiled.
And spoke.
“I am you. I am what was lost. I am what was never meant to be found.”
She stumbled to her feet, wind tearing at her tattered cloak—the color of dust and midnight. Around her, ruins of a cathedral rose from the earth, its spires fused with bone and blackened iron. The name carved into its fallen arch read: Aetherion.
Her hand trembled as she touched the stone. A vision tore through her:
A war not of swords, but of light.
Two beings—twin stars forged in fire—clashing in the sky. One wore the face of a god, the other… a child.
She gasped.
And the ember screamed.
From the east, a sound like a thousand bells made of glass. A procession of shadows moved across the horizon—hooded figures with eyes of ash, marching in silence. Their chants were not in any tongue, but in absence. In silence.
She turned to flee—then stopped.
Because behind her, in the west, a new light rose.
Not silver. Not gold.
Blue.
And from it stepped a man—tall, scarred, wearing armor of woven wind and memory. In his hand, a sword without a blade. Its hilt bore the same mark as the shard in her palm.
“Eira,” he said, voice like wind over graves. “You’ve come at last.”
She stepped back. “Who are you?”
He looked at her, and for the first time, his face cracked—just slightly.
“I was your father,” he said. “And I thought I’d buried you with the world.”
The ground trembled. The sky split again.
And from the ember in her hand, a voice rose—not hers, not his.
“The first ember dies. The second awakens. The war begins.”
To Be Continued in Part 2: "The Blood of the Twin Suns"
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