Skill Simulator

Can You Bring a Camera on a Plane?
alanstatener
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Comments : 1
2024-12-27 07:07:25
Summoner
Used Skill Points 0
  • Skill
  • Level
  • Tripod
  • Rune
  • Select Tripod
  • Crystalline Magick
    Crystalline Magick
    1
  • Flash Explosion
    Flash Explosion
    1
  • Fleeting Gale Bird
    Fleeting Gale Bird
    1
  • Steed Charge
    Steed Charge
    1
  • Pauru
    Pauru
    1
  • Released Will
    Released Will
    1
  • Elcid
    Elcid
    1
  • Winged Spirit
    Winged Spirit
    1
  • Electricity Release
    Electricity Release
    1
  • Sticky Moss Swamp
    Sticky Moss Swamp
    1
  • Maririn
    Maririn
    1
  • Earth Collapse
    Earth Collapse
    1
  • Water Elemental
    Water Elemental
    1
  • Electric Storm
    Electric Storm
    1
  • Shurdi
    Shurdi
    1
  • Ancient Spear
    Ancient Spear
    1
  • Reine's Protection
    Reine's Protection
    1
  • Level 1
    Mind Enhancement
    Mind Enhancement
    Lv. 1/5

    MP Cost -50.0%.

    Ranged Fire
    Ranged Fire
    Lv. 1/5

    Magick Orb range +2.0 meter(s).

    Extended Duration
    Extended Duration
    Lv. 1/5

    Duration of Move Speed Reduction and Freeze effects +1s.

  • Level 2
    Crystallized Fire
    Crystallized Fire
    Lv. 1/5

    Element is now [Fire]. Outgoing Damage +25.0%.

    Crystallized Ice
    Crystallized Ice
    Lv. 1/5

    Element is now [Water]. Cooldown +5.0. No longer reduces the target's Move Speed. Inflicts Freeze effect on the target for 2.0s.

    Crystallized Lightning
    Crystallized Lightning
    Lv. 1/5

    Element is now [Lightning]. Crit Rate +30.0%.

  • Level 3
    Chain Explosion
    Chain Explosion
    Lv. 1/5

    On hit, creates an additional cone-shaped explosion 2 meters behind the initial explosion, inflicting 80.0% of Base Damage. Additional Damage range +30%.

    Broad Explosion
    Broad Explosion
    Lv. 1/5

    Removes the cone-shaped AoE Damage. Instead creates a huge explosion in a circular area. Damage to foes +30.0%. On hit, Move Speed Reduction effect +20%.

  • Level 1
    Insight
    Insight
    Lv. 1/5

    Skill use distance +2.0 meter(s).

    Corrosive Explosion
    Corrosive Explosion
    Lv. 1/5

    On hit, foe defense --12.0% for 8.0s.

    Energy Control
    Energy Control
    Lv. 1/5

    On hit, Ancient Energy obtained +50.0%.

  • Level 2
    Vital Point Explosion
    Vital Point Explosion
    Lv. 1/5

    Crit Rate +30.0%.

    Dazzling Explosion
    Dazzling Explosion
    Lv. 1/5

    Element is now [Holy]. Successful hits Stun the target for 2.0s. Cooldown +4s.

    Weak Point Detection
    Weak Point Detection
    Lv. 1/5

    Damage to Push-Immune foes +40.0%.

  • Level 3
    Great Explosion
    Great Explosion
    Lv. 1/5

    On skill use, delay the time until explosion. Outgoing Damage +50.0%. Explosion area +30%.

    Explosive Trap
    Explosive Trap
    Lv. 1/5

    When a foe approaches the Explosive Trap, the trap triggers automatically. Foe's Move Speed -60.0% for 3.0s.

  • Level 1
    Mind Enhancement
    Mind Enhancement
    Lv. 1/5

    MP Cost -50.0%.

    Accumulated Energy
    Accumulated Energy
    Lv. 1/5

    Ancient Energy can no longer be obtained while Holding. If Holding is maintained until the end, grants an 80% chance to obtain 1 Elemental Orb.

    Nimble Movement
    Nimble Movement
    Lv. 1/5

    While Holding, Move Speed +10.0%.

  • Level 2
    Flame Bird
    Flame Bird
    Lv. 1/5

    Element is now [Fire]. Outgoing Damage +30.0%.

    Ice Bird
    Ice Bird
    Lv. 1/5

    Element is now [Water]. Paralysis effect ends if Holding lasts for 0.5s or more. Foe's Move Speed -60.0% for 3.0s.

    Wisdom of the Mage
    Wisdom of the Mage
    Lv. 1/5

    Decreases max Holding duration to 2s.

  • Level 3
    Group Flight
    Group Flight
    Lv. 1/5

    Adds more Gale Birds. Attack Width +30%. Ignores 60.0% of all foe Defense.

    Mother Gale Bird
    Mother Gale Bird
    Lv. 1/5

    After Holding 0.5s or longer, release to send off an additional Mother Gale Bird, inflicting +80.0% of Base Damage.

  • Level 1
    Burning Sprint
    Burning Sprint
    Lv. 1/5

    Element is now [Fire]. On hit, Burns foe, inflicting 7 Damage every 1s for 3.0s.

    Stormlike Gallop
    Stormlike Gallop
    Lv. 1/5

    Element is now [Lightning]. Crit Rate +15.0%. Has a 30% chance to cause Electric Shock, inflicting 4 Damage every 1s for 5.0s.

    Hooves of Ice
    Hooves of Ice
    Lv. 1/5

    Element is now [Water]. No longer knocks foe into the air. On hit, inflicts Frost on foes for 3.0s. Move Speed -40.0%.

  • Level 2
    Rushing Destruction
    Rushing Destruction
    Lv. 1/5

    Magick collapses around the point where the projectile disappears for 3s, inflicting +15.0% Damage.

    Fleet Horse
    Fleet Horse
    Lv. 1/5

    Horse's Move Speed +30%. Ignores 30.0% of all foe Defense.

    Weak Point Detection
    Weak Point Detection
    Lv. 1/5

    Crit Damage on Push-Immune foes +100.0%.

  • Level 3
    Destruction Charger
    Destruction Charger
    Lv. 1/5

    5 horses charge one by one, each inflicting Damage. Cooldown +12.0s.

    Ascension
    Ascension
    Lv. 1/5

    No longer pierces. Damage increases the longer the winged horse runs, up to +100.0%.

  • Level 1
    Twilight Combustion
    Twilight Combustion
    Lv. 1/5

    MP Cost +50%. Upon dismissing Pauru, Atk. Power +30.0% for 5.0s.

    Magick Cycle
    Magick Cycle
    Lv. 1/5

    Upon dismissing Pauru, restore 30% of Max MP.

    Small Talk
    Small Talk
    Lv. 1/5

    Upon dismissing Pauru, grants a 50% chance to obtain 1 Elemental Orb.

  • Level 2
    Atk. Power Enhancement
    Atk. Power Enhancement
    Lv. 1/5

    Pauru's outgoing Damage +40.0%.

    Burning Flame
    Burning Flame
    Lv. 1/5

    Pauru inflicts Burning Flame on the target with Basic Attacks. When 3 stacks are reached, the target explodes, causing 200.0% of Throw damage to nearby foes.

    Maintained Summoning
    Maintained Summoning
    Lv. 1/5

    Pauru's summon duration +3.0s.

  • Level 3
    Blue Flame Pauru
    Blue Flame Pauru
    Lv. 1/5

    Pauru's Atk. Speed, Move Speed and Vision Range + 20%. Decreases Pauru's attack intervals. Changes the skill to Flame Breath which inflicts 300.0% of Throw Damage in a cone-shaped area, inflicting [Fire] Attribute Damage and knocking the foe into the air.

    Fiery Pauru
    Fiery Pauru
    Lv. 1/5

    Changes to Pauru Self-destruct skill. Upon use, Pauru self-destructs, inflicting 667.0% Throw Damage to nearby foes.

  • Level 1
    Excellent Mobility
    Excellent Mobility
    Lv. 1/5

    Backup distance while using the skill +2 meters. With Storm Stampede, this distance is +1 meter.

    Magick Control
    Magick Control
    Lv. 1/5

    Has a 50.0% chance to not consume any MP.

    Energy Control
    Energy Control
    Lv. 1/5

    On hit, Ancient Energy obtained +50.0%.

  • Level 2
    Tenacity
    Tenacity
    Lv. 1/5

    On skill use, grants Push Immunity.

    Freezing Wind
    Freezing Wind
    Lv. 1/5

    Element is now [Water]. No longer knocks down foe. On hit, inflicts the target with the Freeze effect for 2.0s.

    Sand Wind
    Sand Wind
    Lv. 1/5

    Element is now [Earth]. No longer knocks down foe. Casting Speed + 20.0% due to the power of Sand Wind. On hit, foe Atk. Speed -20.0% and Move Speed -40.0% for 2.0s.

  • Level 3
    Storm Stampede
    Storm Stampede
    Lv. 1/5

    Spins and attacks all nearby foes.

    Magick Amplification
    Magick Amplification
    Lv. 1/5

    MP Cost +50%. Outgoing Damage +100.0%.

  • Level 1
    Mind Enhancement
    Mind Enhancement
    Lv. 1/5

    MP Cost -50.0%.

    Magick Amplification
    Magick Amplification
    Lv. 1/5

    MP Cost +50%. On use, Atk. Power +30.0% for 5.0s.

    Maintained Summoning
    Maintained Summoning
    Lv. 1/5

    Elcid's summon duration +2.0s.

  • Level 2
    Deadly Poison Seed
    Deadly Poison Seed
    Lv. 1/5

    Elcid's attacks change to Poison Seeds and pierce foes, Poisoning them for 5.0s, inflicting +7.0% damage from Deadly Poison Elcid. Stacks up to 5 times.

    Ice Seed
    Ice Seed
    Lv. 1/5

    Element is now [Water]. Elcid fires an Ice Seed. Target's Move Speed -40.0% for 3.0s.

    Homing Seeds
    Homing Seeds
    Lv. 1/5

    Changes the Seeds to now chase foes.

  • Level 3
    Group Summoning
    Group Summoning
    Lv. 1/5

    Increases the number of Elcids summoned to 3.

    Elite Summoning
    Elite Summoning
    Lv. 1/5

    Decreases the number of Elcids summoned to 1. Elcid outgoing Damage +300.0%. Attack Range +40%. On hit, inflicts Paralysis on Normal foes.

  • Level 1
    Magick Enhancement
    Magick Enhancement
    Lv. 1/5

    Outgoing Damage +20.0%.

    Swift Cast
    Swift Cast
    Lv. 1/5

    Decreases the skill's casting time.

    MP Recovery
    MP Recovery
    Lv. 1/5

    During skill use, MP Natural Recovery speed +50.0%.

  • Level 2
    Thunder Spirit
    Thunder Spirit
    Lv. 1/5

    Element is now [Lightning]. Crit Rate +30.0%.

    Earth Spirit
    Earth Spirit
    Lv. 1/5

    Element is now [Earth]. Hits the foe 4 times in a short period of time causing Petrification for 2.0s.

    Wide-Angle Attack
    Wide-Angle Attack
    Lv. 1/5

    AoE Radius +25%.

  • Level 3
    Whirlpool
    Whirlpool
    Lv. 1/5

    Outgoing Damage +30.0%. Crit Damage +100%.

    Small Talk
    Small Talk
    Lv. 1/5

    Attack frequency +33.3%, granting an additional 4 attacks. Obtained Ancient Energy amount increases by the same amount as the frequency of attacks.

  • Level 1
    Chain Release
    Chain Release
    Lv. 1/5

    Changes to Chain mode. Can be used up to 2 consecutive times. MP Cost +50.0%. If used consecutively, cooldown time is +12.0s.

    Swift Cast
    Swift Cast
    Lv. 1/5

    Casting Speed +20.0%.

    High-Speed Release
    High-Speed Release
    Lv. 1/5

    Move Speed of Electric Wave's sphere +20.0%.

  • Level 2
    Current Enhancement
    Current Enhancement
    Lv. 1/5

    On hit, Paralysis duration +0.5s. Crit Rate +20.0%.

    Law of the Jungle
    Law of the Jungle
    Lv. 1/5

    Outgoing Damage to Lesser and Normal foes +30.0%.

    Weak Point Detection
    Weak Point Detection
    Lv. 1/5

    Damage to Push-Immune foes +40.0%.

  • Level 3
    Supercurrent Area
    Supercurrent Area
    Lv. 1/5

    Creates a Supercurrent Area at the position where the Electric Wave's sphere arrives, slowly pulling in foes. Electric Field's outgoing Damage is +60.0%. Damages foes every 0.5s for 3.5s.

    High Voltage
    High Voltage
    Lv. 1/5

    On Electric Wave's sphere hit, inflicts Electrocution for 5.0s. Cooldown +5.0s.

  • Level 1
    Mind Enhancement
    Mind Enhancement
    Lv. 1/5

    MP Cost -50.0%.

    Quick Prep
    Quick Prep
    Lv. 1/5

    Cooldown -2.0s.

    Ready Attack
    Ready Attack
    Lv. 1/5

    MP Cost +50%. On use, Atk. Power + 30.0% for 5.0s.

  • Level 2
    Corrosion Diffusion
    Corrosion Diffusion
    Lv. 1/5

    Moss Swamp is created instantly, and on Moss Swamp hit, foe defense -12.0% for 16.0s.

    Deadly Poison Moss Swamp
    Deadly Poison Moss Swamp
    Lv. 1/5

    Outgoing Damage +200.0%.

    Sticky Moss Swamp
    Sticky Moss Swamp
    Lv. 1/5

    Move Speed Reduction effect +20%.

  • Level 3
    Queen of the Swamp
    Queen of the Swamp
    Lv. 1/5

    Moss Swamp size +30%.

    Snare Moss Swamp
    Snare Moss Swamp
    Lv. 1/5

    Swamp duration increases by 2<s. Pulls in the nearby enemies.

  • Level 1
    Atk. Power Enhancement
    Atk. Power Enhancement
    Lv. 1/5

    Maririn's Atk. Power +20.0%.

    Thick Skin
    Thick Skin
    Lv. 1/5

    Damage to Maririn -30.0%.

    Flare Ether
    Flare Ether
    Lv. 1/5

    When Maririn dies, create a Flash Ether at that position. Upon acquiring the Flash Ether, Crit Rate +15% for s.

  • Level 2
    Taunt Command
    Taunt Command
    Lv. 1/5

    Upon summoning Maririn, changes the skill to Taunt Command.
    Upon using the changed skill, Maririn taunts all non-player foes for 2.0s.
    Challenge or higher foes are not affected by Taunt for a certain duration.

    Charge Command
    Charge Command
    Lv. 1/5

    Upon summoning Maririn, changes the skill to Charge Command.
    On skill use, Maririn charges towards the foe, inflicting 420.0% of Base Damage and Stuns the foe for 2.0s.

    Stagger Command
    Stagger Command
    Lv. 1/5

    Upon summoning Maririn, changes the skill to Stagger Command.
    Upon using the changed skill, Maririn casts Stagger on the foe, inflicting 300.0% of Base Damage. Inflicts Stagger [Mid] on the target.

  • Level 3
    Small Talk
    Small Talk
    Lv. 1/5

    Maririn's summon duration +10.0s.

    Elemental Blessing
    Elemental Blessing
    Lv. 1/5

    Maririn's HP +100%.

  • Level 1
    Flame Collapse
    Flame Collapse
    Lv. 1/5

    Element is now [Fire]. Outgoing Damage +15.0%.

    Glacier Collapse
    Glacier Collapse
    Lv. 1/5

    Element is now [Water]. No longer causes Push. Inflicts the Freeze effect on target hit by Earth Collapse for 3.0s.

    Great Rift
    Great Rift
    Lv. 1/5

    Increases Stagger Level to [Mid - High].

  • Level 2
    Aftershock
    Aftershock
    Lv. 1/5

    After casting Earth Collapse, create a Rift at the location, inflicting +40.0% of Base Damage for 3s.

    Shake
    Shake
    Lv. 1/5

    While casting Earth Collapse, attack foes near the location 4 times, inflicting +30.0% of Base Damage.

    Tenacity
    Tenacity
    Lv. 1/5

    On skill use, grants Push Immunity.

  • Level 3
    Earth Manipulator
    Earth Manipulator
    Lv. 1/5

    MP Cost +50%. Outgoing Damage +80.0%.

    Great Earthquake
    Great Earthquake
    Lv. 1/5

    AoE Radius +50%. Damage to Challenge or lower foes +50.0%.

  • Level 1
    Swift Cast
    Swift Cast
    Lv. 1/5

    Casting Speed +20.0%.

    Strong Robe
    Strong Robe
    Lv. 1/5

    While the Elemental is summoned, incoming Damage -30.0%.

    MP Recovery
    MP Recovery
    Lv. 1/5

    While the Elemental is summoned, MP Natural Recovery speed +140.0%.

  • Level 2
    Mud Elemental
    Mud Elemental
    Lv. 1/5

    Element is now [Earth]. Sprays mud on the target. Foe Atk. Speed -25.0% and Move Speed -25.0% for 2.0s.

    Geyser Elemental
    Geyser Elemental
    Lv. 1/5

    Creates a blast of water. Last attack's outgoing Damage +100.0% and knockbacks the target.

    Weak Point Detection
    Weak Point Detection
    Lv. 1/5

    Damage to Push-Immune foes +50.0%.

  • Level 3
    Wisdom of the Elemental
    Wisdom of the Elemental
    Lv. 1/5

    Elemental summon duration +1s. Elemental's outgoing Damage up to +50.0%.

    Water Cannon
    Water Cannon
    Lv. 1/5

    Elemental's attack angle -50%. Attack Range +100%.

  • Level 1
    Magick Control
    Magick Control
    Lv. 1/5

    Has a 50.0% chance to not consume any MP.

    Swift Cast
    Swift Cast
    Lv. 1/5

    Casting Speed +20.0%.

    Strong Robe
    Strong Robe
    Lv. 1/5

    During skill use, incoming Damage -30.0%.

  • Level 2
    Vital Point Attack
    Vital Point Attack
    Lv. 1/5

    MP Cost +25%. Crit Rate +50.0%.

    Wide-Angle Attack
    Wide-Angle Attack
    Lv. 1/5

    Electric Storm size +20%.

    Sustain Enhancement
    Sustain Enhancement
    Lv. 1/5

    MP Cost +75.0%. Electric Storm's duration +3s. Number of times Damage is inflicted is +6.

  • Level 3
    Red Storm
    Red Storm
    Lv. 1/5

    Changes the color of Electric Storm to red. Attack interval -33.3%. Number of attacks +5. With Sustain Enhancement, total number of attacks is increased to 24.

    Guiding Storm
    Guiding Storm
    Lv. 1/5

    On hit, Ancient Energy obtained +100.0%. An Electric Storm moves slowly while chasing the target.

  • Level 1
    Ignore Collision
    Ignore Collision
    Lv. 1/5

    While summoning Shurdi, Move Speed +10.0%. Ignore collision with foes while moving.

    Corrosive Projectile
    Corrosive Projectile
    Lv. 1/5

    On hit, foe defense --12.0% for 8.0s.

    Shining Growth
    Shining Growth
    Lv. 1/5

    Master's Crit Rate +6.0% during its summon.

  • Level 2
    Smart Shurdi
    Smart Shurdi
    Lv. 1/5

    Shurdi's Vision Range and Attack Range +20%. Decreases Shurdi's attack intervals.

    Bulky Shurdi
    Bulky Shurdi
    Lv. 1/5

    Shurdi's Basic Attack Damage +50.0%.

    Faltering Shurdi
    Faltering Shurdi
    Lv. 1/5

    Shurdi's summon duration +5.0s.

  • Level 3
    Thrilling Light
    Thrilling Light
    Lv. 1/5

    Element is now [Holy]. On hit, Shurdi's attack debuffs the foe for 7s. If 3 stacks are reached, it explodes, inflicting +239 Damage.

    MP Recovery
    MP Recovery
    Lv. 1/5

    While summoning Shurdi, all Party Members' MP Natural Recovery speed is +40.0%.

  • Level 1
    Ancient Judgment
    Ancient Judgment
    Lv. 1/5

    After Ancient Spear lands, it explodes, inflicting +20.0% of direct hit Damage and knocks down the target.

    Swift Cast
    Swift Cast
    Lv. 1/5

    Casting Speed +30.0%.

    Quick Prep
    Quick Prep
    Lv. 1/5

    Cooldown -6.0s.

  • Level 2
    Explosive Spear
    Explosive Spear
    Lv. 1/5

    Element is now [Fire]. On hit, Burns foe, inflicting 108 Damage every 1s for 5.0s.

    Freezing Spear
    Freezing Spear
    Lv. 1/5

    Element is now [Water]. Inflicts Freeze on target hit directly by the spear for 4.0s. Move Speed of target hit by the outer part of the spear is -50.0% for 4.0s.

    Earth Spear
    Earth Spear
    Lv. 1/5

    Element is now [Earth]. Increases Stagger Level to [High].

  • Level 3
    Condensed Strength
    Condensed Strength
    Lv. 1/5

    Drops an Ancient Spear filled with condensed magick. Outgoing Damage +80.0%.

    Ancient Strength
    Ancient Strength
    Lv. 1/5

    Outgoing Damage -20.0%. 2 additional Ancient Spears drop in the direction of the first Ancient Spear.

  • Level 1
    Wind of Safeguard
    Wind of Safeguard
    Lv. 1/5

    On skill use, knockback nearby foes.

    Energy Concentration
    Energy Concentration
    Lv. 1/5

    On skill use, obtain 1 Elemental Orb.

    Quick Pace
    Quick Pace
    Lv. 1/5

    While Shield lasts, Move Speed +20.0%.

  • Level 2
    Shield Enhancement
    Shield Enhancement
    Lv. 1/5

    Shield Gauge +100.0%.

    Maintained Shield
    Maintained Shield
    Lv. 1/5

    Shield duration +3.0s.

    Purify
    Purify
    Lv. 1/5

    Using the skill removes 1 random harmful effect on all Party Members within 24 meters.

  • Level 3
    Resonance
    Resonance
    Lv. 1/5

    Shield explodes after receiving Damage that exceeds Shield's capacity. Explosion Stuns nearby foes for 4.0s.

    Reine's Shelter
    Reine's Shelter
    Lv. 1/5

    Blocks 1 Debuff attack.

Traveling often involves capturing memories, and many passengers wonder if they can bring their camera on a plane. The good news is that bringing a camera onboard is not only allowed but also recommended for ensuring its safety. Here’s what you need to know about flying with your camera equipment.


Carry-On vs. Checked Baggage


Airlines generally allow cameras to be carried as part of your carry-on luggage. This is the safest way to transport your equipment, as checked baggage is subject to rough handling, which could damage delicate gear. Additionally, valuables like cameras are at a higher risk of being lost or stolen when checked.


When packing your camera for carry-on, ensure it fits within the airline’s size and weight restrictions. Most standard camera bags are compact enough to meet these requirements. If you have additional equipment, such as lenses or tripods, you may need to distribute them across your allowed luggage.


Security Screening


Cameras and related electronics must go through airport security screening. You’ll be required to remove your camera and place it in a separate bin for X-ray scanning. This process ensures the safety of your belongings and complies with security regulations.


Batteries and Accessories


Pay attention to battery regulations. Lithium-ion batteries, commonly used in cameras, are allowed in carry-on bags but must not exceed the airline’s watt-hour limit. It’s a good idea to check your airline’s specific rules in advance.


Tripods are typically allowed in carry-on luggage, but larger models may need to be checked. Ensure all accessories are securely packed to prevent damage.


Final Tips


To avoid delays, keep your camera easily accessible and be prepared to comply with security requirements. Traveling with your camera is straightforward as long as you adhere to airline rules and take precautions to protect your gear. Safe travels and happy shooting!

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Comments :1

  • 0

    level 1 Jacob_Kennedy

    Great article with helpful tips for traveling with a camera! I wanted to add that if you’re looking for detailed advice specifically about flying with camera batteries, the blog https://skylum.com/blog/can-i-bring-camera-batteries-on-a-plane has a great article on the topic. It explains airline battery regulations, watt-hour limits, and how to safely pack batteries for flights. Definitely worth a read if you want to ensure compliance and protect your gear!

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