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1. Magic weapons are divided into two categories according to their functions: active and passive, and divided into combat and non-combat. Active spells must be actively used in battle, either directly or on the field for a limited number of turns.
Passive magic weapons only need to be equipped in battle to be effective. Active and passive activation of magic weapons are not restricted by forbidden spells.
2. The magic weapon can be worn on the body to absorb the aura and exert the effect, the active magic weapon will not have an effect when wearing, and the magic weapon can be used by opening the magic weapon inventory in the battle through the magic weapon skill, and the use of the active magic weapon has a certain limit on the number of rounds.
3. The upper limit of the aura value of different levels of magic weapons is also different.
4. The magic weapon can be worn to participate in the battle to absorb aura, and 2 auras can be obtained in each battle. The scenes of different levels and realms of magic weapons absorbing aura are different.
5. The magic weapon can be cultivated to improve the realm of the magic weapon, and the highest realm that can be cultivated by different levels of the magic weapon is different, and the use effect and success probability of the magic weapon will increase with the improvement of the magic weapon realm.
6. The active magic weapon consumes 5 points of aura for each use, and the passive magic weapon consumes 1 point of aura for each use after it is activated.
7. The higher the realm of the magic weapon, the stronger the corresponding effect will be, and the greater the probability of success.
8. The number of times each person cultivates per day = character level 10, each time you practice, you need to perform a partial unlock operation, and you need to confirm every time you click on the practice.
9. Spell weapons are not allowed to be used during rounds that require rest when using spell stunts such as Sweeping Thousands of Troops, Serial Strike, Eagle Strike, and Shapeshift.
10. The magic weapon is not allowed to change the attributes of the five elements at the master of the five elements.
The carrying level of the level 1 magic weapon is required to be greater than or equal to level 60, so level 60 can be used.
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The active magic weapon is a type of magic weapon in the Fantasy Westward Journey mobile game.
Fantasy Journey to the West Active Law Qing Zaobao:
Qiankun Xuanhuo Tower, Dust Fortune Heavenly Seal, Dustless Fan, Soulless Puppet, Pale Paper Man, Horror Bell.
Use: You can click the magic weapon button below to choose to use it during the battle.
Consumption: Using the active magic weapon will consume a certain amount of spiritual energy, with 6 spiritual power at the beginning, and 1 spiritual power will be replenished at the beginning of each round, and a maximum of 8 spiritual power can be saved.
NOTE: Being sealed (except for the Soul Escaper) can still make the key use the Active Spell.
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Click on the magic weapon block to place the magic weapon on the top of the square, so that it can be used in battle.
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In many ordinary tasks, there is a certain chance of getting the task of the magic treasure For example, the task of the master, the brush officer, the ghost hunt, etc., and to do the level 1 magic weapon task, you need 3 materials, the first two materials may have to be played, or you may use something else to change or guess the boxing (rock, paper, scissors) The third must be played If you play, it is highly recommended that you find someone to help and the level 3 magic weapon In addition to the above 3 materials, you also need a 1 designated level 1 magic weapon to do materials Level 2 has not been done is not very clear It is estimated that it is the same as level 3.
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Open the item barrier and point to the magic weapon block and put the magic weapon in the top grid.
In fact, the magic weapon blames BT to death.
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