Fortune Telling Collection - Free divination - Seeking heroes and invincible 4. Hero job-hopping details

Seeking heroes and invincible 4. Hero job-hopping details

When upgrading a hero, you can choose one of three skills: 1 existing skill, 1 new main skill and 1 new auxiliary skill (limited by the main skill you have learned) to learn. The study of the main skills directly affects the hero's job change. Only by learning two specific main skills can he change jobs accordingly. For example, a hero who has cultivated both death magic and chaos magic skills can be transferred to the corpse witch; The combination of life magic and combat skills can create a ranger; The combination of death magic and combat skills can create assassins; The combination of life magic skills and reconnaissance skills can make a prophet. The only exception is The Exorcist. Only heroes who have cultivated three (not two) magic skills can transfer to this profession.

The following table details the main skills required for this occupation:

Description: The diagonal line from upper left to lower right (from knight/death knight to druid) only needs one main skill, and this 1 1 occupation is the1primary occupation of six racial heroes; Other occupations in the table are all advanced occupations. Exorcist, a senior profession, is not listed in the list because the prerequisite for job-hopping is three magical skills.

Description of professional characteristics:

Knight): the harbor power hero of the harbor, whose initial skills are basic tactics and basic defense.

The death knight (dead? Knight): a power hero in the graveyard. His initial skills are basic tactics and basic attacks.

Barbarian: the hero of the stronghold family, whose initial skills are basic combat, basic melee and basic anti-magic.

Archer: the archer's strength hero): Save the clan, whose initial skills are basic fighting and basic archery.

Thief: Power Hero of Thief): Shelter clan, with basic reconnaissance and basic stealth as its initial skills.

Lord: Power Hero Lord): College, with the initial skills of basic nobility and basic gold mining.

Priest): the harbor magic hero of the harbor, whose initial skills are basic life magic and basic healing.

Mage: Magician's magic hero): Academy family, whose initial skills are basic order magic and basic charm.

Necromancer: Necromancer's magic hero, whose initial skills are basic death magic and basic mystery.

Wizard: a magical hero who sheltered the clan. His initial skills are based on chaotic magic and basic spells.

Druid: a magical hero who preserves the clan. His initial skills are basic natural magic and basic herbalism.

General: The morale of the army under his command is+1.

Field marshal (field? Marshal): The melee attack power and long-range attack power of the troops under his command are additionally increased by 10%.

Commander (Lord? Commander): The morale of the troops he commands is +2.

Crusader: The hero himself always maintains the highest morale.

Illusionist: When the hero casts magic to create illusion, the effect is increased by 20%.

Scarab: Heroes are always bloodthirsty (attack damage increased by 25%)

Firefighter: Heroes always have a fire shield to protect themselves.

Warden: The melee defense and long-range defense of the troops under his command are additionally increased by 10%.

Ranger: Heroes gain ranged attack ability (even if they can't shoot arrows), and ranged attack power is +5.

Warlord: The hero's melee attack power is +5.

Paladin: The hero himself is always in the state of "death protection", and he is 50% resistant to death magic, and the damage he receives when attacked by death troops is halved.

Battlemage (fighting? Master): Heroes automatically learn the magic of magic fist, and their lethality increases by 20% when casting magic fist and ice arrow.

Assassin: Hero's speed and movement +3.

Fire Guard: Heroes are immune to fire magic, and their damage is halved when they are physically attacked by fire attributes.

Green knight (green? Knight): the magic effect of hero summoning wolf is increased by 20%.

Guild Instructor: When a hero attacks, he has a certain chance to stun the enemy. The stunned enemy cannot act (including counterattack) for one round.

Prophet: Heroes always have spiritual armor to protect themselves (melee and ranged defense increased by 25%).

Prophet: Hero's field of vision +2

Ninja: The hero's weapon is poisonous, and the poisoned enemy will automatically lose a certain health every turn.

Fire soothsayers (fire? Fortune teller: When a hero casts fire magic, the effect is increased by 20%.

Bard: The hero himself always keeps the greatest luck.

Cardinal: Hero Resurrection Skill increased by 5%.

King of warlocks (wizard? King): Heroes minimize the enemy's lucky value in melee attacks.

Dark Lord (dark? Lord): The hero reduces the enemy's morale to the maximum extent during the melee attack.

The king of witch doctors (witches? King): When a hero attacks, he can scare the enemy. The enemy can't fight back and will take a few steps back.

Animal master (beast? Lord): When the hero casts the magic of summoning the wolf and summoning the white tiger, the effect is increased by 20%.

Friar: The hero himself is always in the state of "chaos protection", 50% is resistant to chaos magic, and the damage suffered when attacked by chaotic forces is halved.

Dark priest (dark? Priest): The hero himself automatically acquires the "vampire touch" skill, which can convert half the damage caused into his own health in melee attacks.

Heresy: When a hero attacks or casts spells, he ignores all the "protection" skills of the enemy (orderly protection, chaotic protection, life protection, death protection and nature protection).

Summoner: Hero summoning effect is improved, and the highest summoner experience value is increased by 20 points.

Shadow mage (shadow? Mage): The hero's ranged defense increased by 50%.

Wizard: The hero consumes less than 2 MP when casting spells.

Enchanter: When the hero summons and casts magic to create illusion, the effect is increased by 20%.

Lich: Heroes can age their enemies in battle. The attack power of aged enemies is reduced by 25%, the defense power is reduced by 20%, and the speed and maneuverability are halved.

Demonologist: When the hero casts several kinds of magic, such as summoning the devil's son, summoning the hellhound, summoning the ice demon, summoning the corpse monster and summoning the devil, the effect is improved, and the maximum summoning experience value is increased by 50 points.

Warlock: Heroic Mana+10, restores 1 mana every day.

Exorcist: Heroic casting effect increased by 20%.

Change the conditions of work

1. From a junior occupation to an advanced occupation: the initial hero usually only masters the skills of one sect. If he trains the skills of other sects to level two, then he can change jobs accordingly. For example, the initial skills of thieves are in the reconnaissance department. If he learns two-level combat skills (two-level combat skills, or one-level combat skills plus one-level hand-to-hand combat skills, etc. In short, the two levels can be added together), then he can switch to being a ranger. ?

2. Career transfer between senior occupations: A hero of a senior occupation can transfer to a new senior occupation, as long as the total number of skills required by the new occupation exceeds the original occupation. Again, in the above example, if the hero's later skills are four-level reconnaissance skills, three-level chaos skills and two-level combat skills, then reconnaissance+chaos = 4+3 = 7 > reconnaissance+combat = 4+2 = 6, then the hero can be transferred to firefighters. If he later learns two levels of combat skills, 4+4 > 4+3, then the hero will turn to the ranger again. ?

3. Switch from a senior profession to be an exorcist: The only profession not listed in the table is an exorcist, because this profession requires the hero to learn at least three magical sects before changing careers. The sum of all mastered magic faction skills must be greater than or equal to the sum of original professional skills +3. For example, the hero above is a ranger, reconnaissance level 4, combat level 4 and chaos level 3. After that, if he learns death level 4 skills and nature level 4 skills, then chaos+death+nature = 1 1 = reconnaissance+combat +3 = 4+4+3, and this hero can switch to being an exorcist at this time. ?

I hope it helps you.