Fortune Telling Collection - Free divination - Heroes are invincible. 4 Li * * *, how many occupations are there?

Heroes are invincible. 4 Li * * *, how many occupations are there?

Exorcist = more than three magic skills.

All magic effects +20%.

Comments: I think this is the best career for wizards, especially the life family with God College and the orderly family with university. Covers the roles of many other professions.

Dark priest = life+death

Blood-sucking melee attacks cause 2 damage to each opponent and can restore their own health.

Comments: This profession seems to be very good. In fact, there are few opportunities to play in actual combat (including battles, single-player scenes, and campaigns). The reason is that in order to be effective, it is necessary to practice the melee and combat skills of the combat department. If you can practice this well, you have allocated about 7 skill points. If you want to be a dark priest, you have to allocate 15 points of life and death points respectively, so it is a career with little practicality.

Fire brigade = chaos+fighting

Fire resistance (immune to fire magic, while the damage caused by fire melee attacks is halved).

Comments: An easy-to-practice profession, a chaotic mage is also easy to practice. The effect is average, not particularly useful.

War Lord = Battle+Aristocracy

+5 melee attack power.

Comments: It is also an easy-to-practice profession. Very common. A +5 melee attack is a little helpful to the battle.

Wang = Reconnaissance+Noble

Give it a chance to stun an opponent in a close attack (so that the enemy can't move or fight back for a round).

Comments: the probability is directly proportional to the attack output, just like the attendants. But also like the dark priest. If you want to work in your old job, it's hard to keep it.

Commander = Tactics+Noble

Give all friendly creatures +2 morale.

Comments: Better than the average. When relying on troops to fight, this is a good choice, without the disadvantages of the dark priest.

French king = order+nobility

Close attack makes the target lucky to the minimum.

Comments: Because you want to be close, you will inevitably think of life-saving combat skills, which have little effect in actual combat.

Cardinality = nobility+life

Resurrection +50%.

Comments: I don't know if the explanation is wrong. If a master is resurrected, then every battle will not die. I don't comment because I haven't tried it.

Prophet = life+reconnaissance

Make it stay in spiritual armor forever (increase melee and long-range defense by 25%).

Comments: It is a good career to increase defense.

Rangers = combat+reconnaissance

Make it +5 long-range attack power and long-range defense ability.

Comments: Better than war lords, because attacks increase and defense increases.

Order+Chaos = Wizard

Reduces the mana cost of all spells by 2 points.

Comments: A good career is equivalent to bringing your own magic flash, and you can also use magic flash on the battlefield, so it is -4 magic. The problem is that it is a bit difficult to practice. It is difficult to improve your studies by buying skills. In addition, the dark priest also has this problem.

Battlemage = Order+Fight.

Magic Boxing and Ice Arrow effects increased by 20%, and all battlemage automatically learned magic boxing.

Comments: Good career, easy to practice.

Vision = command+reconnaissance

Make its reconnaissance radius +2.

Comments: Very common, but it is still useful for Hero 4 with two layers of fog.

Order+Tactics = Magician

Make its magic effect +20%.

Comments: It's also a good career, but it's hard to train a hero, but it's easy to train a family.

Animal trainer = nature+fighting

Make it get a +20% bonus for summoning wolf magic.

Comments: Very common, too simple, and summoning wolves is not a strong summoning magic.

Ghosts and gods = death+nature

Make it summon magic +50 experience.

Comments: Good career. Putting nature and death together can learn powerful biological magic to summon death. With this bonus, it can be said that it is the finishing touch.

Magic teacher = nature+chaos

Give it+10 mana and restore 1 mana every day.

Comments: There is nothing to say about ordinary occupations.

Fire soothsayer = chaos+reconnaissance

Make all its fire magic effects +20%.

Comments: Most people in troubled times are fire magic, so this is a good career.

Illusionist = order+nature

Make it summon and illusion magic effect +20%.

Comments: Better than the illusionist, but also depends on the buying skills. Generally upgrading is more difficult to learn.

Summoner = nature+life

Summon skill is improved, and creatures with experience value of +20 can be summoned every day.

Comments: It is a good career, especially under the call of the master, one element can be produced every day.

Bard = Nature+Reconnaissance

Let it always have the highest luck.

Comments: A better career than a prophet. It can be said that the bonus of defense is 1 times that of the prophet.

Beastmaster = nature+nobility

Make it get +20% reward for summoning wolf magic and summoning white tiger magic.

Comments: A better career than an animal trainer.

Guardian = Nature+Tactics

Give all friendly creatures+10% melee and long-range defense.

Comments: It is equivalent to learning the defensive skills of a tactical department, a profession recommended in the rules.

Assassin = Death+Battle

Increases its speed and battlefield maneuverability by 3 points.

Comments: Good career, because the mobility of heroes can only be achieved by equipment, magic and this career.

General = combat+tactics

Give all friendly creatures+1 morale.

Comment; Less than commander 1, but because combat skills are more useful than aristocratic skills in combat, this profession has a high appearance rate in actual combat.

Predator = Tactics+Death

Always under the influence of bloodthirsty (melee combat causes additional 25% damage).

Comments: If you want a hero to be the attack output of a battle, you must learn combat skills. Therefore, there is also a profession with the disadvantages of a dark priest.

Tactics+Life = Crusaders

Always maintain the highest morale.

Comments: Good career, easy to practice.

Witch king = chaos+nobility

It's like being attacked by a bone dragon

Comments: It's another dark priest's flawed career, so I won't talk about it any more.

Dark Lord = death+nobility

Close attack will reduce the morale of the target to a minimum.

Comment: same as above

Marshal = Tactics+Reconnaissance

Gives all friendly creatures+10% melee and ranged attack power.

Comments: It is equivalent to learning the offensive skills of a tactical department, corresponding to the guardian.

Ninja = Reconnaissance+Death

You can poison melee attacks, causing damage every turn (from the beginning of the current turn until the end of the battle).

Comments: The higher the level, the higher the poison, but also close, so it is the same as the dark priest.

Lich = Chaos+Death

Make its attack have a temporary aging effect. The attack power of aging targets decreased by 25%, the defense power decreased by 20%, and the speed and maneuverability decreased by 50%.

Comments: The effect is very good. Never practiced. According to the explanation, ranged attacks can also lead to aging. If ranged attack is OK, just buy a bow. If the trip fails, there will be a discount.

Firefighter = Tactics+Chaos

Keep it under the protection of a flame shield forever (causing fire damage to all attacking enemies).

Comments: It is also a profession that needs the guarantee of combat skills.

Monks = life+order

Resistant to chaos (50% to chaotic magic, +50% to melee and long-range opponents of chaotic camp).

Comments: It is good not to consider this profession when fighting against hostile races.

Cult = life+chaos

So it can ignore all the effects of resisting magic.

Comments: Very good career, the hero's master's resistance to magic is gone. But magic immunity can't be ignored (such as black dragon, the immunity of elements to spiritual magic).

Shadow mage = death+order

Make it always under the effect of fuzzy magic (remote defense increased by 50%).

Comments: It's equivalent to half a bard, because the mage doesn't have to rush up, and it's not bad to have an arrow blocking ability.

Paladin = Battle+Life

Resist death (50% resist death magic and increase melee and long-range defense against death camp opponents by 50%).

Comments: The same occupation as a monk.

Tactics+Life = Crusaders

Always maintain the highest morale.

Comments: Good career, easy to practice.

Witch king = chaos+nobility

It's like being attacked by a bone dragon

Comments: It's another dark priest's flawed career, so I won't talk about it any more.

Dark Lord = death+nobility

Close attack will reduce the morale of the target to a minimum.

Comment: same as above

Marshal = Tactics+Reconnaissance

Gives all friendly creatures+10% melee and ranged attack power.

Comments: It is equivalent to learning the offensive skills of a tactical department, corresponding to the guardian.

Ninja = Reconnaissance+Death

You can poison melee attacks, causing damage every turn (from the beginning of the current turn until the end of the battle).

Comments: The higher the level, the higher the poison, but also close, so it is the same as the dark priest.

Lich = Chaos+Death

Make its attack have a temporary aging effect. The attack power of aging targets decreased by 25%, the defense power decreased by 20%, and the speed and maneuverability decreased by 50%.

Comments: The effect is very good. Never practiced. According to the explanation, attacks can also lead to aging. If the course is OK, just buy a crossbow. If the trip fails, there will be a discount.

Firefighter = Tactics+Chaos

Keep it under the protection of a flame shield forever (causing fire damage to all attacking enemies).

Comments: It is also a profession that needs the guarantee of combat skills.