Free Fantasy Cards 1 card is useful. I have a lot of cards. A friend said it was better to keep the

Updated on Financial 2024-04-14
17 answers
  1. Anonymous users2024-02-07

    The card with 1 is not very useful, and the later use is not too great. But when you want to combine more advanced cards in the future, it's a good idea to use a card with a plus 1. It also increases proficiency.

    In the later stage, any card is generally bought ready-made, but the risk of combining the card by yourself is too great.

    Your friend may mean that he is afraid that if you sell the plus 1 card, there will be no pads in the future, or it will be embedded in the equipment and waste holes.

  2. Anonymous users2024-02-06

    This kind of card has two uses, one is that it can be sold for hundreds of silver, you can also synthesize +2 cards in the synthesis furnace (if it is not recommended for non-RMB players) These cards can be combined until +3+4+5+6+7, the success rate is 30%, and the failure card is gone, +4 and above cards can be inlaid on the punched **, which is used to increase the attributes of equipment (+4 below the inlay is not cost-effective in the equipment), you can also combine the cards to +3+4 and then sell, I generally 10 +1 card, if you are lucky, you can only get 1 +4.

  3. Anonymous users2024-02-05

    The cards of 1 are generally used to synthesize advanced cards, the highest level can be combined to +7, the cards are used in punching equipment, the success rate of synthesis is not very high, you still sell the card.

  4. Anonymous users2024-02-04

    Bad cards are used to collect tasks, good cards are left first, and they may be of great use to you later, and they can be sold if they are not used.

  5. Anonymous users2024-02-03

    The card is used to inlay the empty equipment to add attributes Click to enter the Dragon City inlay furnace Put the free equipment and the card you want to add It is recommended that you use a good card, and the garbage card should not be inlaid Now the equipment punching is very expensive One empty is more expensive than a slippery branch empty This is calculated according to the success rate of 100% The failure rate of equipment punching is very high One or two empty is good to play 3 The empty failure rate is higher than the success rate Bad luck Hundreds of gold can't be played It is recommended that if you punch in, use it well The garbage card will let Li not play If you put on a garbage card, you won't be able to sell it, and even if you do, you'll lose money.

  6. Anonymous users2024-02-02

    Inlay on equipment to improve equipment attributes.

  7. Anonymous users2024-02-01

    Different cards are used on different perforated equipment, what are the cards you are talking about?

  8. Anonymous users2024-01-31

    Strength +1 Card level, 1 2 ** for every +1 **, shield, hat, clothes, shoes, gloves.

    Shield +1 Defense Card level, 1 2 shields, hats, clothes, shoes, gloves for every +1 increments.

    Immortal Soul Wisdom +1 Card Level, 1 2 Staff increments for every +1.

    Aura Spirit +1 Card level, 1 2 ** per +1 increments, shields, hats, clothes, shoes, gloves.

    Swiftness +1 Card level, 1 2 ** per +1 increments, shield, hat, clothes, shoes, gloves.

    Root Bone Stamina +1 Card level, 1 2 ** per +1 increments, shield, hat, clothes, shoes, gloves.

    Precision: Hit +1 card level, increment by 1 for every +1 2**, gloves.

    Dexterity +1 Card level, 1 2 ** per +1, shield, hat, clothes, shoes, gloves.

    Blade Max Attack +3 Card Level, in increments of 3 ** for every +1.

    Sharpness +1 minimum attack level by 1 2 ** for every +1 card.

    Stone Skin's damage taken is -1 card level, increasing by -1 -2 clothes per +1.

    Anti-Magic Magic Damage -1 Card Level in +1 increments of -1 -2 Clothes.

    Fangs Magic Attack +10% Card Level, 1% increments for every +1 3% Staff.

    Body Max Health +20 Card Level, 2 6 ** per +1 increments, shield, hat, clothes, shoes, gloves.

    Soul Mana Max +20 Card level, 2 6 ** per +1 increments, shield, hat, clothes, shoes, gloves.

    Celestial Protector Magical Defense +10 Card Level, 1 3 Shields, Hats, Clothes in +1 increments.

    Carry +200 max weight card levels, with 50 clothes and shoes incrementing by +1.

    Net Fire Reduction Immunity 1% Card Level, 1% Shield, Clothing per +1 Increase.

    Blinding Immunity 1% Card Level, 1% Shield, Clothing in +1 increments.

    Spellbreaker Seal Immunity 1% Card Level, 1% Shield, Clothing in +1 increments.

    Strong Mind Stun Immunity 1% Card level, 1% increase for every +1 shield, clothing.

    Tenacity Debilitation Immunity 1% Card Level, 1% Shield, Clothing per +1 increments.

    Carminus: Slow immunity by 1% Card level, increasing by 1% for every +1 Shield, Clothing.

    Asylum Petrification Immunity 1% Card level, 1% increase for every +1 Shield, Clothing.

    Ice Resistance: Freeze Immunity 1% Card Level, 1% Shield, Clothing per +1.

    Poison Avoidance Poison Immunity 1% Card Level, 1% Shield, Clothing per +1.

    Reverse Blade Attack reflects 1% of card level, increasing by 1% per +1**.

  9. Anonymous users2024-01-30

    Cards can be embedded in holes Equipment punching: 10 fire copper in the first hole 10 golden pith in the second hole 10 streamers in the third hole 10 taiyin in the fourth hole 10 outside the sky in the fifth hole The shield can only be punched in one hole: 10 Imperial Star Sand Punch location: Processing furnace.

  10. Anonymous users2024-01-29

    You can mine the copper yourself, or you can buy it in the stall, and then punch a hole in the processing furnace, and take the card in the inlay furnace, and the inlay is OK, thank you.

  11. Anonymous users2024-01-28

    Cards are embedded in the equipment to increase the attribute value of the mission! + The more card attributes there are, the more + you have!

  12. Anonymous users2024-01-27

    It varies depending on the various cards.

    There is also a difference in the effect change between 1+2+3.

  13. Anonymous users2024-01-26

    Card Name Base Effect Incremental Effect Mountable equipment.

    Strength +1 Card level, 1 2 ** for every +1 **, shield, hat, clothes, shoes, gloves.

    Shield +1 Defense Card level, 1 2 shields, hats, clothes, shoes, gloves for every +1 increments.

    Immortal Soul Wisdom +1 Card Level, 1 2 Staff increments for every +1.

    Aura Spirit +1 Card level, 1 2 ** per +1 increments, shields, hats, clothes, shoes, gloves.

    Swiftness +1 Card level, 1 2 ** per +1 increments, shield, hat, clothes, shoes, gloves.

    Root Bone Stamina +1 Card level, 1 2 ** per +1 increments, shield, hat, clothes, shoes, gloves.

    Precision: Hit +1 card level, increment by 1 for every +1 2**, gloves.

    Dexterity +1 Card level, 1 2 ** per +1, shield, hat, clothing front beam, shoes, gloves.

    Blade Max Attack +3 Card Level, in increments of 3 ** for every +1.

    Sharpness +1 minimum attack level by 1 2 ** for every +1 card.

    Stone Skin's damage taken is -1 card level, increasing by -1 -2 clothes per +1.

    Anti-Magic: -1 Card Rental Slider Level for Magic Damage Taken, -1 -2 Clothes in +1 increments.

    Fangs Magic Attack +10% Card Level, 1% increments for every +1 3% Staff.

    Body Max Health +20 Card Level, 2 6 ** per +1 increments, shield, hat, clothes, shoes, gloves.

    Soul Mana Max +20 Card level, 2 6 ** per +1 increments, shield, hat, clothes, shoes, gloves.

    Celestial Protector Magical Defense +10 Card Level, 1 3 Shields, Hats, Clothes in +1 increments.

    Carry +200 max weight card levels, with 50 clothes and shoes incrementing by +1.

    Net Fire Reduction Immunity 1% Card Level, 1% Shield, Clothing per +1 Increase.

    Blinding Immunity 1% Card Level, 1% Shield, Clothing in +1 increments.

    Spell Breaker Seal Immunity 1% Card Bad Repentance Wax Tablet level, 1% increase for every +1 Shield, Clothing.

    Strong Mind Stun Immunity 1% Card level, 1% increase for every +1 shield, clothing.

    Tenacity Debilitation Immunity 1% Card Level, 1% Shield, Clothing per +1 increments.

    Carminus: Slow immunity by 1% Card level, increasing by 1% for every +1 Shield, Clothing.

    Asylum Petrification Immunity 1% Card level, 1% increase for every +1 Shield, Clothing.

    Ice Resistance: Freeze Immunity 1% Card Level, 1% Shield, Clothing per +1.

    Poison Avoidance Poison Immunity 1% Card Level, 1% Shield, Clothing per +1.

    Reverse Blade Attack reflects 1% of card level, increasing by 1% per +1**.

  14. Anonymous users2024-01-25

    There are also light spirit cards, speed cards, increase the speed of the character's repentance, the speed of the disturbance, the lightning resistance, increase the effect of the character's absorption of lightning damage, fire resistance, and increase the equipment fire attack, which is usually suitable for the staff.

  15. Anonymous users2024-01-24

    There are at least 2 types missing from the upstairs. Bloodthirsty, increases physical critical hits. Refine to increase the level of magic crit.

  16. Anonymous users2024-01-23

    The cards related to the strength of the martial arts are the attributes that increase relative to the attack, with blades and sharpness.

    The card related to wisdom is the immortal soul, and the relatively increased attribute is the magic attack with the magic fang.

    The card of relative constitution is the root bone, and the attribute of relative increase is life body.

    The relatively agile card is swift, while the Zheng family's attributes are critical hits, with rage and bloodlust.

    Relatively dexterous cards are skillful skills, and the relative increase in Tansen Bei's attribute is defense and shield.

    Take the intermediate level 42 to go up to level 4, and the card character has 41 * 2 = 82 free points.

    Card. Attribute classes 10-13 up to 15

    Sharp edge and sharp 61-81 max 100

    Fangs 31%-41% max 55%.

    Body 91-121 maximum 140

    Berserk and Bloodthirsty are 7-9, 1116%-21%, 26%, 49-65, 80, respectively

    Let's start the last step, don't be impatient, don't think to yourself: what is this guy talking nonsense, here's the point.

    The following are attached by the card, and the following are added by their own attributes.

    15 Strength + 100 = 107 Attack 82 Strength = 41 Attack.

    15 Wisdom + 55% = 7 Magic Attack + Staff * 55% 82 Intelligence = 41 Magic Attack.

    15 CON + 140 HP = 320 HP 82 CON = 984 HP.

    I don't know how to count the crit, I haven't tried it, and I have the uncle to help make it up.

    15 dexterity + 80 = 155 defense = resistance, 82 dexterity = 410 defense = 410 * resistance.

    Big brothers and sisters, let's compare it and see how it is cost-effective, about the violent let destroy that little brother, I will make up for it soon.

    Don't you know what you need for a career?

  17. Anonymous users2024-01-22

    Brawn Strength +1 Increment by 1 2 per +1 **, shield, hat, clothes, shoes, gloves.

    Shield Defense +1 Increments by 1 per +1 2 Shields, Hats, Clothes, Shoes, Gloves.

    Immortal Soul Wisdom +1 Increments by 1 2 Staffs per +1.

    Divine Qi Spirit +1 Increment by 1 per +1 2 **, shield, hat, clothes, shoes, gloves.

    Swiftness +1 Agility increments by 1 2 per +1 **, shield, hat, clothes, shoes, gloves.

    Root Bone Stamina +1 Increment by 1 2 per +1 **, Shield, Hat, Clothes, Shoes, Gloves.

    Precision: Hit +1 increments by 1 per +1 2 **, gloves.

    Skill Dexterity +1 Increment 1 2 per +1 **, shield, hat, clothes, shoes, gloves.

    Blade: Max Attack +3 +1 per Thing, increasing by 3 **.

    Sharpness Minimum Attack +1 +1 per Trace Dexterity increases by 1 2 **.

    Stone Skin: -1 damage taken in -1 increments of -1 -2 clothing per +1.

    Anti-Magic: -1 magic damage taken in -1 -2 increments per +1 Clothing.

    Fang: Magical Attack +10% Increments of 1% per +1 3% Staff.

    Body Max HP +20 per +1 increments 2 6 **, shields, hats, clothes, shoes, gloves.

    Soul Mana Max +20 increments by 2 6 per +1 **, shield, hat, clothes, shoes, gloves.

    Celestial Protector Magical Defense +10 Increments by 1 per +1 3 Shields, Hats, Clothes.

    Carry +200 max weight 50 Clothes, Shoes for every +1 increment.

    Clear Fire Immunity 1% Reduction 1% Increases per +1 Shields, Clothing.

    Blinding Immunity 1% Increasing 1% per +1 Shields, Clothing.

    Spell Breaker: Seal Immunity 1%, Increases by 1% per +1 Shield, Clothing.

    Strong: Coma Immunity 1% Increases by 1% per +1 Shield, Clothing.

    Tenacity Debilitating Immunity 1% Increases by 1% per +1 Shields, Clothing.

    Carminus: Slow immunity 1% Increases by 1% per +1 Shield, clothing.

    Asylum Petrification Immunity 1% Increments 1% per +1 Shield State Pickpocket, Clothing.

    Ice Resistance: Freeze Immunity 1% Increases by 1% per +1 Shield, Clothing.

    Poison Avoidance Poison Immunity 1% Increases by 1% per +1 Shield, Clothing.

    Chamfer: Attack Reflection 1% increments of 1% per +1 **.

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