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Dr Who

Up to date as of January 31, 2010
(Redirected to Category:Stars article)

From TARDIS Index File, the free Doctor Who reference.

Subcategories

This category has the following 3 subcategories, out of 3 total.

M

R

S

Pages in category "Stars"

The following 12 pages are in this category, out of 12 total.

A

B

F

I

I cont.

M

N

P

Q

R

T


This article uses material from the "Category:Stars" article on the Dr Who wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Memory-beta

Up to date as of February 02, 2010

Memory Beta, the wiki for licensed Star Trek content.

A star (or sun) is an energy-producing sphere of plasma and gas, which is held into shape by a large gravity field. A star's gravity field can also attract other objects to orbit the star, including planets, moons, and asteroids which can subsequently form a star system.

Contents

Overview

Stars are formed when gas and dust are attracted together in large amounts, as the gravity of all the materials pulls them close enough to cause ignition of a self-sustaining nuclear reaction.

Starships can be protected from the intense radiation and energy from a star through the use of Metaphasic shields. (TNG episodes: "Suspicions", "Descent, Part II")

Destruction

The synthetic compound known as Trilithium served as a nuclear reaction inhibitor allowing for the potential of such weapons to destroy a star. (TNG movie: Star Trek Generations)

The theorist known as Edvard Bela postulated that, what he termed as, Bela-Neutron devices were capable of absorbing certain elements from a star causing it to collapse due to the weight of gravity on it. (VOY novel: The Final Fury)

Technological uses

Energy production

Certain races had developed the capacity to make use of the power generated by a star that was used as a form of energy production. One such way through this was accomplished was by the creation of a Dyson sphere. (TNG episode: "Relics")

The ancient Furies created a massive structure that encompassed their Delta Quadrant home star like a cage which contained numerous neutrino collectors that siphoned off the power which was directed in their attempts at creating an artificial wormhole. (VOY novel: The Final Fury)

This article or section is incomplete
This article is marked as lacking essential detail, and needs attention. Information regarding expansion requirements may be found on the article's talk page. Feel free to edit this page to assist with this expansion.

Appendices

Connections

MultiverseUniverseGalaxy
Galactic Regions: QuadrantSector • Cluster • NebulaStar system
System Bodies: StarPlanetPlanetoidDwarf planetAsteroidMeteoroidComet

External links


This article uses material from the "Star" article on the Memory-beta wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Dofus Wiki

Up to date as of January 31, 2010
(Redirected to Combat article)

From Dofus

Combat is an important part of playing the game. Combat is turn based.

Contents

Entering Combat

Starting a Fight: PvM

In order to initiate combat with a monster you must simply click on the monster's avatar on the screen.

Joining a Fight: PvM

In order to join a fight that has already been started, within 30 seconds of the beginning of combat you must click the sword icon appearing next to the monster's new avatar, and then click Join on the drop-down menu that appears. You can also shift+click the sword to join in one click.

Starting a Fight: PvP (Friendly)

In order to initiate a friendly fight with a player click their avatar, then on the drop-down menu select "Challenge". If the player accepts, it will initiate a challenge in which no experience is gained or lost, no honor gained or lost, and no items are gained or lost.

Joining a Fight: PvP (Friendly)

In order to join a friendly fight with other players, you must click the sword of which team you would like to join, and click Join on the drop-down menu.

Starting a Fight: PvP (Aggressive)

In order to initiate an aggressive fight with another player of the opposite or neutral faction, you must click their avatar, then on the drop-down menu select "Attack". See pvp for a more detailed description.

Joining a Fight: PvP (Aggressive)

See Joining a Fight: PvP (Friendly).

Turns

Turns are indicated by the turn indicator in the lower right hand corner of the screen. The selected player is given 30 seconds to complete their turn.

Movement

Characters and monsters spend Movement Points (MP) to move to an adjacent unoccupied(*), valid tile on the grid anytime during their turn. The starting amount of MP for all characters is 3, although this can be modified by equipment and effects. Different types of monsters have differing MP. Additionally, some spells and effects provide other ways to move or greater amounts of MP. At the end of a unit's turn, unless any effects stipulate otherwise, their MP is restored to its natural value (recovering spending) for use in the next turn (some spells and effects can decrease or increase this before the unit's next turn).

A tile is unoccupied if it does not contain another unit or object (Such as trees ans water). The tile may contain an effect (such as a trap, a glyph, a summon, or something similar). Most spells won't pass through an occupied tile, but some spells can (See Area of effect ). In certain circumstances, more than one unit may be on the same tile - this is usually the result of a unit being able to lift other units (e.g. Pandawa), but occasionally happens under other circumstances. A tile is invalid if it is not part of the set of tiles units are permitted to use during combat - units may not pass over such tiles, although whether effects may pass over them (that is, whether they block line-of-sight) depends on the kind of invalid tile.

Actions

Characters and monsters spend Action Points (AP) to perform most other actions in battle. Actions differ in their AP cost - some melee weapons or spells take higher amounts of AP, costing up to 7 AP per use, while others are inexpensive. Units may spend as many AP as they have within a turn (although some spells can only be used once a turn, or once every few turns). Starting AP for all characters is 6, although this can be modified by equipment and effects (and characters at level 100 and above have 7 basic AP). Like with MP, AP is restored at the end of a turn unless certain effects aretaking place.

Time

Each character is given about thirty (30) seconds to execute their movements; if they take longer than that, their movement points and action points are reset and player's turn is skipped, continuing on to the next player in the turn indicator.

Damage and Health

Units start the battle with the amount of health (HP) that they had when the fight was initiated. (Although you can heal while waiting for the match to start by using items) This will typically be the maximum for prepared players, but sometimes teams begin easy battles specifically to allow an Eniripsa (or other healer) to heal them if they do not wish to buy HP-restoring foods or wait for natural healing to occur.

Units are removed from the battle if their HP is reduced to zero by any means. There are many ways to lose health in combat (although the most common is enemy attacks). The tile on which the defeated player stood is then considered open for other units to pass through. Apart from the Osamodas's Spiritual Leash ability, there is no way for them to return in the same battle once they are removed (they may leave the battle using the surrender flag, but if they do they will not have a share in the spoils of battle and will suffer the effects of a loss, even if the battle is later won by their group).

When a unit is removed from battle, most effects caused by its spells are removed. Its summons are also removed from battle (and their effects, summons, etc). Some effects are exempt from this removal.

End conditions

A battle can end as a victory, a loss, or a surrender.

Victory

Battle is won when all enemies are removed from the field. In Player-versus-Monster, victors receive a certain amount of experience, kamas, and items, which will be divided among party members based upon their level and prospecting. The specific formulas for the various types of drops from combat are available on the individual pages linked above.

The basic amount of experience and drops are affected by successful challenges in the fight. Additionally, for most naturally occurring monsters, the amount of time between when they were spawned and when they were defeated provides a boost to drops and experience - for these monsters, a number of stars are visible in the mouseover box describing the level and contents of the monster group (ineligible monsters include most monsters created for events, groups pulled out of a Soul Stone in an Arena, and monsters that are not on the map such as NPCs or Kwakeres). These range from zero to five stars (which are shown in yellow) for most mobs, occasionally overflowing to red for mobs that have not been attacked for a long time (representing up to ten stars, the maximum).

Loss

Battle is lost when all allies have been removed from the field. Those who have lost will return to their last save point with 1HP, unless they are either playing on a Heroic Server , or are reduced to zero energy as a result of the loss (friendly challenges and defending a Perceptor do not reduce energy); in the first case, their character is effectively lost, in the second, they experience death.

If a battle is lost that is part of Player-versus-Monster but some monsters were defeated, losing characters may still receive a reduced amount of experience from the battle (but no items).

Surrender

If you are in a hopeless battle and do not want to waste time, you can surrender by clicking the white flag underneath your character's icon. Surrendering has mostly the same effect as losing a battle, but has an impact on alignment honor gains.


This article uses material from the "Combat" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010
(Redirected to Shooting Star article)

From the RuneScape Wiki, the wiki for all things RuneScape

Players mining 7 layers of a crashed star open (sped up).

Shooting Star is part of Distractions and Diversions, which was introduced during the 2 September 2008 gaming update. It is Pay-to-play only.

Contents

Introduction

A still-falling star viewed through a telescope.

Shooting Stars fall from the sky every two hours or so. They generally fall across all members worlds within fifteen minutes of each other. If players reach the core of the star within two hours, a Star sprite appears and gives rewards. To mine a Shooting Star you need to know what size it is. The required mining level is ten times that size. For example you need a mining level of 80 to mine a size 8 star.

Requirements

  • A pickaxe or an inferno adze.
  • The required Mining level is 10 times the star size, for example; you need to be level 40 to mine a size 4 star. This does not count for the first-miner bonus.

In the seconds before it lands, the star casts a shadow which players can examine to read: The shadow of a shooting star. There is also a sound while the shadow is visible and when the star lands. If the shooting star lands on top of the player, you will walk out of the star, then begin mining.

Getting Started

Locating

  • Shooting stars land roughly once every two hours.
  • Stars may land in a different location in each world.

Star crash sites

Asgarnia

Name:  Location Fastest way to get there World Map location In-game view
Crafting Guild mining site Inside the Crafting Guild by the gold rocks. (Brown apron and 40 Crafting required to enter) Click for larger image. Click for in-game view.
Falador east bank/Mining Guild East of Falador's eastern bank and the Mining Guild. Click for larger image. Click for in-game view.
Rimmington mining site In the centre of the big mine north of Rimmington. Click for larger image. Click for in-game view.
Falador mining site In the mine north of the dark wizard tower, west from Falador. Click for larger image. Click for in-game view.

Crandor or Karamja

Name:  Location Fastest way to get there World Map location In-game view
Karamja north-western mining site (Horseshoe mine) North west of Brimhaven, near the northern gold mines north of the summoning obelisk. Often called the "Horseshoe mine" by shooting star hunters, due to its' shape Click for larger image. Click for in-game view.
Brimhaven mining site At the gold rocks south of the entrance to Brimhaven Dungeon. Click for larger image. Click for in-game view.
South Crandor mining site The south-western mining area on Crandor. Click for larger image. Click for in-game view.
Karamja mining site (Nature mine) In the mine west of the Nature altar. Near the direct centre of the Karamja landmass. Often called 'Nats' or 'Nature mine' by shooting star hunters. Click for larger image. Click for in-game view.
Shilo Village mining site Next to the gem rocks in Shilo Village north-west corner. Click for larger image. Click for in-game view.

Fremennik lands or Lunar Isle

Name: Location Fastest way to get there World Map location In-game view
Keldagrim entrance mining site (Keldagrim mine) In the mine located south of cave entrance to Keldagrim. Often called Keldagrim mine, due its location near Keldagrim. Click for larger image. Click for in-game view.
Jatizso mine(outside above the mine proper) To the right of the mine's entrance on north-west Jatizso. Go through west gate to reach. Click for larger image. Click for in-game view.
Lunar Isle mine Aboveground at the ladder to the Rune essence mines on Lunar Isle. Watch out for the aggressive suqah, which can deal heavy damage. Click for larger image. Click for in-game view.
Managing Miscellania mining site A few squares south of coal mine on Miscellania. Click for larger image. Click for in-game view.
Central Fremennik Isles mining site (Neitiznot Runite Mine) From Neitiznot, go across the first bridge to where the Ice troll runts are and it will still be green grass not white snow, then as far east as possible. Take some food against the aggressive trolls. Click for larger image. Click for in-game view.
Rellekka mining site The mining site in the fenced off area inside the town of Rellekka. Click for larger image. Click for in-game view.

Kandarin

Name: Location Fastest way to get there World Map location In-game view
Legends' Guild mining site (Ardougne eastern mine) At the mine south-west of the Legends' Guild. Click for larger image. Click for in-game view.
South-east Ardougne mining site (Monastery mine) At the iron rocks north of the monastery, south of East Ardougne. Click for larger image. Click for in-game view.
Coal Trucks In the middle of the coal rocks that supply the Coal trucks. Crossing the balance log requires 20 agility. Click for larger image. Click for in-game view.
Yanille Bank (Magic Guild) In Yanille, between bank and Magic Guild. Click for larger image. Click for in-game view.

Fight Arena mining site

The mining spot north-east of Yanille, south-west of Port Khazard. Click for larger image. Click for in-game view.

Kharidian Desert

Name:  Location Fastest way to get there World Map location In-game view
Al Kharid bank Directly outside the doors to Al Kharid bank. Click for larger image. Click for in-game view.
Al Kharid mining site (Scorpions mine) In the mine north of Al Kharid and west of the Duel Arena. Often called 'Scorpion mine' by shooting star hunters. Click for larger image. Click for in-game view.
Duel Arena bank chest At the Duel Arena west of the hospital area and south of the entrance to the Mage Training Arena. Click for larger image. Click for in-game view.
Uzer mining site (Desert clay mine) At the clay mine north of Uzer. Directly north of the Desert hunting area. Click for larger image. Click for in-game view.
Nardah mining site (Desert gold mine) (Vulture mine) At the mine just west of the place on the world map labelled "Vultures". Click for larger image. Click for in-game view.
Nardah bank Just south-east of the bank in Nardah. Click for a larger image. Click for in-game view.
Western desert mining site (Granite and sandstone quarry) In the centre of the Granite and sandstone quarry Click for larger image. Click for in-game view.

Misthalin

Name: Location Fastest way to get there World Map location In-game view
South-east Varrock mining site South of the mine south-east of Varrock, outside the fence. Often called 'South east Varrock mine' by shooting star hunters. Click for in-game view.
Lumbridge Swamp training mining site In Lumbridge swamp, just north of the eastern mining area. Click for larger image. Click for in-game view.
South-west Varrock mining site (Champion's guild mine) Southern end of the mine south-west side of Varrock, west of the Champion's Guild. Click for larger image. Click for in-game view.
Varrock east bank (Rune shop) South-east of Varrock's eastern bank, between the bank and Aubury's Rune Shop. Often called 'Rune shop' by Star hunters. Click for in-game view.

Morytania or Mos Le'Harmless

Nearby Bank/Mine Location Fastest way to get there World Map location In-game view
Burgh de Rott Bank About 10 squares north-east of the bank. File:Burg de star.PNG Click for in-game view.
Canifis Bank Right next to Canifis bank. North-west side of the bank. Click for larger image. Click for in-game view.
Mos Le'Harmless bank North-east of the Mos Le'Harmless docks docks. Click for larger image. Click for in-game view.

Piscatoris, Gnome Stronghold or Tirannwn

Name: Location Fastest way to get there World Map location In-game view
Gnome Stronghold Bank In the Gnome Stronghold, near the stairs to the bank in the middle of the stronghold. South-west of the Spirit tree. Click for larger image. Click for in-game view.
Lletya bank Inside the city of Lletya, a bit south of the entrance. Click for larger image. Click for in-game view.
Piscatoris mining site A few squares south of the mining site just south of Piscatoris Fishing Colony. Click for larger image. Click for in-game view.

Wilderness

Name Location Fastest way to get there World Map location In-game view
Bandit camp mining site (Hobgoblin mine) Level 33 wilderness in the Hobgoblin mine. North of Dark Warriors' Fortress and Bandit camp. Click for larger image. Click for in-game view.
Mage Arena bank Level 56 wilderness, north of the Mage arena entrance Click for larger image. Click for in-game view.
Pirates' Hideout mining site Level 53 wilderness, south of the Pirates mine, west of the Mage arena. Click for larger image. Click for in-game view.
North Edgeville mining site (Steel Mine)(Zamorak mage) (Abyss mine) Level 7 wild, north of the Zamorak wizard that teleports one to the abyss. Click for larger image. Click for in-game view.
Lava Maze runite mining site (Wilderness rune mine) Approximately level 47 wilderness, at the rune rocks north-east of the caged Greater demons, north-west of the Lava Maze. Click for larger image. Click for in-game view.
Southern wilderness mining site Level 10 wild, north-west of Edgeville Click for larger image. Click for in-game view.
Wilderness Volcano bank At the Wilderness Volcano by the banker, a few steps north. Click for larger image. Click for in-game view.

Mining

  • The first person to attempt to mine the star (even if they only have mining level 1) will be rewarded with Mining experience in the amount of 75 times your mining level. This is called a tag. You do not need a pickaxe to get the tag, though you cannot mine it further wihout a pickaxe. Their name will also be added to the Shooting Star Noticeboard in the house north of the Observatory.
  • Shooting stars come in sizes from 1 to 9. Players can find out how large the star is by examining it, and they can prospect it to check on the progress to the next level. (See below for a list of Mining level requirement for each star size.)
  • Each layer of the star is mined from 0% to 100%, at which point the outermost layer sloughs off and the star's size is reduced by one. The amount left to mine can be determined by prospecting while mining. More people mining the star will get through these layers faster, while with just two or three people it can take up to ten minutes per level. If the sprite is not released by the end of the two hours between stars, the rock vanishes without the bonus.
  • Players can only carry a maximum of 200 stardust at a time.
    A Size-9 Crashed Star.
    Stardust can be banked, but the 200 maximum counts stardust in your bank as well. You can continue to mine to gain xp even if your stardust is maxed out.

Star sizes

The following table lists the star sizes, with the Mining level required to mine it. The Mining experience is gained per stardust.

The number of stardusts per star size is indicated in the table below. The time it takes to lower a star size depends upon the number of miners mining it and their respective mining levels; the more miners, the faster the star gets to the star sprite level. For the same number of miners, a higher star size level goes down to the next level faster than a lower star size level because there are fewer stardusts at higher star size levels than at lower star size levels.

Star size Mining level XP/stardust XP/stardust with Sacred clay pickaxe Number of stardust/star size Total XP per size Cumulative XP
9 90 210 420 15 3150 80710
8 80 145 290 25 3625 77560
7 70 114 228 40 4560 73935
6 60 71 142 80 5680 69375
5 50 47 94 175 8225 63695
4 40 32 64 250 8000 55470
3 30 29 58 430 12470 47470
2 20 25 50 700 17500 35000
1 10 14 28 1250 17500 17500
  • Drinking a Dwarven Stout will briefly raise mining one level. This can be handy at level 89 to reach level 90 early, or at any level. A mature dwarven stout will raise your mining level by two levels. A Void Ravager can be summoned with a Summoning level of 34 and has the same effect as the Stout with the boost lasting slightly longer.

Rewards

The Shooting Star noticeboard.
  • For the first person who attempts to mine the star, 75 experience per Mining level and being named the discoverer of the star.
  • If they reach the star core within two hours, players are rewarded according to how much dust they had with them, up to:

Notes

  • There is a chance that you mine gems (sapphire-diamond) from various layers of the star. Wearing a charged amulet of glory increases this chance. Onyx and Dragonstone are not obtainable from stars.
  • If the star vanishes before the core is reached, the stardust may be kept and used for a later star.
  • The Star fall cycle will reset during a system update and stars on the ground before the update will not remain.
  • Star sprites will reward only once per day; a day is the 24 hour period beginning at 0000 (UTC). To claim the reward, simply chat to the star sprite while it stands around in the remains of its star.
  • The extra ore bonus stacks with the Varrock armour, so it is possible to mine three ores in one rock (only up to Adamantite ore).
    • The timer only runs while you are logged in.
    • Unlike the Varrock armour, even when you have only one inventory slot free, the boost allows you to receive an extra ore, which will fall on the ground.
    • The extra ore bonus also works on rune ore, unlike Varrock armour, which only gives its double ore boost for ores as high as adamantite. This makes the Mining boost extremely useful for mining runite.

Scoreboard

In the Observatory professor's house is a noticeboard which lists the last five stars to be discovered on that world, how long ago they were, and who discovered them.

References


This article uses material from the "Shooting Star" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

ST Expanded

Up to date as of February 07, 2010

The Star Trek Expanded Universe Database is for fanon and related content. See Memory-Alpha.org for the canon Star Trek wiki.

  1. REDIRECTmemoryalpha:Star

This article uses material from the "Star" article on the ST Expanded wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

A star was an enormous sphere of immensely hot hydrogen and helium that underwent nuclear fusion to produce heat and light (in essence, it was a giant ball of plasma). Systems of planets would usually form around stars when the gas and dust around them became stable enough. Stars could come in all sorts of sizes, colors, and temperatures. Most planets were seen orbiting medium mass orange-yellow stars, often called suns.

It was estimated that there were four hundred billion stars in the galaxy. There were 7.1 billion habitable stars in the known galaxy, which made up about 3.2 billion habitable star systems. This means that many systems contained two or more stars.[1] Red dwarfs accounted for approximately 70 percent of the galaxy's stars.[2]

Contents

Types of stars

Tatoo I and Tatoo II, the twin suns of the planet Tatooine

There are seven types of main sequence stars in the galaxy:[1]

  • "O" stars were blue and hot, and had a lifespan of less than one million years. There were approximately one hundred million habitable O stars in the galaxy. Example: Garnib.
  • "B" stars were white-blue and hot, and had a lifespan of ten million years. There were approximately one hundred million habitable B stars in the galaxy. Example: Kessa.
  • "A" stars were white and hot, and had a lifespan of four hundred million to two billion years. There were approximately one hundred million habitable A stars in the galaxy. Example: Colu.
  • "F" stars were yellow-white and medium-temperature, and had a lifespan of four billion years. There were approximately one hundred million habitable F stars in the galaxy. Example: Ropagi.
  • "G" stars were yellow and medium-temperature, and had a lifespan of ten billion years. There were approximately two billion habitable G stars in the galaxy. Example: Corell.
  • "K" stars were orange and cool, and had a lifespan of sixty billion years. There were approximately 3.75 billion habitable K stars in the galaxy. Example: Yavin.
  • "M" stars were red and cool, and had a lifespan of approximately one hundred trillion years. They were also called red dwarfs. There were approximately seven hundred million habitable M stars in the galaxy. Example: Barab.

With O stars being the biggest in the sequence, the size decreased gradually to the smallest M stars.

In addition to the main sequence stars, 10 percent of all stars in the galaxy were non-main sequence, of which five hundred million were habitable.
The non-main sequence stars include:[1]

Pre-main sequence (smaller than M stars):

Post main-sequence (bigger than O stars):

Compact stars:

Behind the scenes

The OBAFGKM sequence is the same classification system used for identifying stars from Earth.

Appearances

I find your lack of sources disturbing.

This article needs to be provided with more sources and/or appearances to conform to a higher standard of article quality.

  • Star Wars Episode I: The Phantom Menace
  • Star Wars Episode II: Attack of the Clones
  • Star Wars Episode III: Revenge of the Sith
  • Star Wars Episode IV: A New Hope (First appearance)
  • Star Wars Episode V: The Empire Strikes Back
  • Star Wars Episode VI: Return of the Jedi

Sources

Notes and references

See also


This article uses material from the "Star" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Yugioh

Up to date as of February 05, 2010
(Redirected to Level article)

From Yu-Gi-Oh!

A Monster Card's Level is a rough indication a card's power ranking, represented by a number of stars in the top-right. The term Level is sometimes informally called Stars, and even appears in some card errors. The highest Level a monster can have is 12, and the minimum is one. A Monster Card cannot be treated as Level 0, even with an effect, the minimum will always be Level 1.

Monster cards from Level 1 to Level 4 may be Normal Summoned from the Hand with no cost or restriction (unless the card itself has a restriction against it in its effects). Level 4 monsters are the strongest monsters that may be summoned from the hand in this way, and are thus the most commonly used monsters. Levels 5 and 6 monsters are stronger but either require a Tribute to be Normal Summoned or have a Special Summoning condition, and Level 7 and higher monsters require two Tributes to be Normal Summoned, assuming they may be Normal Summoned at all. Level 9 and higher monsters are relatively rare, and usually are stored in the Extra Deck rather than the Main Deck, though there are noteworthy exceptions.

A common rule is that level 3 and lower monsters generally have 1700 and under ATK, level 4 monsters have 1900 and under attack, level 5 and 6 monsters have 2500 and under attack and finally, level 7 and higher monsters have 3000 and under attack. Usually monsters who break this rule have penalties or special conditions, although this trend is broken by a few cards.

Due to the higher requirements involved in summoning them, higher-level monsters are typically not as numerous as lower-Level monsters in a player's Deck, assuming the Deck is properly balanced.

Example:

There are also monsters with Negative Levels.

See also Summoning Rules.
Facts about LevelRDF feed

This article uses material from the "Level" article on the Yugioh wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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