How to add points to the priest sacrifice of Adventure Island can be achieved without teaming up to

Updated on Game 2024-06-03
10 answers
  1. Anonymous users2024-02-11

    Just add points according to the team's addition.

  2. Anonymous users2024-02-10

    Holy Light + Flower and 1 Magic Resistance.

  3. Anonymous users2024-02-09

    Just like a building on it.

    PS: I'm also a pastor, huh

  4. Anonymous users2024-02-08

    The second turn plus the holy arrow is very cost-effective...

  5. Anonymous users2024-02-07

    If you fight yourself, you're not a priest

  6. Anonymous users2024-02-06

    1** Mana Recovery: Lv16

    Mana Boost: Lv10 Magic.

    Shield: Lv20

    Magic Armor: Lv0 Magic.

    Bullet: Lv1 Magic Double Tap: Lv20

    2** Mana absorption: lv20

    Fast Movement: Lv20

    Group**: Lv30

    God's Protection: Lv20

    Blessing: Lv20 Holy Arrow.

    Technique: Lv11

    3** Magic Resistance: Lv20

    Purification: Lv20 Space-Time.

    Door: Lv20

    Holy Prayer: Lv30

    Holy Light: Lv30 Voodoo.

    Technique: Lv16

    Summoned by the Holy Dragon: Lv15

  7. Anonymous users2024-02-05

    Before the priest 3 turns the flower is full, you can find a dark attribute monster to fight, for example. Zombie monkeys from Monkey Forest II. The Mother of Demons in the Road of Toy Time. It is very fast with group therapy + double.

    Or you can go for a carnival mission. Levels 31-50.

    Team quest for the 101-story tower of the toy. 35-50

    Let's see LZ to your liking

  8. Anonymous users2024-02-04

    1**Mana regeneration 5

    Mana Boost is full.

    The magic shield is full. Magic Bullet 1

    Magic double-tap to full.

    The remaining points are added. Mana regeneration.

    2** Mana is fully absorbed.

    The more full the group**.

    God's protection is full.

    Blessing is full or at least 10 points.

    The remaining points add holy arrows.

    3** Purification at least to 12.

    Sacred prayer is full.

    The Holy Dragon summons full.

    Door 13 o'clock (3 minutes is enough to go back and forth.) )

    Voodoo gives up (wait for you to turn the monster into a snail, and you will be killed by someone else.) Are you working for someone else? Holy Light give up or add a few points to play (3 turns are full.) If you don't hang flowers, do you still stupidly fill yourself with holy light? )

    Resistance 1 (After the grand revision, resistance is no longer useful.) It's like losing blood when you're attacked by a monster.,It's the same with topping-up.。 It can't be like it used to be. Just miss. )

    The remaining points are refilled by the move (if the move is not full).

  9. Anonymous users2024-02-03

    At the beginning, it was a shake point, 4 each of strength and agility, and the rest didn't matter, when upgrading, it was 4 wisdom and 1 luck, and luck was 3 higher than the level! ~

    The skill bonus is the same as what a few of them said above! ~

  10. Anonymous users2024-02-02

    Adventure Island's various class mage skills are added:

    1 turn magician skill plus points:

    Magic Egg - 1 point.

    Magic double-tap to full.

    The magic shield is full.

    Magic Armor - Give Up.

    Mana Boost is full.

    Mana Regeneration - Full.

    Magician's second turn skill plus points:

    Fire Poison Mage Mana Absorption - Full.

    Mental power - full.

    Fast Movement - Full.

    Retardation - Full.

    Rocketry - full.

    Poison Mist 1.

    Ice Thunder Mage Mana Absorption - Full.

    Mental power - full.

    Fast Movement - Full.

    Retardation – Waiver.

    Cryotherapy - Full.

    Thunderbolt - full.

    Priest Mana Absorption - Full.

    Fast Movement - Full.

    Group ** - full.

    God's protection is full.

    Blessing - full.

    Holy Archery - Give Up.

    Magician's three-turn skill plus points:

    Fire Poison Wizard Fire Poison Resistance - Full.

    The magic intensifies - full.

    Magical Rage - Full.

    Sealing - Abandon (or 1 point).

    Doom Flame - 21 points.

    Deadly Poisonous Mist - Full.

    Fire Poison Combo - Full.

    Ice Thunder Wizard Ice Thunder Resistance - Full.

    The magic intensifies - full.

    Magical Rage - Full.

    Sealing - Giving Up.

    Ice roar - full.

    Lightning guns - full.

    Ice and Thunder Combo - Give Up.

    Priest's Magic Resistance - Full.

    Purification - full.

    The space-time gate is full.

    Sacred prayer is full.

    Holy Light - Full.

    Voodoo – give up.

    The Holy Dragon summons full.

    All are mages who are strong after 4 turns.

    Whether it's fire poison. Ice Thunder.

    Priest. There are full-screen attacks after 4 turns.

    Whereas. The most difficult things to practice in the early stage are priests and fire poison, and ice and thunder are relatively fast to level up. The second is the priest. Finally, there is fire poison.

    Fire Mage is 3 turns ago. There is no group attack skill. And the priest and the ice and thunder mage have both.

    Mages of all classes will be powerful. It depends on personal hobbies.

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