Fortune Telling Collection - Free divination - Magic Gate 5 Invincible Heroes: Hammer of Destiny —— Major Heroic Experiences of All Ethnic Groups (Dungeon Family)

Magic Gate 5 Invincible Heroes: Hammer of Destiny —— Major Heroic Experiences of All Ethnic Groups (Dungeon Family)

The game technical data, materials and translation involved in this paper refer to Note3.02 of Sar-Elam made by Hero World.

dungeon

Dungeon clan is the most destructive magic among the eight races. At the same time, because the dungeon is a dark spirit with the same origin as the forest, it also has the characteristics of agility, quickness, relatively weak defense and life. Heroic warlocks of the Dungeon clan tend to increase attack and mana, followed by knowledge and final defense. The main heroes of the Dungeon Team are Senate, Eluna and Kitera. Lethos (commonly known as poison king), Vayshan and Yrwanna started well and often started, but as the main players, they were a little weak in the later stage.

Seinert (Sinitar)

Initial skills and abilities: Primary Penetration spell resistance (racial skills)-powerful primary destructive magic.

Heroic specialty:

Catalyst (the mana cost of enhanced spells is reduced by 5% initially, and the hero is reduced by 1 level per liter, and then by 1% additionally).

Dungeon heroes are generally P high and K low. Although spells are very lethal, they often have no mana value to use (especially in the early and middle stages). Seinert's specialty solved this problem well, and his position as the chief mage of the dungeon team was naturally established.

Selection of skills and abilities

It seems inevitable for Seinert to learn destructive magic, witchcraft and luck (rich in resources-lucky soldiers-lucky warlocks), otherwise it would be too sorry for his specialty and the highest mana growth of dungeon heroes. Mystery training is undoubtedly a compulsory course in the ability of witchcraft department. There are three abilities: eccentric magic, magic regeneration and mysterious essence, which can be chosen according to personal hobbies. Among the abilities to destroy the magic department, the fire master is necessary because of the strength of H5 fire magic, and the other two abilities need to be determined according to the opponent. For the racial heroes whose destructive magic is mainly physical attacks or whose destructive magic is not strong at all, we can consider learning from the fire master-storm master-ice master and then taking the ultimate route; For mage types, especially the main hero, who also learns destruction magic, we can consider choosing fire master-storm master-tree pulp magic to reduce magic damage. As for the remaining two skills, it is a good choice to learn summoning magic when dealing with colleges and hell (that is, expulsion or exorcism), and you can also consider learning summoning magic when dealing with forests (mainly for the wall of fog, the remote lethality of forests is too strong). When dealing with the cemetery, you can consider the light magic (guardian master-immortal light-blessing master/anger master). When dealing with fortresses, shrines and strongholds, you can consider dark magic (torture master-curse master-mind master). The last skill can be chosen between enlightenment (wisdom-bachelor-mentor) and defense (evasion-infinite vitality-anti-magic protection/endurance) according to the strength of your opponent's physical attack ability.

Selection of equipment

Compared with heroes who mainly attack by physics, mages have some subtle differences in equipment selection, and reducing or ignoring the equipment of magic resistance is more valued.

Right-handed weapon: Saisus' walking stick (ignoring biological magic resistance, but not ignoring magic immunity), especially for forests and academic families, Saisus' walking stick is more necessary; The second choice of the underworld is the cane (reducing the enemy's initiative by 20%)

Left-handed weapon: Long Lindun (heroic defense +3, initiative of all small creatures in the team+5%); For races with strong destructive magic or dark magic, you can consider using ice crystal shield (heroic defense +2, flame damage halved) or dwarf king shield (heroic defense +4, making the creatures in the team immune to "crazy spell" magic).

Helmet: The Crown of Saisus (Heroic Knowledge +6) or the Dwarf King Helmet (Heroic Knowledge +4, and make the creatures in the party immune to the "Blindness Curse" magic).

Cloak: The choice here is related to right-handed weapons. If the weapon is a walking stick of the underworld, then choose the cloak of the shadow of death here (the enemy's morale and luck are -2 each, which produces a set of additional effects with the walking stick of the underworld: the enemy's speed is-1); Or phoenix feather cloak (plus half fire magic power), otherwise use dragon wing cloak (heroic knowledge +3, initiative of all flying creatures in the team+10%).

Armor: the armor of the unknown hero (hero's all index +2, army's magic resistance probability +20%) or Longlin armor (hero's attack power +3, all large creatures in the team take the initiative +5%). If the opponent is also good at destroying magic, then you can consider the dwarf king armor (heroic defense +4, making the creatures in the team immune to "burst" magic).

Shoes: Keel shin guards (heroic mana +3, all non-flying melee creatures in the team take the initiative+10%) are the first choice, while Fu You slippers (heroic attack, defense, mana, knowledge, morale, luck+1) are the second choice. The race with strong magic lethality can use magic defensive boots (spell resistance probability +65438).

Ring: longan ring (around the hero+1, all remote creatures in the team take the initiative+10%) or Sa-Isus ring (hero casting cost is halved)+speed ring (creatures in the team take the initiative to increase by 20%).

Necklace: Dragon Tooth Necklace (Heroic Mana +3, all casting creatures in the team take the initiative+10%), or aggregate ornaments (for every 2 Mana consumed by enemy heroes in battle, the hero gets 1 Mana).

Pocket: Divination card (one for heroic knowledge and luck+1 each).

In this way, in an ideal situation, in addition to the above-mentioned equipment effects, there are four components of the "Dragon Power" suit, which produce additional effects of the suit: hero attack, defense, mana and knowledge+1 each, and 7-level biological attack and defense in the hero team +5, HP+20; The two parts of the "Sa-Isus Badge" suit have the additional effects of the suit: the mana and effective mana of the casting creature in the hero team are doubled (including the additional magic effect of the attack).