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You can watch the network in action at:

RADIO ID

Each radio used on the DMR network is programmed with a unique user ID number.

You MUST register your radio for it to work correctly.

ID numbers are managed centrally, and may be obtained here.

The user ID database may also be found at the same link.

TRANSMIT AUDIO LEVELS

Some equipment tends to have over driven audio on tx, and some have low modulation – it is very important that you check your transmitted audio for the correct level.

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Use the Parrot to check your audio level – see below.

Motorola equipment with the latest firmware can be run with audio AGC on.

GPS POSITION

DMR equipment is often fitted with an inbuilt GPS receiver, with the facility to transmit GPS position over the network.

This function isnot supported by the DMR network, and must be OFF.

LEAVE A BREAK

The VKDMR network has many repeaters and links. Please leave a break of at least 3 seconds between overs, no matter which talk group you are on and whether on a repeater or hotspot. This will allow other users enough time to disconnect from the talk group or break in to your QSO.

COLOUR CODES, SLOTS AND TALK GROUPS

The DMR system uses 15 “colour codes” which function in a very similar fashion to CTCSS tones on analogue repeaters. A radio programmed with one colour code will not be able to transmit on a repeater programed with another.

All VK-DMR amateur repeaters use colour code 1.

As discussed previously, each DMR repeater has two slots, and each slot has a number of talk groups.

Australian DMR repeaters use the following slots and talk groups – these need to be programmed into your radio.

TGs in blue are user activated (you need to “kerchunk” them).

Slot 1

Slot 2

TG1 – worldwide

TG505 – all VK repeaters and hotspots

TG13 – worldwide English

TG3801-8 – state based TG (trailing number=call area)

TG113/123 – User activated chat channels world wide – used for DX

TG9990 – Parrot (use slot 1 for hotspots)

TG53, 3809 and 3810 – chat channels

TG8 – keys repeaters in defined groups – i.e. all Sydney, FNQ, all Melb, etc.

TG9 – keys your local repeater only

TG30 – JOTA

TG5 – nets/broadcasts only

TG3 – US wide

TG8636 – US “TAC 310”

TG133 – US wide

TG8541 and 542 – Quadnet

TG8851 – South Pacific

TG1910 – AR NSW repeaters

The TGs are explained in detail below.

TIME SLOT 1

Time Slot 1 – TG1 = world wide calling – keys EVERY DMR repeater on the worldwide MARC/DMR+ network

Time Slot 1 – TG13 = worldwide English calling channel. Keys every repeater on the United Kingdom Phoenix DMR network, and most of our repeaters.

Time Slot 1 – TG53, TG3809 and TG3810 = user activated chat channels for VK repeaters. 3810 is intended for WICEN, but may be used for normal ops when WICEN is not using it.

Time Slot 1 – TG113/123 = international user activated chat channels. Normally used after a call on TG1 or 13. Be aware that these channels are used internationally….

Time Slot 1 – TG9 = Keys your local repeater only

Time Slot 1 – TG30 = Used for JOTA. May be used for general comms at other times.

Time slot 1 – TG5 = VK wide – keys all repeatersused for nets and broadcasts only. Permanently enabled.

Time slot 1 – TG3 = US wide

Time slot 1 – TG8636 = US “TAC 310” – technical TG

Time slot 1 – TG133 = US wide

Online

Time slot 1 – TG 8541 and 542 = connect to Quadnet reflectors 4541 and 4542

Time slot 1 – TG8851 = Sth Pacific – also keys many ZL repeaters

User activated TGs are activated by pressing your PTT for about 2 seconds with the TG selected. Only repeaters used in the QSO are connected.

Time slot 1 – TG1910 – links repeaters supplied by AR NSW. 1910 was the year AR NSW (known as the WIA then) was formed.

Time slot 1 – TG8 keys repeaters in defined groups. This TG is programmed for each repeater and can not be changed by users.

The TG8 groups are as follows:

TG8 GroupRepeaters linked
1 – VK7Launceston, Hobart
2 – Sydney, W and N NSWAll Sydney, Orange and Grafton
3 – Southern VK2 and VK1Highrange, Goulburn, Yass and Canberra
4 – Nth VK3Shepparton and Mt. Wombat
5 – VK3Remainder of VK3
6 – SE Queensland SE VK4
7 – FNQAtherton and Nth Cairns
8 – Hunter valley NSWVK2RHX, VK2RUM and VK2ROJ

TIME SLOT 2

Time Slot 2 – TG505 = All VK repeaters.
505 keys every VK repeater and connected hotspot.
505 is fine for short QSOs. As per normal repeater practice, please leave a break between overs for other stations.
If you want to have a longer QSO, please QSY off 505 to leave the channel free for others.
It is also suggested that you QSY to a slot 1 TG if possible, as this leaves slot 2 free for other stations to call on 505

If 505 is busy:

  • TG9 on slot 1 can be used to work another station on your local repeater only.
  • TG8 on slot 1 is available for repeaters in a group.
  • TG3809/3810 or 53 on slot 1 can be used to connect individual repeaters together.

Time Slot 2 – TG3801-8 = State/Territory based TG, where the trailing digit is the VK call area – keys all repeaters in that State/Territory only.Can also be used from another state – use the TG for the state you wish to connect to – i.e. 3802 for VK2, etc. However, 380x does hold up slot 2 for all repeaters in a state – this prevents other stations in your state from calling on 505. The inter-state link disconnects automatically if there is no activity for 15 seconds.

Time slot 2 – TG9990 – Parrot – repeats your signal back to you – used to check your audio. See https://vkdmr.com/parrots/

Thank you to the whole community for your help in getting these changes ready for live. We enjoyed the discussions and appreciated all of the feedback and bug reports on preview to help us make this a great update for Neverwinter.

We’ll keep an eye on the live server, and aim to release a build in a week for further feedback and fixes.

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Highlights

This is the official release of the Combat Rework, as described in the Combat Rework news post. Following is a summary of its goals and features, with a couple changes from the news post to match the changes we made while it was in public testing.

Additional Changes Since Preview

  • Power now grants contribution towards healing

What You Will See On Login

You’ll see the following things:

  • Your Total Item Level will be higher.
  • Your Bonding Runestones will be in your inventory, and can be exchanged in Protector’s Enclave.
  • You will have a respec for your character.
  • Your stats may be slightly different.
  • From the Reward Claims Agent, you’ll be able to claim for free:
    • A pack of 20 Companion Upgrade Tokens
    • A pack of 20 Mount Upgrade Tokens
    • Your choice of a Legendary Insignia
    • Your choice of a Rank 15 Runestone
    • Your choice of a Rank 15 Single-Stat Enchantment

Combat Rework Goals

  • Improved Scaling: Smooth scaling downward and upward to content that allows for it, without requiring players to change gear to optimize it.
  • Easier to Understand: Rating targets weren’t clear prior to these changes. Now, it should be easier to see how your ratings affect your stats.
  • Item Level More Accurate: Item level now more accurately translates to damage output and survivability.
  • Easier to Gear Up: Less gear micromanagement should be required to have viable stats, once you hit the appropriate item level.
  • Keep Options for Creative and Min/Max Builds: With the changes above, we still want to allow for players to get creative, and optimize their builds the way they want.

Combat Rework Changes

Ratings

  • Stat percentages are now displayed on the character sheet.
  • Rating caps now match your Total Item Level, and when a rating matches the cap, it grants 50% of its associated stat.
    • For example, if your Total Item Level is 50,000, and your Defense Rating is 50,000, your damage reduction from Defense Rating is 50%.
  • 1,000 Rating is worth 1%, counting down from your cap.
    • Example: Total Item Level 50k, Defense Rating 49k: 49% Defense
    • Example: Total Item Level 40k, Defense Rating 39k: 49% Defense
  • Ratings work the same way in all content, even when scaled. 40% in non-scaled content is 40% in scaled content.

Total Item Level

  • Base Damage and Maximum Hit Points are directly affected by Total Item Level.
    • Maximum Hit Points are your Total Item Level * 10 (tanks get a 20% bonus to that number, Healers get a 10% bonus).
    • Base Damage is your Total Item Level / 10 (DPS get a 20% bonus to that value, Healers get a 10% bonus).
  • Total Item Level is affected by scaling content.
  • Players start with a base Item Level of 5,000 with nothing equipped.

Stat Percentages

  • Certain items can grant direct percentages of stats. For example, a buff, boon, or companion power could give 3% Critical Strike.
  • This value can bring a stat over the 50% cap from ratings.
  • The highest a stat can have is 90%. So if a player has 50% Critical Strike from ratings, and then a bonus 40% or more from gear, they’ll have a 90% chance to deal a Critical Strike.

Equipment

  • Weapons no longer provide direct damage; instead, they contribute to damage like your other gear, by increasing your Item Level and applying any of their other stats and effects.
  • Items now give a large portion of their item level as Combined Rating. This should make it less likely for a character to have stats with extremely low ratings, but still allow customization and optimizing specific ratings through gear.
  • Enchantments, Runestones, and Insignias now grant a higher item level for their rank.
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Companions

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  • Bonding Runestones have been removed from Companions.
    • Players will be able to trade out their Bonding Runestones in Protector’s Enclave for another Enchantment or Runestone of the same rank, or directly for Astral Diamonds.
  • Companion Influence has been removed, and instead, companions simply share their stats with player characters at a 100% rate.
  • Augment Companions grant 85% of their Item Level to Combined Rating, and the remaining percentage splits across the three Bonus Stats they previously gave.
  • Fighting Companions grant 85% of their Item Level to Combined Rating; the rest of their stat value is intended to balance out the damage they deal in combat.
  • Companion Powers now grant more Item Level, and a certain amount of Combined Rating.
    • They also now grant other stats directly as a percentage, rather than a rating increase.
    • Their Item Level is based on their associated companion’s item level.
  • Companions no longer have numerical ranks, though they still have quality (Common, Uncommon, Rare, Epic, Legendary, and now Mythic).
  • Companion Bolster value has been increased to a maximum of 100%, from the top ten companions. Legendary quality is worth 5% Bolster Value, Mythic quality is worth 10%.
  • Companions now have a single Bolster category, instead of categorizing by type.
  • Fighting Companion stats are now influenced by their player’s stats. The Companion Stat Panel now shows these ratings.
  • Everyone was given some universal companion slots.

Mounts

  • Mount Collars have been doubled in Item Level, and a portion now grants Combined Ratings.

Boons

  • Boons no longer give Item Level, and now give stat percentages directly.

Racial Bonuses

  • Racial Bonuses now consistently give stat percentages directly, and many have been increased in efficacy.

Player Power Magnitudes

  • Mount Powers were often considered stronger than player powers, so player powers have been increased in magnitude, and base Action Point Gain has been increased slightly as well.

Stats

  • Stats on the Character Sheet have been updated. Some Utility stats have been moved to Ratings.
  • As mentioned before, all Ratings now provide up to 50% toward their stat, with a maximum of 90% when you add in direct percentage contributors.

Total Item Level (TIL): Combined item level from all sources.

Maximum Hit Points: Base is TIL * 10. Tanks get a 20% bonus to base, Healers get 10% bonus. Other sources add on top of this value.

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Damage: Base it TIL / 10. DPS get a 20% bonus to base, Healers get a 10% bonus.

Ratings:

Rating cap = TIL

Power: Works as it did before, now capped like other ratings.

Defense: Works as in the most recent Preview build.

Armor Penetration: This rating has been removed from the game. Most sources now give Critical Severity instead.

Critical Strike: Works as it did before

Critical Severity: Is now a rating. Most sources of Armor Penetration were swapped to add Critical Severity.

Critical Avoidance: This now reduces Critical Severity instead of Critical Strike.

Deflect: Works as in the most recent Preview build.

Deflect Severity: A new rating which increases how much damage is reduced when deflecting. This previously existed behind the scenes for the most part.

Accuracy: Now reduces Deflect Severity

Awareness: Works as it did before

Combat Advantage: Works as it did before, now capped at the same value as other ratings

Incoming Healing: Is now a rating, but the end result works as it did before

Outgoing Healing: Is now a rating, but the end result works as it did before

Control Bonus: Is now a rating, but the end result works as it did before

Control Resistance: Is now a rating, but the end result works as it did before

Forte: New stat, which will be covered below

Utility:

All of the listed Utility Ratings work as they did before. Included here for completeness of the character stat list.

Action Point Gain

Recharge Speed

Movement Speed

Stamina Regeneration

Magical Damage Boost

Physical Damage Boost

XP Bonus

Gold Bonus

Glory Bonus

Note: Companion Influence sources were changed; check specific items for the stats but enchantments were changed to grant Forte.

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Forte:

Forte is a new stat which works different for each Paragon Path. It is a stat which reflects the strength of your particular paragon path and applies to different stats for each path. The total percentage amount of Forte is split across the stats.

Paragon

50% Stat

25% Stat 1

25% Stat 2

Assassin

Power

Combat Advantage

Deflect Severity

Whisperknife

Power

Combat Advantage

Deflect Severity

Arcanist

Power

Combat Advantage

Critical Avoidance

Thaumaturge

Power

Combat Advantage

Critical Avoidance

Hunter

Power

Accuracy

Deflect

Warden

Power

Accuracy

Deflect

Hellbringer

Power

Critical Strike

Awareness

SoulWeaver

Soulweave Regen

Critical Strike

Awareness

Devout

Divinity Regen

Critical Severity

Deflect

Arbiter

Power

Critical Severity

Deflect

Justicar

Defense

Critical Strike

Deflect Severity

Oathkeeper

Divinity Regen

Critical Strike

Deflect Severity

Blademaster

Power

Critical Severity

Awareness

Sentinel

Defense

Critical Severity

Awareness

Dreadnought

Power

Accuracy

Critical Avoidance

Vanguard

Defense

Accuracy

Critical Avoidance

Other Release Notes

General

  • Players can now join a party when their level reaches 5.
  • When manually raised from the near-death state, companions can regenerate HP.

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Content and Environment

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Protector’s Enclave

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  • [Alcohol] The Driftwood Tavern: When a character is “tanked” and drinks more alcohol, it now refreshes their “tanked” status instead of reverting them to “drunk.”
  • The calendar is once again properly populated.