Monday, May 26, 2008

12 Week Old Crying And Coughing

Enchantment in

WHAT YOU SHOULD KNOW BEFORE YOU IMPROVE YOUR EQUIPMENT
  1. You better an object by combining it with a cube.
  2. cubes are killing monsters, or by purchasing them from other players.
  3. Cubes can be of Attack (better weapons) Defense (Improved defensive equipment), Accessories (Improved accessories), and Skills (improvement of a competency card).
  4. improvements are possible with these four types of objects. The improvement of an object can be made if the level of the cube is equivalent to that of the object.
  5. If you want to improve competency card, you must have two versions of this card.
  6. Before enchant your "secondary equipment": helmet, gloves, boots ... verify that this is interesting in relation to your character class.
  7. powders protections only work with the equipment. For maps of skills, use of old elements .
  8. higher the level of enchantment, the higher the risk of failure is important. Until
    level 4, there is little risk of breakage (but it happens).
    Beyond that, it is always advisable to add a powder protection.
  9. By buying and combining cubes of recovery R2 or R3, you can recover some of the cubes that you added on the subject


OPEN THE WINDOW OF COMBINATION

You can open the window by pressing combination combination in your inventory or by clicking Combining the icon in the Operation menu.





ENCHANTMENT OF POWERS CARDS

If you want to improve competency card, you will need two versions of it and a good level of Cube. To improve a card at level "+", you will need two copies Previous Card.
(See "comp cards." for more info)



ENCHANTMENT AND EQUIPMENT WILL

Drag an object in the combination window and press "ok".
After combining an object, you can see his level and increase its statistics.



The maximum level of enjoyment for equipment is 20.
At level five, the weapons will be equipped with an aura of color.
(See "auras" for more info)


WARNING!

When the spell, you risk breaking your object and losing!
For improving weapons and armor until level 4 included, there is very little risk.
When trying to move to 5 and beyond, can break the weapon or armor.
So be careful (or rich ...)

is the testimony of a member who will recognize unlucky :



Auras WEAPONS

(Guide written by a member)



As we present in section enchantment, you can enchant your equipment up to level 20.
At level five, your weapon will be endowed with an aura of color.
The color changes according to the level of your enchantment. By cons
other pieces of equipment (armor, helmet ...) can not have a will.


LEVELS
  • Small auras: level 5 to level 9
  • Auras averages: level 10 to level 14
  • Large auras: the level 15 to level 19
  • The Aura unique level 20


COLORS
  • 5 Blue
  • 6 Green
  • 7 Gold / Yellow
  • 8 Purple / Fuchsia
  • 9
  • Red
Then go again but at each stage with an aura of increasingly strong.
  • 10 Blue will average 11
  • Green will average 12
  • Gold / Yellow will average 13
  • Purple / Fuchsia will average 14
  • Red will average
  • 15 Blue large will
  • 16 Green large will
  • 17 Gold / yellow large will
  • 18 Purple / Fuchsia large will
  • 19 Red large will
  • 20 A will be similar to the great at first but that passes through all the colors
    Very impressive!
In general, the more the will is strong and the less one sees color ... Finally, this is what I found.



EQUIPMENT AND COST

From a technical standpoint, here information already gathered:
  • On a 2-handed ax, from +4, which is the last level "without risk" to +10 my friend has used 10 cubes.
  • Still on the same ax to spend 10 to 12 it still took 8 cubes ...
  • Finally, on the R4 Orchydee ax (ax lightning), she says, but without effect, to get to level 20, it took 50 cubic ... or, with courses now: 50 cubic
    1 million + many powders to 1 million + unit purchases subject = approximately 103 million!
  • For my part, just to go from 4-6 I used 4 cubes.
So there is always the lucky ones who tell you they were up seven powder-free without breaking or anything. Yes we can
player sorcerer's apprentice, but a tip: Buy

weapon or armor and enchant it directly without crimping or level up, it will limit the loss of money if you break the object .

Say what kind of sport remains viable until R3, considering the purchase price of the object + the cubes and powders saw the price (more than 1 million rupy).
After the R4, must be really rich to afford to do that kind of gamble ...
Make a quick calculation of the price of Item price + cubes, it runs into several millions.




SOME EXAMPLES OF AURA
(Click to view images)

7 will

5 and 6 will

will

9

17 20 20

will

will

will

Source: http://rappelz.france.free.fr

What Can I Give My 8 Month Old For Chesty Cough

Rappelz Maps Rappelz

DESCRIPTION AND PURPOSE

exists in Rappelz card skills. These maps cover all the skills class characters, at least the primary and secondary skills. It is stated in the description of the card to which class it is addressed and the name of the jurisdiction to which it corresponds.

A certificate of qualification increases your performance in a given jurisdiction. More concretely it increases the powers of the authority while reducing the number of mana needed to launch. Finally the main bonus card is the increase of power because reducing the mana required is very low.



CARDS OR FIND?

They are killing monsters (drop) across the continent.



OPERATION

Once a map - corresponding to your class and one of your skills - you have, you just double click on the map to equip it and benefit from that bonus it gives, that's not that simple ^ ^!




IMPROVEMENTS OF CARDS

you drop many cards are cards "+1". It is possible to improve these maps "+1" in Maps "2" with a skill cube.

To do this, you need 2 cards "+1" identical and a cube of competence. We must combine it with the "Combine", and with a little (lot) of luck both cards "+1" will be transformed into a map "+2". This improvement
card is reissued cards to create +3, +4 ... to +10.
To reduce the risk of "breaking" during the enchantments, you can enchant your card with a former member
(increases the chances of success of 30%).

Example: A Map of Competence "+2" requires two cards Jurisdiction "+1"



Warning: There is always a risk of breaking things when combined!

Source: http://rappelz.france.free.fr/carte_comp.php

Walkie Talkie Protocal

of skills in all about capturing fart in rappelz

CAPTURING A FAMILIAR


Here are the steps to capture a pet in Rappelz:
- have the skills ,
- have a card ,
- capturing the familiar ,
- the "form" ,
- invoke
- the tamers pro


skills
all initially, to capture a pet, you need the right skills, namely:

Control creature (Job Lvl 5):
You can control a creature.
invoke creature (Job Lv 8):
Allows you to invoke the creature in a sealed card.
remind creature (Job Lv 8):
You can recall a summoned creature.
Master creatures (Job Lvl 10): Increases
characteristics of your creatures.
Taming a creature (Job Lvl 10): Tries to
tame the monster targeted.
You need a card for the type of monster in question.
Moreover, the target must not have been attacked.



cards

Once these skills, will still need to acquire a creature card, to hunt for your future pet.
icon for maps:
Only Maps panther, turtle and bird can be purchased in town.
Others can be found by killing monsters.

Here (right) what you see when you click on your card:
- information on the type of animal (in this "beast" beast in English),
- rarity: basic, common, rare or very rare
- a short description of the type of creature.



capture
Once in possession your card, locate the corresponding type of creature, and throw him out "a tame creature."

Important:

- the monster must imperatively have 100% of his life, otherwise the capture will not work. Make sure another player does not attack your monster when you launch the spell.

Moreover, the casting of the spell takes some time (10s?) During which the monster can attack you if he is aggressive! Be careful.

Once the spell, the monster will attack you. It is quite normal.
You'll have to kill to know if the capture was successful or not.
If you are successful, the creature will now be sealed in your card. Otherwise, your card will be destroyed! (And yes ...).
Note that you can be in groups at the time of capture (useful for capturing powerful monsters).

successful if caught, you will see a heart
appear
and here is the card with the creature sealed




"train" the creature

once the creature embedded in the card, you must "train" in order to invoke it.
To do this, open the "creature form" (via the menu, or by Alt + Y).

Then slide the card in the window, on an empty slot.
It'll just confirm to create your pet!

Notes:

- your pet will always start at level 1 (even if at AC 20 before capture).

- The name of the pet is given randomly.
If you want change, you need to buy an item "rename creature" in store gPotato (cons real money!).

- If you already have a pet and want to form another, it will remove the previous card before dragging the new one.
To do this in the window "creature form, select the first card, then click" Cancel ". It will remove the card from the window.




Invoking his creature

there is!
to summon your creature, it only remains for you to use the spell "invoke creature."


If you have more than a creature formed, you invoke the last creature placed in the "train creature" (Alt + Y).
You can not invoke a creature at once, unless you play a summoner.
In this case, you Aurre skills enabling you to use several creatures simultaneously.
Finally, to recall your creature, use the spell "remind creature."

Good dressage at all!


the pro Tamers

Capture the familiar high levels is not easy: one must be either a very high level, and have capacity of taming developed to reduce the risk of failure.
To capture more easily these creatures may be called a Tamer Pro (or "pro Tamer" in English).

Tamers

As you can see in the tutorial on capturing familiar, there are risks that the transaction is not a success and you lose the card you bought or found.

To have more chances of capturing an animal must either increase its fate if the capture were type is a class trainer (up to 10) or use a card to improve his lot.


What a trainer?

A trainer is a person who will have a high competence in capturing familiar, either in level, either by card, or 2. It was therefore more likely than others to capture a pet.

His work, if desired, is to capture the familiar for other players either free or in exchange for a reward (money, objects ..)


Why would I need a trainer?

You should know that there are several classes of relatives, some rarer than others and some more useful than others.

The panthers, birds and turtles are available from the seller at a very affordable price but all the others are not and must be found in nature.

Note that maps of relatives can sell very expensive and so if you fail at every attempt that can ruin you.


Creating a group with a Tamer Pro (by 3645)



I found a trainer, now what?

For the trainer can make the catch, you must lend your card familiar.
You must then be partially set. It remains
tamer than attempting to capture the familiar. Whatever the result message will be displayed as what the pet has been caught or not.


Capture "Nimble Rock Turtle" successful


Risks

Unfortunately as you know, the planet, let alone the game is not met as decent people.
Individuals may advertise himself as tamer when they are not and will keep your card after you have paid him.
To avoid such problems, simply launch an ad in the general chat about whether the person is trustworthy or not, many people will be happy to answer.
You can also ask to see the map of his fate.

There is a second technique to steal your card. It is during the capture that the so-called trainer gives the card to a sidekick. The message that the capture Failed displayed but you will not see that in fact is another person who has recovered. So be careful there is nobody near the tamer include invisible assassins.

Source: http://rappelz.france.free.fr

Sample Proposal For A New Fitness Center

Different pets or pets in Rappelz

All classes may be familiar, right from the first levels.
To get them, you will hunt them during your travels, you try to capture them.
You can capture several different pets, but you can a invoke one at a time (unless you play a class player).


Playing Summoner

If your character specializes in invocation, you can claim up to 3 creatures at the same time. You can also increase further the characteristics of your pets.


How to have a pet

Before checking a pet, it is necessary to capture it.
To do this, you need a map of familiar (panther fairy ...), use the appropriate creature, and finally kill her.
If successful capture, imprison you the soul of the creature in your map!
Some cards are sold by a merchant in the cities, while others can only be dropées on monsters. Go see capture for more details.


Change the name of the familiar

To change the name of a pet, you will be "change-name creation".
This item is not available in drop, but only in the store Gpotatos cons of ...
However, it often happens that players sell them. So you can also purchase cons of rupys.


type familiar

There are 13 types of pets different, each with their own characteristics and orientation: attacks, defenses, support ... Only
cards panther, turtle and bird can be purchased in town. Others can be found by killing monsters.

~ ~ Panther (basic)
His skills are directed towards physical attacks and speed.
It can stun enemies.
Turtle ~ ~ (basic) is a familiar
oriented "tanking", with skills in advocacy, and a lot of points. It can
launched buff defense.
~ ~ Volatile (basic)
Has magic skills and speed. It can stun enemies.
~ ~ Orc (common)
A creature complete with a good level of attack and defense, and buffs can launch an attack and defense.
~ Mermaid ~ (common)
A beautiful humanoid creature that can debuff and trap enemies.
~ ~ Yeti (common)
a pet can "tanking" abilities thanks to its defense and hit points.
It also has a buff defense high-level care and a minor buff.
~ ~ Skeleton (Common)
The skeleton of an ancient warrior, having a great ability to escape. He has
rapid physical attacks and some skills to debuff enemies.
~ ~ Blue Fairy (common)
A little fairy with blue spells and buffs care.
~ ~ Red Fairy (common)
A little red fairy spell which has enormous damage.
~ ~ Male hawk (rare)
a pet can "tanker" thanks to its skills of defense and hit points.
It also has a buff defense high-level care and a minor buff.
~ ~ Salamander (rare)
Salamander great ability to escape, has fast physical attacks and skills debuff.
~ Angel ~ (very rare)
An angel with healing spells (no buffs).
~ ~ Centaur (Very rare)
A creature complete with a good level of attack and defense, and buffs can launch an attack and defense.

DEVELOPMENTS


Once captured your pets, you can invoke them so that they fight at your side.
the pet who will fight with you to gain XP and Cp, as it is one level below yours.
It may well gain levels, and even learn new skills. By cons
other pets you have, untrained, or sealed in the cards, not will gain no XP / Cp.
(it sounds obvious but ...)

By gaining XP, the pet will grow 2 times, at 50 and 100.
These changes cause a change in their appearance, as well as access to new skills.
For example, the panther, you get:



The OverBreeding

Another option for the evolution of the familiar is Overbreeding, or "on-trend" .
This allows the pet for you to get more and more Cp features a familiar standard.
Overbreeding You start when your pet reaches level 50 or 100, and you do not evolve from the trainer (in town). It then evolves at 60 and 115.

This technique is similar to the normal trend, but provides "bonus" during
overbreeding, the familiar gains 2 JP per lvl instead of 1, and will unlock unique skills. Cons by your pet will have his new skills as lvl 60 and 115 ...

Note that a familiar unevolved can not climb beyond level 60, its progress stops when it accumulates 1331516 xp at 60.
Similarly, no change it will no longer gain XP beyond level 115.
Once the level reaches 60 or 115, go see the trainer (in town) to finish the OB.



remarks

Your pet earn XP for each monster killed, but the loss of XP each kill!
Do not send the case to the pipe without thinking.
to resurrect your pet, use a scroll of resurrection, or ask the trainer in town.

If your pet's body disappears, do not panic: it was "recalled" in their card.
resummoned your dead creature (.. um, yes it is weird), and there you can use the scroll.

EQUIPMENT FOR PET




The familiar can, like you, be equipped with weapons and armor to increase their characteristics. Here's how.



WEAPONS OF FAMILIAR

Creating the weapon familiar

It is possible to fit his (her) pet (s) of weapons, this in order to increase its damage and thus bring you greater efficiency in action at your side.
To do this, you must possess a weapon of rank corresponding to the level of your pet.
Example: If your pet is lvl 19, he can not wear gun range II.

then you must bring a map object:
You can purchase this card at merchants in cities, at a price of 500 Rupy.
(or from other players of course).
Once these 2 objects in your possession must be combined so as to bind the card to the weapon.


Place the weapon and the card in the "combine"



Equip the familiar sound weapon

Once the card equipped, he must go to the Format menu and simply drag the weapon of a pet registration cards (see picture below).


ARMOUR OF FAMILIAR

the same way that weapons, it is possible to provide a shield for their pet.
armor embodies:

Notes:
  • The prerequisites of armor applied to the familiar (including mini lvl)
  • improve facilities, with stones, or delight can equip your pet.
  • It is not possible to directly improve equipment familiar "enchassé.
    It will improve the lvl or the setting of the weapon before creating it for the familiar.
  • For improved weapon embedded in a card, you must first remove it.
    For this, use a rock collection (available in stores):





(example of a turtle equipped with a large mass)

CHOOSING YOUR PET


Here's a guide to choose the pet that best suits your character class.



- BONUS -


You can put the card of your pet to your belt, to recover the bonuses.
You will first make him learn the passive skill "bonus belt".
It will also "distorted" for it is no longer invoked.
To do this in the window "creature form, select the card, then click" Cancel ".

careful though, because by placing your pet on your belt,
  1. you can not make him gain experience,
  2. you can not enjoy his spells: benefit of defense, health care ...

familiar type of bonus if equipped
Level 40: 5% Att. Mr.

level 85: 5% Evasion
Level 40: Agility 10%

Level 85: 5% Attack
Level 40: 10% Vitality

Level 85: Increases HPmax
Level 40: 10% Strength

Level 85: 10% Vitality
Level 40: 10% Vitality

Level 85: 5% Defense
Level 40: 5% Def. Mr.

level 85: 5% Attack
Level 40: 10% Intelligence.

Level 85: 5% Att. Mr.
Level 40: Agility 10% .

Level 85: 5% Att. Mr.




- CHOOSE YOUR PET -


~ ~ physics class
  • Turtle: from level 40, put the map turtle to your belt to gain 10% Vitality (and 5% of Defence at 85).
    Then use a second turtle was familiar. She can assist you with tanker and its benefits Defensive: +75 physical defense at level 40, and 150 at 85.

  • Panther : from level 40, put the card in your belt to gain speed of attack (Interesting for Asura assassin).

  • Blue Fairy : Good familiar to all classes, because thanks to his healing spells, it will save you consume MP to heal.
    In addition, you can not call for care, then with another farmer familiar.
    Finally, placed on the belt, it will give you 10% of intelligence at 40. (Good for mages!).

  • Orc : Very good pet for top players. Its benefits
    increasing defense and attack (level 80) you will kill monsters faster.

~ Magic Class (attack) ~
  • Rooster: from level 40, put the card on the belt to gain magical attack (Rpd. M.). Opposed to class magic attack like the Asura Elementalist.

  • Red Fairy: Increases magical damage, it will help you with stones of mind, to have the fragments of spirits, to inflict the greatest damage.
    Placed on the belt, it will give you 10% of intellect at level 40.

  • Blue Fairy : Good familiar to all classes, because thanks to his healing spells, it will avoid consume MP to heal.
    In addition, you can not call for care, then with another farmer familiar.
    Finally, placed on the belt, it will give you 10% of intelligence at 40.

  • Orc : Good familire for top players. Its benefits
    increasing defense and attack (level 80) you will kill monsters faster.

Class ~ ~ tamer
  • Turtle: from level 40, put the map turtle to your belt to earn 10% of sports (and 5% of Defence at 85).
    Then use a second turtle was familiar. She can assist you with tanker and its benefits Defensive: +75 physical defense at level 40, and 150 at 85.

  • Blue Fairy : Good familiar to all classes, because thanks to his healing spells, it will save you consume MP to heal.
    In addition, you can not call for care, then with another farmer familiar.

  • Orc : Good familire for top players. Its benefits
    increasing defense and attack (level 80) you will kill monsters faster.

  • Yeti : Groso-speaking as powerful as the tortoise.
    He however the advantage of having more points, and can treat a whole group (high level).


Source: http://rappelz.france.free.fr/pets.php