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Chapter 1052(1/7)

[Capable Minister] is a profession that emphasizes management.

So when this profession is 1 transfer, there is a must-learn skill that is [capable]. This skill is n-level. This skill can improve the spirit of n points. That is, now you can give me 3 points of continuous spirit and improve my three levels. Not only that, this skill is also improved: insight, charm, luck, root and bone core attributes, 0.003 points; morality, reputation, knowledge, knowledge, ability, temperament, politics, economy, technology, article and other hidden attributes, 30 points; seek knowledge, think, and publish

Now, the special attributes such as creation, eloquence, arithmetic, and language are 0.003 points each; the battle attributes such as commander, command, transportation, and emotions are 30 points each; the internal attributes such as agriculture, commerce, handicrafts, construction, machinery, taxation, disasters, inspections, yamen, public security, diplomacy are 30 points each. These continuous points must be recalculated from level 0 after the transfer, that is, every time the transfer is changed, as the skill level of the "capable minister" will improve, there will be a complete transformation effect.

The must-learn skills for the second transfer of this profession are [Innate], which improves 2 points of continuous spirit, insight, charm, luck, root and bone core attribute points. Currently, it is level 2, which can improve 3 points of continuous spirit and 2 points of core attribute points. The must-learn skills for the third transfer are [Acquired], which improves 3 points of continuous spirit, morality, reputation, knowledge, knowledge, ability, temperament, politics, economy, technology and other hidden attributes of 1,000 points.

The first transfer is not selected to learn skills. The second transfer is "Information", "Talent" and "Deterrence". The third transfer is "Spy", "Supreme", "Inspiration". [Information] is a passive skill, which increases the intelligence success rate of the unit at level 2 by 10%. [Talent] is also a passive skill, which increases the success rate of the recruitment and reduction at level 2 by 3 times. [Deterrence] is an active mental attack skill. At level 2, it exerts 10 times mental attack power, and adds effects such as "collapse", "sluggish", and "sluggish". At level 2, the probability of "crashing" is 2%, and the enemy loses combat power. The probability of "sluggish" is 4%, and the enemy loses active attack ability within one second. The probability of "sluggish" is 20%.

, The enemy's attack speed is reduced to 10% within 10 seconds. [Spy] is a passive skill. At level 1, the spy success rate of the spy is increased by 10%, the success rate of the opponent's spy is reduced by 10%, and the chance of discovering spies is increased by 10%. With the level 1 spy army, there is a passive skill. At level 1, there is a passive skill. At level 1, there is a 0.0000001% chance of recruiting other camps. The spy needs to be retaliated. [Inspiration] is an active military skill, which can be used once per game day. At level 1, it can be increased by 10% of the recognition under the entire rule, loyalty, and morale can be increased by 10% during wartime.

[Treacherous Hero] is a profession that values ​​power and seeks war power. Therefore, when this profession is transferred, you must learn skills [Strength] to improve the n-point continuous power at the n-level. It can also improve insight. The two core attributes of root and bone are lasting 0.006 points; the hidden attributes such as reputation, knowledge, knowledge, ability, and temperament are 60 points; the special attributes such as seeking knowledge, thinking, discovery, creation, eloquence, arithmetic, and language are lasting 0.003 points; the battle attributes such as commander, command, transportation, and emotions are lasting 100 points.

The second-transfer skills of this profession are [Crazy], which improves 2 points of continuous strength, insight, and root bone. Currently, level 2, improves 3 points of continuous strength, 4 points of insight, and root bone. The third-transfer skills are [Clean], which improves 3 points of continuous strength, reputation, knowledge, knowledge, ability, temperament and other hidden attributes of 2,000 points.

The first transfer does not choose skills. The second transfer is "disaster", "destruction", and "evil". The third transfer is "internal strife", "rumor", and "confusion". [Disaster] is a passive skill, which increases the success rate of disaster at level 2 by 10%, and requires spies to implement disaster. [Disaster] is an active strategy plan. You can use the same target once per game day, and use different targets ten times. At level 2, there is a 10% chance to destroy the opponent's important building. [Evil] is an active mental group attack skill, and exerts 10% attack power at level 2 to attack all targets. At level 2, effects such as "confusion", "angry", and "fear". At level 2, the probability of "confusion" is 2%, and the enemy loses the will to attack within 10 seconds. "angry" is a few.

The rate is 4%, the enemy charges regardless of everything and ignores the formation. The "fear" chance is 20%, and the enemy's attack power is reduced by 50%. [Internal strife] is an active military skill. At level 1, there is a 10% chance to cause internal conflicts between two opponents or different parts of the same unit to attack each other until one of them loses 90% of its troops. The cooldown time is 10 minutes. [Rumor] is an active military skill. It is used once a day in each game. There is a 10% chance to make the target territory or target army escape 10% of its troops. [Chaos] is an active mental group attack skill, exert 1% mental attack power, and attack all opponent's target targets. There is a 1% chance to cause the target army to fall into chaos and lose combat power. The cooldown time is 1 minute.

[Night Walker] is the most excellent profession among assassins. Because this game sets Cao Cao as the first assassin. Therefore, this profession can be transferred to a 0-turn. You must learn skills to obtain [Night Walker]. This skill is a passive skill, and it will automatically stealth when the night comes. It will double the attack speed and physical attack power. Now it is level 4, which will increase 4 times the attack speed and physical attack power.

The must-learn skill of this profession is [Breath], which can increase 1 point of strength. At level 3, it can also control one's own breath, reduce the fluctuations of air during travel, and find the weak assassin breath, and judge the position of the assassin based on the air fluctuations. The must-learn skill of the second transfer is [Passive Counterattack], which can increase 2 points of strength. At level 2, it can increase 3 points of continuous strength. If it is not killed when attacked by an assassin, it can reflect double attacks to the assassin. The must-learn skill of the third transfer is [Roar], which can increase 3 points of continuous strength, which can increase 1% critical strike rate. The must-learn skill of the fourth transfer is [Weakness], which can increase 4 points of continuous strength at level 1, which can increase 10% of the weak attack effect. It has no effect at present. The must-learn skill of the fifth transfer is [Encourage], which can increase 4 points of continuous strength at level 1, which can increase 10% of the weak attack effect. It has no effect at present. The must-learn skill of the fifth transfer is [Encourage], which can

Life】, 5 points of continuous power can be increased by 10% of the fatal attack effect at level 1, and there is no effect at present. The sixth-turn must-learn skill is [Kill], 6 points of continuous power at level 1, and 10 times of physical attack power. There is no effect at present. The seventh-turn must-learn skill is [Tian Poison], 7 points of continuous power at level 1, and can absorb natural toxins and attach it to the attack. There is no effect at present. The eighth-turn must-learn skill is [Forbidden], 8 points of continuous power at level 1, and there is a 1% chance of triggering the ban after hitting the target. The target cannot move within 3 seconds. The nine-turn must-learn skill is [Guide], 9 points of continuous power at level 1, and after hitting the target, there is a 1% chance of confusing the target breath, causing its meridians to churn and explode and die.

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To be continued...
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