Pso2 Rappy Slots Auto

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Rings are basically a type of equipment that add extra skills to your character. These vary from active skills, buffs, to even modifying existing abilities. There are two ring slots, one for L rings and one for R rings.

  1. Pso2 Rappy Slots Auto Clicker
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  3. Pso2 Rappy Slots Auto Parts

When I first wrote PSO2 affixing guides, Dudu was the unbeatable final boss of PSO2. That was more than 5 years ago. Today, he's a lot nicer. While old affixing methods still apply, a lot of shortcuts have been added. This guide is still Affixing 101 for PSO2 JP, and will cover accessible, safe and Read More »PSO2 Affixing Guide 2020. Jade Wins Casinomia Casino Pso2 Rappy Slots Boost is a relatively new online casino platform that was established in 2019. The Casino accepts Canadian players and has multiple special offers to make one's time there more.

Crafting Your Rings

To craft rings, you have to gather the right rock/mineral and then craft it from the ring NPC in Franca's Cafe. Gathering is a whole other topic, but you can at least get started by doing the tutorial from the purple-ish hair NPC near the middle stall in Franca's Cafe. Going through enough of her tutorial also unlocks crafting from the campship, so it is worth doing. Certain rings require other materials, but a majority are crafted from gathered materials.

The combined rings combine the abilities of multiple level 20 rings into one ring. To get these, you have to trade in level 20 versions of the respective rings listed in the shop. Only certain rings listed in the shop can be combined. It saves slots and inventory space, so why not? Keep in mind that combined rings start off at level 1 but have the same effectiveness as the uncombined level 20 rings, so there isn't really a point to grinding them.

Grinding Your Rings

Ring grinding works a little differently. To grind a ring, you first have to equip your ring and then gain experience points like normal. A portion of that will go into your ring. Gaining more experience will increase the maximum level your ring can be grinded to (up to 20). You can then grind your ring like you would with any other item at Dudu/Monica up to the current max level. Grinding materials include grinders, lambda grinders, rocks (like Naberius rock), and minerals (like forest emerald).

Recommended L Rings

There are a lot of rings out there that you can look up or read if you want. I'm going to save some time and only mention the ones I think you should at least have.

Most L rings are more class oriented, so I will list the general ones and then divide this by class.

Auto

General Purpose

These are rings that work with any class. They're a nice way to fill up any of your empty L ring slots.

L/Leaping Dodge

Gives you an active ability that jumps up. At level 20 the cooldown is 5 seconds. This can work as a panic button. Normally you would use it for extra mobility since it goes higher than a regular jump. It's something that is nice to have. The only quests where this is required are probably Time Attacks.

L/Mate Maniac and L/Atomizer Fanatic

These increase the effectiveness and speed up the use of mates/atomizers respectively. Useful, but not game changing.

L/Mag Excitement

Increases the power and activation chance of your mag's auto attack. Nice free damage.

L/Party Toughness

Decreases damage based on the number of members in your party. At level 20 with a party of four you get 5% reduction. Why not?

L/Quick Blaster

Decreases the startup of your A.I.S. laser at the cost of reducing your turning capability. Very useful because it speeds up the whole laser sequence, leaving less time for bosses to move around and less time for you to be a sitting duck.

Fighter

L/TD Air Pursuit and L/Knuckles Pursuit

The Chase rings let you travel towards an enemy when you are locked on and perform a regular attack in the air (for twin daggers) or on the ground (for knuckles) respectively. Travel while attacking is a little stiff for these weapons so this will make sure you can still hit the boss without dropping your combo when it backs up a foot.

L/Slow Fighter Actions

Decreases the speed of your weapon action. This is only really useful on knuckles because you get more i-frames from an extended sway. I feel like it hurts when used with the other two weapons that already have pretty generous guard frames.

Hunter

L/Hunter Focus Preservation

Decreases the amount of focus consumed by up to 50% at level 20. For sword, it decreases the decay rate. Partizan and wired lance get more out of this ring because you can spend more time using PAs that consume your focus gauge rather than maintaining gear.

L/Perfect Guard Sonic Arrow and L/Perf. Guard Heavenly Drop

Performs the listed PA if you successfully just guard an attack. At level 20, the PA performed will cost no PP at all. This is free damage and helps with your focus gauge as well. Personally, I like them because they make my just guards feel more satisfying.

Ranger

Pso2 Rappy Slots Auto Clicker

L/Precision Blight Rounds

This one is amazing. One of blight bullet's greatest weaknesses (rip this joke in NA) is that there's travel time and it can be blocked unintentionally by a boss's flailing limbs. This ring makes it so that if you are locked onto a part, your bullet will ALWAYS hit it. No more wasted blight bullets because rockbear decided to swing his arm in front of his face.

L/Launcher Non-Weak Bonus

Allows the bonuses of Advanced Precision Hit to apply to non-weak points for launcher. At level 20, it applies 100% of the bonuses. An issue with launcher's PAs being so explosive is that it can be hard to get the weak points sometimes. A big chunk of Ranger's skills increase damage to only weak points. This ring greatly increases your general mobbing capabilities because you can't expect to always hit a weak point with launcher.

Gunner

L/Forward Stylish Roll and L/Time After Time Preserve (can be combined)

Forward Stylish Roll allows you to stylish roll forward. The forward roll is a lot more fluid than the side and backwards rolls. Definitely get this, since it greatly increases your mobility.

Time After Time lets you keep the damage bonus from High Time even if your damaged, up to 20% of your HP. A nice insurance policy in case you get hit by a stray attack.

L/TMG Stance Up

Increases your damage if you are using a stance, up to 10% at level 20. A pretty big damage boost for free if you are using a subclass that has a stance. Usually, it would be with a Fighter, Hunter, or Braver subclass. It makes the multipliers competitive with the ones from Ranger's Advanced Precision Hit.

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Techter

L/Alternate Wand E. Change

Changes your wand's element based on the last charged Technique (minus the support and field ones). Lets you match elemental weaknesses of whatever you are whacking. This is better than the other Wand E Change because you can do Zanverse without worrying about changing to wind. I believe it already has maximum effectiveness at level 1.

L/Tech Charge Parry and L/Quick Illusion (can be combined)

Tech Charge Parry gives you frontal (I think only frontal, double check me on this) guard frames as you begin charging a Technique. At level 20 you get up to 0.6 seconds. This is great because you spend less time dodging and more time attacking. Also helpful for multihit attacks that can be tricky dodging.

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Force

L/Tech Charge Parry and L/Quick Illusion (can be combined)

Tech Charge Parry gives you frontal (I think only frontal, double check me on this) guard frames as you begin charging a Technique. At level 20 you get up to 0.6 seconds. This is great because you spend less time dodging and more time attacking. Also helpful for multihit attacks that can be tricky dodging.

L/Talis Prolong

Extends the amount of time talis stay floating. Useful if you are a talis main because you won't have to throw as many talis out.

L/Alt. Photon Bullet Mode

Turns your rod shoot into a ball that explodes. It's a little finnicky and only sees real usage in some niche builds that focus on normal attacking. Otherwise, just an extra thing to throw in and try.

Braver

L/Katana Focus Guard Release

Lets you activate focus release by just holding guard when you are at max focus. This is more of a convenience, really.

L/Katana Combat Hitcount Up

The finish from Katana Combat increases in damage based on the number of hits you do while Katana Combat is active. This ring increases the 'number' of hits each hit counts as. In other words, at level 20, each hit will count as two hits, letting you reach the max damage of Katana Combat's finish much easier.

Bouncer

L/Soaring Blades Tackle and L/Jet Boots Combo Varient SC (can be combined)

Soaring Blades Tackle damages enemies you pass through while gliding with soaring blade's weapon action. The damage isn't amazing, but it's a nice add on.

Jet Boots Combo Varient SC decreases the charge time of a Technique if you use it as a just attack right after a jetboots PA. This is great if you are doing a Tech based Bo/Fi.

L/JB Elemental Keep

If you ever got sick of jetboots switching back to its default element when you use the regular weapon action, you can now turn it off so nothing happens besides the dodge. Yay?

Summoner

L/Quick Illusion

Same reason as you would with Force as discussed above.

Recommended R Rings

R rings are more general purpose rings. Many of these give you skills from other classes. You cannot 'double dip' into an skill, so be aware of which ones you cannot equip. For example, the C Strike rings are popular. However, these are based off Fighter's Critical Strike skill, so you cannot equip these if Fighter is your main or subclass. Here are the ones I would recommend. Honestly, unless they release new ones, the usefulness of the others pale in comparison.

R/PP Conversion

Cannot be equipped by Techter. If general damage increase isn't your thing I would get this instead. This cuts your HP temporarily while giving you higher natural PP regen. Great for giving you chances to spam PAs even more.

R/Hunter Physique

Cannot be equipped by Hunter. This lets you use Hunter Physique, an active skill that gives you super armor for a period of time. In certain situations where you can be easily knocked out of long PAs or charging PAs, this might be helpful. Kind of niche.

The Casino Area is a place where players can relax by playing fun mini-games. By using a currency known as Casino Coins, players can gamble it all on the games for a chance to win big, then spend it at the Casino Coin Shop for valuable prizes.

  • 1Casino Games
  • 2Casino Coin Shop

Casino Games

There are five kinds of Casino games: Rappy Slots, Mesetan Shooter, Black Nyack, Li Li Roulette, and Arkuma Slots.

Rappy Slots

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Rappy Slots Game UI

In this game, you partake in a slot machine game themed around Rappies. The possible bet is between 1 to 5 CC, and it has a low to average payout, except in the case of Jackpots.

To play the game, you must select your Bet value with the Up and Down directional keys/buttons. Once you have selected, press the Confirm button to roll the slots. Each of the nine slots will roll and stop on an icon. You can get a match in any direction, and what payout you get depends on what symbols line up. It's possible to get multiple matches simultaneously, which will multiply your earnings.

Three lined up Rappy Coins and a Full Fever Meter

There are also special events that can occur when rolling the slots.

  • Slot Door: If a potential match arises, the screen will zoom in and the slot window will close. It will then reopen with a result.
  • Running Rappy: If a potential match fails, there is a chance that a Rappy will run across the screen and cause slots in that row to reroll, including the slot that failed to match. This also has a chance to fail, which is depicted by the Rappy tripping.
  • Rappy Stampede: If a potential match fails, there is a chance that a horde of Rappies will run across the screen and cause several slots to reroll at once. This typically has a very high chance to create matches.
  • Falling Rappy: If a potential match fails, there is a chance that a Rappy will fall on the slot that failed to match, causing it to reroll.
  • Falling Rappy Stampede: If a potential match fails, there is a chance that a ton of Rappies will fall on the screen, causing several slots to reroll, including the slot that failed to match.
Triggering a Rappy PSE

Whenever you match up three Gold Rappy Icons, a Fever meter on the left side of the screen increments by one symbol. When you reach five symbols, all but one of the slot windows will close and the central slot will roll. Press the Confirm button to stop the slot; if it stops on a Wild symbol, the game will enter PSE Burst Chance Mode. In PSE Burst Chance Mode, the central slot is always a Wild, and you have greatly boosted odds of getting a match.

If you manage to line up three Wild Icons (either in PSE Burst Chance Mode or in normal mode), Rappy PSE Burst Mode will activate. In Rappy PSE Burst Mode, you have greatly boosted odds of getting a match, and any Wild Icons you roll will lock and stay for subsequent rolls. At this point, if you manage to lock a Wild in all 9 Slots, you will win the Jackpot.


Mesetan Shooter

Mesetan Shooter is a shooting gallery game where you and up to three friends fire at Mesetans and try to earn as much CC as possible. You can either pay 100 CC to play Bronze Mode, or 200 CC to play Silver Mode, and the potential payout is above average.

To play Mesetan Shooter, interact with one of the booths in the Casino Lobby and select your play mode. There are two play modes: Bronze Mode and Silver Mode. Silver Mode costs twice as much CC to initiate, but all CC gains are doubled while playing in Silver Mode. After selecting your mode, you will enter Mesetan Shooter. Following a 10 second waiting period (skipped if player limit is reached), the game begins.

During each Wave, Mesetans will appear on the stage. Fire at the Mesetans with your Attack/PA/Lock-On button while aiming with the mouse/right analog stick and move with the directional keys/left analog stick. When enough damage is dealt to a Mesetan, it will be defeated and drop Coins. Dropped Coins will roll down a pegged board in front of you; move your Catcher towards the Coin, and if the Coin falls into your Catcher, the value of the Coin will be added to your total.

There are three kinds of Mesetans in Mesetan Shooter:

  • Bronze Mesetan: Drops three Bronze Coins when defeated. A Bronze Coin is worth 1 CC.
  • Silver Mesetan: Drops two Silver Coins when defeated. A Silver Coin is worth 3 CC.
  • Gold Mesetan: Drops a Gold Coin when defeated. May also rarely drop a Rainbow Coin.

In addition, there are special enemies that will appear. These are:

  • King Mesetan: A giant Mesetan that takes up the majority of the stage. Moves slowly and has high health, but if defeated, will drop a lot of Coins of assorted variety.
  • Nyau: Runs across the bottom of the stage while jumping to avoid shots. If shot, Nyau will disappear and drop a power-up.
  • Mr. Umblla: Floats around for a little bit before disappearing. If shot, Mr. Umblla will become angry and drop several Bombs. If non shot for a sufficient amount of time, it will disappear while leaving behind some assorted Coins and power-ups.
  • Mr. Boing: Appears around the right or left sides of the stage during the beginning of a Wave. If his bottle is shot, Mr. Boing will appear and drop a Double Orb before disappearing.
  • Queen Mesetan: Only appears in PSE Bursts. An utterly massive Mesetan that serves as a boss battle. Occasionally drops Bombs and other Coins. If defeated within the time limit, it will disappear, automatically grant all players Big Catcher for the remainder of the wave, and start raining tons of Coins from the Stage.

The pickups you can encounter in Mesetan Shooter include:

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  • Bronze Coin: Grants 1 CC. Doubles to 2 CC in Silver Mode.
  • Silver Coin: Grants 3 CC. Doubles to 6 CC in Silver Mode.
  • Gold Coin: Grants 5 CC. Doubles to 10 CC in Silver Mode.
  • Rainbow Coin: Grants 10 CC. Doubles to 20 CC in Silver Mode. Unlike other pickups, any player who picks up a Rainbow Coin will automatically add its value to all players in the current game.
  • Bomb: Subtracts 5 CC from your total. Doubles to 10 CC in Silver Mode.
  • Red Bomb: Subtracts 10 CC from your total. Doubles to 20 CC in Silver Mode.
  • Power Up: A colorful ball that powers up your character. Power Ups last 30 seconds of in-game time, and persist between Waves.
    • Power UP: Transforms your cannonballs into bombs. Slows down the rate of fire, but bombs generate a wide explosion upon contact and deal double damage.
    • Speed UP: Your Catcher's movement speed is upgraded. You can even move at full speed while firing shots.
    • Big Catcher: Your Catcher doubles in width.
  • Double Orb: A black and rainbow orb dropped by Mr. Boing. If collected, your Catcher becomes supercharged and doubles the value of all Coins and Bombs you collect until the next Wave.

Black Nyack

Black Nyack is a strategic card game where you have to play against the dealer, Nyau, and try to get cards that get as close to a value of 21 without going over. This is like Black Jack, except with a few twists. You can bet 10 to 50 CC on this game, and the potential payout is average.

To play Black Nyack, you must enter a table and select a bet. Once the timer reaches 0, or the table is filled and all players select their bet, the game will start. Nyau will deal out two cards to every player, including himself. One card is set face down which only the player can see, while the other is face up for the rest of the table to see. When your turn rolls around, you may choose to Hit, Stay, or Double Down. If you Hit, you ask the dealer to give you another card, which cannot be seen by other players. If you Stay, you stop for the round. If you Double Down, you double your bet at the risk of drawing one card. If your card total goes over 21, you Bust, and you lose the round.

When all players have either Busted, Stayed, or Doubled Down, all facedown cards are revealed, and the dealer flips over his own card and starts drawing. If the dealer reaches a value of 17 or over, he must stop drawing, and the game is decided based on the dealer's final value; anyone below the dealer loses, anyone tied with the dealer ties, and anyone higher without Busting wins. The only exception is special win conditions, which bypass certain rules. However, Nyau is slightly different as a dealer; if his resulting value is lower or equal to that of another player, there is a chance that he will Hit again despite being over 17 (indicated by a '!' symbol); this gives Nyau a very high chance to Bust, but if he is lucky, he can cause players to lose.

In addition to the regular rules, there are SP Cards. These are gold cards with a star design in them and a incremental counter in the center. There are four SP Cards in the deck, and are always dealt face up. When a SP Card is dealt, a die ranging from 0 to 2 is rolled; the value that is face up on the die roll causes the value of the SP Card to increase by that number. This increase applies to all SP Cards, and another die is rolled for every SP Card on the table. If Nyau draws an SP Card, he rolls a purple die that has doubled values (0 to 4).

There are four ways to win Black Nyack.

  • Higher than Dealer: Your card total is higher than the dealer's, but is lower than 21. You earn 2x your Bet.
  • Black Nyack: Your card total equals 21. You earn an extra 200 CC in addition to 2x your Bet. Nothing is won if the Dealer also gets a Black Nyack.
  • 5 Card: Your hand has five cards without Busting. You earn an extra 300 CC in addition to 2x your Bet. Can stack with Black Nyacks. Beats a Black Nyack if the Dealer gets one.
  • 3 SP: Your hand has 3 SP Cards in it. Can stack with 5 Cards and Black Nyacks. Beats 5 Cards if the Dealer gets one.

When starting any round of Black Nyack, there is also a chance for a Battle Bonyas to occur, the rate of which is boosted during a Casino Boost. When a Battle Bonyas is active, winning the round under certain conditions will add a Battle Bonyas to your winnings that gives you a lot of extra CC.

Pso2 rappy slots auto games

General Purpose

These are rings that work with any class. They're a nice way to fill up any of your empty L ring slots.

L/Leaping Dodge

Gives you an active ability that jumps up. At level 20 the cooldown is 5 seconds. This can work as a panic button. Normally you would use it for extra mobility since it goes higher than a regular jump. It's something that is nice to have. The only quests where this is required are probably Time Attacks.

L/Mate Maniac and L/Atomizer Fanatic

These increase the effectiveness and speed up the use of mates/atomizers respectively. Useful, but not game changing.

L/Mag Excitement

Increases the power and activation chance of your mag's auto attack. Nice free damage.

L/Party Toughness

Decreases damage based on the number of members in your party. At level 20 with a party of four you get 5% reduction. Why not?

L/Quick Blaster

Decreases the startup of your A.I.S. laser at the cost of reducing your turning capability. Very useful because it speeds up the whole laser sequence, leaving less time for bosses to move around and less time for you to be a sitting duck.

Fighter

L/TD Air Pursuit and L/Knuckles Pursuit

The Chase rings let you travel towards an enemy when you are locked on and perform a regular attack in the air (for twin daggers) or on the ground (for knuckles) respectively. Travel while attacking is a little stiff for these weapons so this will make sure you can still hit the boss without dropping your combo when it backs up a foot.

L/Slow Fighter Actions

Decreases the speed of your weapon action. This is only really useful on knuckles because you get more i-frames from an extended sway. I feel like it hurts when used with the other two weapons that already have pretty generous guard frames.

Hunter

L/Hunter Focus Preservation

Decreases the amount of focus consumed by up to 50% at level 20. For sword, it decreases the decay rate. Partizan and wired lance get more out of this ring because you can spend more time using PAs that consume your focus gauge rather than maintaining gear.

L/Perfect Guard Sonic Arrow and L/Perf. Guard Heavenly Drop

Performs the listed PA if you successfully just guard an attack. At level 20, the PA performed will cost no PP at all. This is free damage and helps with your focus gauge as well. Personally, I like them because they make my just guards feel more satisfying.

Ranger

Pso2 Rappy Slots Auto Clicker

L/Precision Blight Rounds

This one is amazing. One of blight bullet's greatest weaknesses (rip this joke in NA) is that there's travel time and it can be blocked unintentionally by a boss's flailing limbs. This ring makes it so that if you are locked onto a part, your bullet will ALWAYS hit it. No more wasted blight bullets because rockbear decided to swing his arm in front of his face.

L/Launcher Non-Weak Bonus

Allows the bonuses of Advanced Precision Hit to apply to non-weak points for launcher. At level 20, it applies 100% of the bonuses. An issue with launcher's PAs being so explosive is that it can be hard to get the weak points sometimes. A big chunk of Ranger's skills increase damage to only weak points. This ring greatly increases your general mobbing capabilities because you can't expect to always hit a weak point with launcher.

Gunner

L/Forward Stylish Roll and L/Time After Time Preserve (can be combined)

Forward Stylish Roll allows you to stylish roll forward. The forward roll is a lot more fluid than the side and backwards rolls. Definitely get this, since it greatly increases your mobility.

Time After Time lets you keep the damage bonus from High Time even if your damaged, up to 20% of your HP. A nice insurance policy in case you get hit by a stray attack.

L/TMG Stance Up

Increases your damage if you are using a stance, up to 10% at level 20. A pretty big damage boost for free if you are using a subclass that has a stance. Usually, it would be with a Fighter, Hunter, or Braver subclass. It makes the multipliers competitive with the ones from Ranger's Advanced Precision Hit.

Techter

L/Alternate Wand E. Change

Changes your wand's element based on the last charged Technique (minus the support and field ones). Lets you match elemental weaknesses of whatever you are whacking. This is better than the other Wand E Change because you can do Zanverse without worrying about changing to wind. I believe it already has maximum effectiveness at level 1.

L/Tech Charge Parry and L/Quick Illusion (can be combined)

Tech Charge Parry gives you frontal (I think only frontal, double check me on this) guard frames as you begin charging a Technique. At level 20 you get up to 0.6 seconds. This is great because you spend less time dodging and more time attacking. Also helpful for multihit attacks that can be tricky dodging.

Force

L/Tech Charge Parry and L/Quick Illusion (can be combined)

Tech Charge Parry gives you frontal (I think only frontal, double check me on this) guard frames as you begin charging a Technique. At level 20 you get up to 0.6 seconds. This is great because you spend less time dodging and more time attacking. Also helpful for multihit attacks that can be tricky dodging.

L/Talis Prolong

Extends the amount of time talis stay floating. Useful if you are a talis main because you won't have to throw as many talis out.

L/Alt. Photon Bullet Mode

Turns your rod shoot into a ball that explodes. It's a little finnicky and only sees real usage in some niche builds that focus on normal attacking. Otherwise, just an extra thing to throw in and try.

Braver

L/Katana Focus Guard Release

Lets you activate focus release by just holding guard when you are at max focus. This is more of a convenience, really.

L/Katana Combat Hitcount Up

The finish from Katana Combat increases in damage based on the number of hits you do while Katana Combat is active. This ring increases the 'number' of hits each hit counts as. In other words, at level 20, each hit will count as two hits, letting you reach the max damage of Katana Combat's finish much easier.

Bouncer

L/Soaring Blades Tackle and L/Jet Boots Combo Varient SC (can be combined)

Soaring Blades Tackle damages enemies you pass through while gliding with soaring blade's weapon action. The damage isn't amazing, but it's a nice add on.

Jet Boots Combo Varient SC decreases the charge time of a Technique if you use it as a just attack right after a jetboots PA. This is great if you are doing a Tech based Bo/Fi.

L/JB Elemental Keep

If you ever got sick of jetboots switching back to its default element when you use the regular weapon action, you can now turn it off so nothing happens besides the dodge. Yay?

Summoner

L/Quick Illusion

Same reason as you would with Force as discussed above.

Recommended R Rings

R rings are more general purpose rings. Many of these give you skills from other classes. You cannot 'double dip' into an skill, so be aware of which ones you cannot equip. For example, the C Strike rings are popular. However, these are based off Fighter's Critical Strike skill, so you cannot equip these if Fighter is your main or subclass. Here are the ones I would recommend. Honestly, unless they release new ones, the usefulness of the others pale in comparison.

R/PP Conversion

Cannot be equipped by Techter. If general damage increase isn't your thing I would get this instead. This cuts your HP temporarily while giving you higher natural PP regen. Great for giving you chances to spam PAs even more.

R/Hunter Physique

Cannot be equipped by Hunter. This lets you use Hunter Physique, an active skill that gives you super armor for a period of time. In certain situations where you can be easily knocked out of long PAs or charging PAs, this might be helpful. Kind of niche.

The Casino Area is a place where players can relax by playing fun mini-games. By using a currency known as Casino Coins, players can gamble it all on the games for a chance to win big, then spend it at the Casino Coin Shop for valuable prizes.

  • 1Casino Games
  • 2Casino Coin Shop

Casino Games

There are five kinds of Casino games: Rappy Slots, Mesetan Shooter, Black Nyack, Li Li Roulette, and Arkuma Slots.

Rappy Slots

Rappy Slots Game UI

In this game, you partake in a slot machine game themed around Rappies. The possible bet is between 1 to 5 CC, and it has a low to average payout, except in the case of Jackpots.

To play the game, you must select your Bet value with the Up and Down directional keys/buttons. Once you have selected, press the Confirm button to roll the slots. Each of the nine slots will roll and stop on an icon. You can get a match in any direction, and what payout you get depends on what symbols line up. It's possible to get multiple matches simultaneously, which will multiply your earnings.

Three lined up Rappy Coins and a Full Fever Meter

There are also special events that can occur when rolling the slots.

  • Slot Door: If a potential match arises, the screen will zoom in and the slot window will close. It will then reopen with a result.
  • Running Rappy: If a potential match fails, there is a chance that a Rappy will run across the screen and cause slots in that row to reroll, including the slot that failed to match. This also has a chance to fail, which is depicted by the Rappy tripping.
  • Rappy Stampede: If a potential match fails, there is a chance that a horde of Rappies will run across the screen and cause several slots to reroll at once. This typically has a very high chance to create matches.
  • Falling Rappy: If a potential match fails, there is a chance that a Rappy will fall on the slot that failed to match, causing it to reroll.
  • Falling Rappy Stampede: If a potential match fails, there is a chance that a ton of Rappies will fall on the screen, causing several slots to reroll, including the slot that failed to match.
Triggering a Rappy PSE

Whenever you match up three Gold Rappy Icons, a Fever meter on the left side of the screen increments by one symbol. When you reach five symbols, all but one of the slot windows will close and the central slot will roll. Press the Confirm button to stop the slot; if it stops on a Wild symbol, the game will enter PSE Burst Chance Mode. In PSE Burst Chance Mode, the central slot is always a Wild, and you have greatly boosted odds of getting a match.

If you manage to line up three Wild Icons (either in PSE Burst Chance Mode or in normal mode), Rappy PSE Burst Mode will activate. In Rappy PSE Burst Mode, you have greatly boosted odds of getting a match, and any Wild Icons you roll will lock and stay for subsequent rolls. At this point, if you manage to lock a Wild in all 9 Slots, you will win the Jackpot.


Mesetan Shooter

Mesetan Shooter is a shooting gallery game where you and up to three friends fire at Mesetans and try to earn as much CC as possible. You can either pay 100 CC to play Bronze Mode, or 200 CC to play Silver Mode, and the potential payout is above average.

To play Mesetan Shooter, interact with one of the booths in the Casino Lobby and select your play mode. There are two play modes: Bronze Mode and Silver Mode. Silver Mode costs twice as much CC to initiate, but all CC gains are doubled while playing in Silver Mode. After selecting your mode, you will enter Mesetan Shooter. Following a 10 second waiting period (skipped if player limit is reached), the game begins.

During each Wave, Mesetans will appear on the stage. Fire at the Mesetans with your Attack/PA/Lock-On button while aiming with the mouse/right analog stick and move with the directional keys/left analog stick. When enough damage is dealt to a Mesetan, it will be defeated and drop Coins. Dropped Coins will roll down a pegged board in front of you; move your Catcher towards the Coin, and if the Coin falls into your Catcher, the value of the Coin will be added to your total.

There are three kinds of Mesetans in Mesetan Shooter:

  • Bronze Mesetan: Drops three Bronze Coins when defeated. A Bronze Coin is worth 1 CC.
  • Silver Mesetan: Drops two Silver Coins when defeated. A Silver Coin is worth 3 CC.
  • Gold Mesetan: Drops a Gold Coin when defeated. May also rarely drop a Rainbow Coin.

In addition, there are special enemies that will appear. These are:

  • King Mesetan: A giant Mesetan that takes up the majority of the stage. Moves slowly and has high health, but if defeated, will drop a lot of Coins of assorted variety.
  • Nyau: Runs across the bottom of the stage while jumping to avoid shots. If shot, Nyau will disappear and drop a power-up.
  • Mr. Umblla: Floats around for a little bit before disappearing. If shot, Mr. Umblla will become angry and drop several Bombs. If non shot for a sufficient amount of time, it will disappear while leaving behind some assorted Coins and power-ups.
  • Mr. Boing: Appears around the right or left sides of the stage during the beginning of a Wave. If his bottle is shot, Mr. Boing will appear and drop a Double Orb before disappearing.
  • Queen Mesetan: Only appears in PSE Bursts. An utterly massive Mesetan that serves as a boss battle. Occasionally drops Bombs and other Coins. If defeated within the time limit, it will disappear, automatically grant all players Big Catcher for the remainder of the wave, and start raining tons of Coins from the Stage.

The pickups you can encounter in Mesetan Shooter include:

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  • Bronze Coin: Grants 1 CC. Doubles to 2 CC in Silver Mode.
  • Silver Coin: Grants 3 CC. Doubles to 6 CC in Silver Mode.
  • Gold Coin: Grants 5 CC. Doubles to 10 CC in Silver Mode.
  • Rainbow Coin: Grants 10 CC. Doubles to 20 CC in Silver Mode. Unlike other pickups, any player who picks up a Rainbow Coin will automatically add its value to all players in the current game.
  • Bomb: Subtracts 5 CC from your total. Doubles to 10 CC in Silver Mode.
  • Red Bomb: Subtracts 10 CC from your total. Doubles to 20 CC in Silver Mode.
  • Power Up: A colorful ball that powers up your character. Power Ups last 30 seconds of in-game time, and persist between Waves.
    • Power UP: Transforms your cannonballs into bombs. Slows down the rate of fire, but bombs generate a wide explosion upon contact and deal double damage.
    • Speed UP: Your Catcher's movement speed is upgraded. You can even move at full speed while firing shots.
    • Big Catcher: Your Catcher doubles in width.
  • Double Orb: A black and rainbow orb dropped by Mr. Boing. If collected, your Catcher becomes supercharged and doubles the value of all Coins and Bombs you collect until the next Wave.

Black Nyack

Black Nyack is a strategic card game where you have to play against the dealer, Nyau, and try to get cards that get as close to a value of 21 without going over. This is like Black Jack, except with a few twists. You can bet 10 to 50 CC on this game, and the potential payout is average.

To play Black Nyack, you must enter a table and select a bet. Once the timer reaches 0, or the table is filled and all players select their bet, the game will start. Nyau will deal out two cards to every player, including himself. One card is set face down which only the player can see, while the other is face up for the rest of the table to see. When your turn rolls around, you may choose to Hit, Stay, or Double Down. If you Hit, you ask the dealer to give you another card, which cannot be seen by other players. If you Stay, you stop for the round. If you Double Down, you double your bet at the risk of drawing one card. If your card total goes over 21, you Bust, and you lose the round.

When all players have either Busted, Stayed, or Doubled Down, all facedown cards are revealed, and the dealer flips over his own card and starts drawing. If the dealer reaches a value of 17 or over, he must stop drawing, and the game is decided based on the dealer's final value; anyone below the dealer loses, anyone tied with the dealer ties, and anyone higher without Busting wins. The only exception is special win conditions, which bypass certain rules. However, Nyau is slightly different as a dealer; if his resulting value is lower or equal to that of another player, there is a chance that he will Hit again despite being over 17 (indicated by a '!' symbol); this gives Nyau a very high chance to Bust, but if he is lucky, he can cause players to lose.

In addition to the regular rules, there are SP Cards. These are gold cards with a star design in them and a incremental counter in the center. There are four SP Cards in the deck, and are always dealt face up. When a SP Card is dealt, a die ranging from 0 to 2 is rolled; the value that is face up on the die roll causes the value of the SP Card to increase by that number. This increase applies to all SP Cards, and another die is rolled for every SP Card on the table. If Nyau draws an SP Card, he rolls a purple die that has doubled values (0 to 4).

There are four ways to win Black Nyack.

  • Higher than Dealer: Your card total is higher than the dealer's, but is lower than 21. You earn 2x your Bet.
  • Black Nyack: Your card total equals 21. You earn an extra 200 CC in addition to 2x your Bet. Nothing is won if the Dealer also gets a Black Nyack.
  • 5 Card: Your hand has five cards without Busting. You earn an extra 300 CC in addition to 2x your Bet. Can stack with Black Nyacks. Beats a Black Nyack if the Dealer gets one.
  • 3 SP: Your hand has 3 SP Cards in it. Can stack with 5 Cards and Black Nyacks. Beats 5 Cards if the Dealer gets one.

When starting any round of Black Nyack, there is also a chance for a Battle Bonyas to occur, the rate of which is boosted during a Casino Boost. When a Battle Bonyas is active, winning the round under certain conditions will add a Battle Bonyas to your winnings that gives you a lot of extra CC.

Arkuma Slots

Arkuma Slots is a high risk, high reward Casino game where you fly through space while trying to avoid being attacked by the Falz Arms. The game costs 500 CC to play, and has a potentially high payout. To play Arkuma Slots, you must access a slot machine and pay 500 CC. Once you have paid, the game begins.

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The game takes the form of a simple slot machine with three reels. Pressing the Confirm button will roll the reels, and depending on the result, a value will be added to your pot.

  • Arkuma: 10 CC
  • Arkmami: 30 CC
  • Arkuma + Arkmami: 50 CC

If you roll all three results, you will also earn a Completion Bonus. The Completion Bonus starts at 100 CC, and increases to 300 CC, then 500 CC for every Completion Bonus you score.

If you line up three Falz Arms, a Battle Game will start where two to four Falz Arms will appear onscreen. You will be asked to pick a Falz Arm, which your ship will attack. After the animation plays, you will reach a result; if the Falz Arm you picked blows up, your pot is multiplied by a percentage value, but if the Falz Arm you picked has a force field, it will attack your ship and your pot will become 0, and the game will end.

The way the game progresses is in Stages. When you pass a Stage without losing your pot to Falz Arms, the Stage counter will go up by 1, indicated by a marker at the top of the screen. There are 30 Stages, and as you go up in Stages, the chance to get Falz Arms increases. If you reach Stage 30 without losing, you will enter a special Battle Game where Dark Falz Elder appears. You have six spaces to pick from, and all spaces will increase your pot by a massive multiplier, after which the game will end.

Casino Coin Shop

Normal Prizes

Rarity Image Name Price Notes
Grinder
グラインダー
100CCMaterial used for enhancing weapon and armor units to and Skill Rings of grind level +1 or higher.
Synthesizer
シンセサイザー
100CCMaterial used for enhancing Old Type weapon elements and as currency in the Pet Goods Shop.

Limited Prizes

Rarity Image Name Price Notes
10 Star Gems
(1)
1,000CCWhen received, immediately rewards 10 SG.
5 Star Gems
(6)
1,700CCWhen received, immediately rewards 5 SG.
Extreme Pass
エクストリームパス
(7)
500CCEntry pass required to start Extreme Quests.
Galeru Crystal
極原晶ガレル
(10)
300CCUsed as currency in the God Stone Exchange.
Yulungur Crystal
極機晶ユルルングル
(10)
300CCUsed as currency in the God Stone Exchange.
Lambda Grinder
ラムダグラインダー
(20)
250CCMaterial used for enhancing to rarity weapons, and Skill Rings of grind level +10 or higher.
Advance Capsule d
アドバンスカプセルd
(20)
250CCRequired for SH Advanced Quests: Forest, Tunnels, Urban, Coast, & Facility.
Advance Capsule e
アドバンスカプセルe
(20)
250CCRequired for SH Advanced Quests: Volcanic Caverns, Tundra, Ruins, Quarry, & Kuron.
Advance Capsule f
アドバンスカプセルf
(20)
250CCRequired for SH Advanced Quests: Desert, Skyscape, Sanctum, Seabed, & Shironia.




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