Property | Value |
rdf:type | |
rdfs:label | |
rdfs:comment | - Appiccagnolo probabilmente trasversale mancante spezzato sopra la base.
- The Pass is a key item in Dragon Quest VI. It is needed to enter Somnia.
- <default>Enemy name</default> Japanese name Alternate name(s) Elemental type Hit points Score Stage(s) Appearances Other Sprite Pass (パース, literally Pasu), also known as Parse, Tiglon, and Cecil the Tiger, is a cat-like enemy that appears in some .
- Pass (すり抜け, Surinuke, lit. Slip through in the Japanese version, Passage in the French version) is a special skill that first appeared in Fire Emblem: Radiant Dawn, which allows units to pass through enemy occupied spaces. It takes up 15 skill capacity. Heather is the only character who has this Skill by default, although a Pass scroll can be obtained from the base conversation: Jill in chapter 1-9. Pass returns in Fire Emblem Awakening and Fire Emblem Fates, where it retains its original effect. It is learned by Assassins at level 15 in the former and by Adventurers in the latter.
- Holding on to this pass will grant you authorization to enter a certain area.
- Pass is a key item in Gold, Silver, and Crystal that allows the trainer to ride from Saffron City to Goldenrod City or the other way around.
- There are a few passes that Geralt either can or must obtain over the course of the game.
* Letter of safe conduct obtained from the Reverend
* Vizima cemetery pass obtained by completing a quest
* Letter of safe conduct issued by the City Militia, there are actually two of these:
* Pass obtained from Triss which allows access to the Trade Quarter
* Pass obtained from the Order militia sergeant which allows Geralt to roam the streets at night and kill monsters.
- When in a group, and each member is asked to roll on an item, either manually or using the in-game rolling system, any user has the option to pass. Passing means you do not want it and you are allowing the roll to continue without your input into the roll list. When using the in-game rolling system, you can also click the close box (X) at the upper-right corner of the little window.
- When in a group, and each member is asked to roll on an item, either manually or using the in-game rolling system, any user has the option to pass. Passing means you do not want it and you are allowing the roll to continue without your input into the roll list. When using the in-game rolling system, you can also click the close box (X) at the upper-right corner of the little window.
- A Pass is a period of time in Pernese history that begins on the first day of Threadfall and ends when Thread no longer falls.
- A Pass is a writ of passage, usually allowing one to travel from one area to another, passing through customs and the like. They're usually given out by people of authority, but such things can also be forged. Many of these Passes are important to the plot and should not be discarded.
- A pass is the movement of the puck from one player to another, usually by a motion of the stick. A pass differs from a shot, in that a pass is typically weaker than a shot and is not directed at the opponent's net with the intention of scoring a goal. The function of passing in ice hockey during gameplay strongly resembles the role of passing in other goal sports such as soccer or lacrosse. Passing (along with skating, shooting, and stick handling) is one the most fundamental skills in hockey. An effective pass is described as being "stick to stick" or "tape to tape", referring to the tape on the blade of a hockey stick. Effective passing requires good vision, anticipation, and timing. A player that is an effetive passer will normally record many assists, which are awarded to the second an
- Pass is a call whose natural meaning is unwillingness to make any other calls. Normally, you passes when
* you have nothing more to say, and
* your partner has not made a forcing bid. The only correct form, when spoken, is the single word pass. When bidding on a bidding sheet, the correct form is a '/'. Abbreviations used in literatures include P, - and /. A natural pass is always non-forcing. Pass is (usually) a limit bid. However, in some situations, a pass may be artificial and forcing (Forcing pass):
- A pass refers to the catch of the striker stick in the empty hand, the release of the original handle, and the exchange of the nunchaku to the other hand. A pass-stance is the position of your body when you have a stick in each hand. If you catch the striker in the same grip you have the handle, it's a slick pass (FF or BB). If you catch the striker in a different grip to the handle, it's a gritch (grip-switch) pass (FB or BF). A mirror-pass is the transition from one pass-stance to the mirrored version, for example a left shoulder stance to a right shoulder stance.
- Ein Pass ist eine Währung, die es ermöglicht, Gegenstände auf dem Schwarzmarkt zu erwerben oder den Zugriff auf weiterführende Funktionen zu erlaubt. Durch Pässe kann zudem das eigene Geld aufgestockt werden und Pferde von anderen Spielern können gekauft und Alterungspunkte erworben werden. Ab dem 50. Anmeldungstag konnte man früher für alle 30 Tage Mitgliedschaft Pässe mit der eigenen Reserve kaufen, dies wurde jetzt abgeändert. Man kann nun bis zu 10 Punkte am Tag bekommen,bei 300 Punkten kann man ein Minispiel spielen und man bekommt den Pass.
|
owl:sameAs | |
spessore | |
dcterms:subject | |
Sell | |
altezza | |
Sprite | |
Buy | |
dbkwik:bomberman/property/wikiPageUsesTemplate | |
dbkwik:dragonquest/property/wikiPageUsesTemplate | |
dbkwik:final-fantasy/property/wikiPageUsesTemplate | |
dbkwik:finalfantasy/property/wikiPageUsesTemplate | |
dbkwik:fireemblem/property/wikiPageUsesTemplate | |
dbkwik:hexer/property/wikiPageUsesTemplate | |
dbkwik:pokemon/property/wikiPageUsesTemplate | |
dbkwik:ragnarok/property/wikiPageUsesTemplate | |
Appearances | - Bomberman (NES), Bomber Boy Bomberman (TG-16), Bomberman II, Bomberman '93, Panic Bomber Series, Bomberman World, Bomberman Quest
|
Name | |
Type | |
Caption | |
data del ritrovamento | |
autore del ritrovamento | |
luogo del ritrovamento | |
dbkwik:scientology/property/wikiPageUsesTemplate | |
dbkwik:it.devo/property/wikiPageUsesTemplate | |
dbkwik:nunchaku/property/wikiPageUsesTemplate | |
dbkwik:pern/property/wikiPageUsesTemplate | |
Score | - '93; 500
- Bomberman (NES): 4000
- Bomberman (TG-16): 2000
|
Weight | |
JPName | |
firstseen | |
forma | |
HP | |
Effects | - Grants unhindered access between the rich and poor parts of Lighthalzen.
|
Source | |
Effect | - The user can move through tiles occupied by Enemy Units
|
wikipage disambiguates | |
appiccagnolo | |
materiale | |
larghezza | |
datazione | |
abstract | - Appiccagnolo probabilmente trasversale mancante spezzato sopra la base.
- The Pass is a key item in Dragon Quest VI. It is needed to enter Somnia.
- <default>Enemy name</default> Japanese name Alternate name(s) Elemental type Hit points Score Stage(s) Appearances Other Sprite Pass (パース, literally Pasu), also known as Parse, Tiglon, and Cecil the Tiger, is a cat-like enemy that appears in some .
- Pass (すり抜け, Surinuke, lit. Slip through in the Japanese version, Passage in the French version) is a special skill that first appeared in Fire Emblem: Radiant Dawn, which allows units to pass through enemy occupied spaces. It takes up 15 skill capacity. Heather is the only character who has this Skill by default, although a Pass scroll can be obtained from the base conversation: Jill in chapter 1-9. Pass returns in Fire Emblem Awakening and Fire Emblem Fates, where it retains its original effect. It is learned by Assassins at level 15 in the former and by Adventurers in the latter.
- Holding on to this pass will grant you authorization to enter a certain area.
- Pass is a key item in Gold, Silver, and Crystal that allows the trainer to ride from Saffron City to Goldenrod City or the other way around.
- There are a few passes that Geralt either can or must obtain over the course of the game.
* Letter of safe conduct obtained from the Reverend
* Vizima cemetery pass obtained by completing a quest
* Letter of safe conduct issued by the City Militia, there are actually two of these:
* Pass obtained from Triss which allows access to the Trade Quarter
* Pass obtained from the Order militia sergeant which allows Geralt to roam the streets at night and kill monsters.
- Ein Pass ist eine Währung, die es ermöglicht, Gegenstände auf dem Schwarzmarkt zu erwerben oder den Zugriff auf weiterführende Funktionen zu erlaubt. Durch Pässe kann zudem das eigene Geld aufgestockt werden und Pferde von anderen Spielern können gekauft und Alterungspunkte erworben werden. Früher konnte zudem das Geld des Reitzentrums erhöht werden, da das Geldkonto des Reitzentrums und das Zuchtgeldkonto zusammengelegt wurden, ist dies nicht mehr möglich. Ebenfalls entfallen ist der geheime Markt, auf welchem verschiedene Gegenstände für das Reitzentrum gekauft werden konnten, und die Möglichkeit einen Pass gegen 10 Diamanten einzutauschen. Ab dem 50. Anmeldungstag konnte man früher für alle 30 Tage Mitgliedschaft Pässe mit der eigenen Reserve kaufen, dies wurde jetzt abgeändert. Man kann nun bis zu 10 Punkte am Tag bekommen,bei 300 Punkten kann man ein Minispiel spielen und man bekommt den Pass.
- A pass refers to the catch of the striker stick in the empty hand, the release of the original handle, and the exchange of the nunchaku to the other hand. A pass-stance is the position of your body when you have a stick in each hand. If you catch the striker in the same grip you have the handle, it's a slick pass (FF or BB). If you catch the striker in a different grip to the handle, it's a gritch (grip-switch) pass (FB or BF). A mirror-pass is the transition from one pass-stance to the mirrored version, for example a left shoulder stance to a right shoulder stance. Passes can be divided roughly by the plane they swing on when they're caught. Passes in the same plane tend to flow together well.
- When in a group, and each member is asked to roll on an item, either manually or using the in-game rolling system, any user has the option to pass. Passing means you do not want it and you are allowing the roll to continue without your input into the roll list. When using the in-game rolling system, you can also click the close box (X) at the upper-right corner of the little window.
- When in a group, and each member is asked to roll on an item, either manually or using the in-game rolling system, any user has the option to pass. Passing means you do not want it and you are allowing the roll to continue without your input into the roll list. When using the in-game rolling system, you can also click the close box (X) at the upper-right corner of the little window.
- Pass is a call whose natural meaning is unwillingness to make any other calls. Normally, you passes when
* you have nothing more to say, and
* your partner has not made a forcing bid. The only correct form, when spoken, is the single word pass. When bidding on a bidding sheet, the correct form is a '/'. Abbreviations used in literatures include P, - and /. A natural pass is always non-forcing. Pass is (usually) a limit bid. However, in some situations, a pass may be artificial and forcing (Forcing pass):
* DEPO, DOPI, ROPI -- converts pass to a constructive response to Blackwood after interference.
* -- A pass when unopened indicates opening strength and forces partner to open the bidding.
- A pass is the movement of the puck from one player to another, usually by a motion of the stick. A pass differs from a shot, in that a pass is typically weaker than a shot and is not directed at the opponent's net with the intention of scoring a goal. The function of passing in ice hockey during gameplay strongly resembles the role of passing in other goal sports such as soccer or lacrosse. Passing (along with skating, shooting, and stick handling) is one the most fundamental skills in hockey. An effective pass is described as being "stick to stick" or "tape to tape", referring to the tape on the blade of a hockey stick. Effective passing requires good vision, anticipation, and timing. A player that is an effetive passer will normally record many assists, which are awarded to the second and third last player to touch the puck before a goal. The National Hockey League record for most career assists 1,963 by Wayne Gretzky, who is considered one of the best passers of all time. Different types of passes are employed in different situations or using different techniques: See also: List of ice hockey terminology;Backhand pass using the back side of the blade of the stick. Centering pass to the put the puck into the centre of the ice (the "slot"). This is the most dangerous pass in hockey both because it provides the best opportunity to score and because if the intended receiver misses it, there is a strong likelihood that the puck will come to an opponent with few obstacles to the net. Clear-out or Clearing pass a pass out of a team's defensive zone. Its primary purpose is defensive, to prevent the opposition from getting the puck for the opportunity to score. Cross-ice pass a pass that traverses the width of the ice surface (e.g. from the left winger to the right winger). Drop pass when a player passes the puck directly behind him to a teammate. If executed properly, the puck stops moving and the pass's receiver catches up to it. Hand pass an illegal pass made with the hand. Headmaning the puck (a.k.a. a stretch pass, an outlet pass, or a long bomb) a long pass that allows one's team to move out of their defensive zone and start a rush. An especially long and well executed one that results in a breakaway is then called a breakaway pass. No-look pass made while not looking at the receiver. Offside pass a pass to a player who is offside. This can mean a two-line pass, a pass that crosses two lines marked on the ice for such purposes. Depending on the era and league, the centre red line may or may not count as such a line. Or, it can refer to a pass to a player who has entered the offensive zone before the puck. This type of pass is always offside no matter how many lines it crosses Saucer pass an airborne pass from one player to another. It is called a saucer pass because the puck resembles a flying saucer in mid air. Slap pass a hard pass that is actually a muted slapshot; it is intended to fool the opposing goaltender. Suicide pass a pass that forces the receiver to look down or away from the play in order to find the puck, leaving them vulnerable to a powerful body check. Tic-tac-toe a play that involves two quick passes and a shot and results in a goal.
- A Pass is a period of time in Pernese history that begins on the first day of Threadfall and ends when Thread no longer falls.
- A Pass is a writ of passage, usually allowing one to travel from one area to another, passing through customs and the like. They're usually given out by people of authority, but such things can also be forged. Many of these Passes are important to the plot and should not be discarded.
|