Priest of Mapleland: What, Ah, 15

Updated on Game 2024-07-19
11 answers
  1. Anonymous users2024-02-13

    There are two practices for priests, regular priests and blood pastors.

    The conventional ability point is 4 wisdom and 1 luck.,This practice is the practice of players who like to use the holy light after 3 turns.,But this kind of priest's blood is very average.,And the priest's group therapy is based on the ratio of his own blood volume to regenerate blood and attack.,That is to say,This kind of priest will be relatively weak with group therapy to kill monsters.,But the holy light kill (three-turn skill) monster is a little stronger.。

    Blood herding, as the name suggests, is a large amount of blood, and the ability points are level 4 3 wisdom 1 luck and 1 blood, level 1 4 wisdom and 1 luck, so as to ensure that you can wear the equipment. This practice is the practice of players who like to be a support, the blood is much longer, and the damage is also greater (I mean group healing), but the Holy Light (the skill of the third turn) is weak.

    As for the skill points, both are basically the same, and I am like this:

    1 point teleportation, group healing 10, after saving 10 points** healing, replenishing group healing, full blessing, 9 moves (plus 1 point at the beginning for a total of 10 points), full of divine protection, full of sucking, moving. A total of 110 points were used, so give up the holy arrow and add the remaining 11 points to the magic armor or magic shield of 1 turn.

    It's just that I don't think the holy arrow is useful, and after three turns, I still used the card wash to add it to the magic armor, so I gave up, who still uses that skill in the third turn?! It's just my practice, just for reference.

  2. Anonymous users2024-02-12

    I don't agree with the point of view upstairs, many times blessing is more important than protection, improving the ability value of defending against demons and hits.

    I suggest: point teleportation group healing full of 5 points of God's protection (to pave the way for blessings, you can't add blessings without adding 5 points) Blessings are full of God's protection Full of mana absorption Full of teleportation The remaining 11 points are added to the holy arrow (this skill is not very useful, it is useless).

  3. Anonymous users2024-02-11

    Group ** Level 1 - Level 1 Teleportation - Level 1 Mana Absorption - Group ** Full - God's Protection Full - Blessing Full - Mana Absorption Full - Teleportation Full - The remaining 11 points can be placed on the Holy Arrow (there is no place to add - -

    The priest is powerful, practice slowly.

  4. Anonymous users2024-02-10

    Teleportation 1 - Group ** Full - Protection 5 - Blessing Full - Protection Full - Manchant Full - Teleport Full - Holy Arrow 11

  5. Anonymous users2024-02-09

    Blood Pastoral: Heal Healing Full, Teleportation 1, Blessing Protection Full, Absorption 10, Holy Arrow 10

    Wisdom Shepherd: Healing 10, Teleportation 1, Blessing Protection 10, Absorption 1 full, Holy Arrow full.

  6. Anonymous users2024-02-08

    Ability points: Needless to say, right? 4 strength and 4 agility when shaking the point, and others are casual. Luck is enough as long as it is 3 points higher than the level, and it is a waste.

    Skill points My skill points are added like this, provided that someone comes with an upgrade, otherwise it's one word - pain (buy one get one free).

    One turn (67 points in total).

    5 Mana Regeneration - 10 Mana Enhancement - 1 Mana Bullet - 20 Magic Armor - 16 Mana Regeneration - 20 Mana Shield.

    0 magic double click.

    As I said, the premise of this addition is that someone comes with an upgrade, and the reason why you don't add a double tap is because the double tap is useless in the middle and late stages, while the magic armor can make your blood medicine consume less in the early stage, and you can save more money (after all, you don't have to fight, just sweep the floor), and accumulate funds for the later stage (there are large ones, which are another matter). In addition, after adding magic armor, you have another status in the upper right corner of the screen, which looks better (personal feeling, hehe, after all, the priest, the auxiliary profession, the more states, the better).

    Second turn (121 points in total).

    Level 30, it's time for the second turn, 1 point of magic is more than enough to pass the second turn task, I was having an easy time, and I didn't eat a bottle of magic medicine. First**body**,Finally, I have the skills to attack.,Of course, you still have to bring someone in the early stage.。 The two-turn Holy Light Arrow can completely replace the one-turn double click (so don't add a double click),The attack distance of the Holy Light Arrow is long.,Hitting ordinary monsters is about the same as double clicking.,Hitting dark monsters has attack multiplication.,And the double click of the monster that the Holy Light Arrow can repel may not be able to repel (the attack power of the double click is two 40,The attack power of the Holy Light Arrow is a 70).

    Three turns (151 points in total).

    0 or 1 Voodoo.

    Personally, I don't think the voodoo of the third turn is useless.,It's better to kill the monster than to turn it into a snail.,I added this to the magic absorption of the second turn.。

  7. Anonymous users2024-02-07

    Magician-priest-priest-bishop.

    1** Mana Recovery: Lv16

    Lv16 Mana Boost: Lv10

    Lv10 Magic.

    Shield: Lv20

    Lv20 Magic Armor: Lv20

    Lv20 magic.

    Bullet: Lv1lv20

    Magic double-tap: lv20

    Lv20 2** Mana Absorption: Lv20

    19/lv20

    Fast Movement: Lv1

    Lv20 group**: Lv30

    Lv30 God's Protection: Lv20

    Lv20 Blessing: Lv20

    Lv20 Holy Arrow.

    Technique: lv0lv30

    3** Magic Resistance: Lv20

    Lv20 Purification: Lv20

    Lv20 space-time.

    Door: Lv20

    Lv20 Sacred Prayer: Lv30

    Lv30 Holy Light: Lv30

    Lv30 Voodoo.

    Technique: Lv16

    Lv30 Holy Dragon Summon: Lv15

    lv30

  8. Anonymous users2024-02-06

    I still don't think the Holy Arrow makes much sense.

    The one on the 4th floor also said that the priest is an auxiliary profession.

    So most of the time you don't have to carry the blame.

    And from 2 to 3 turns, it's generally zombie mushrooms.,Zombie monkeys.,Ghosts.,Zombies just use the group directly.,It's not meaningful to use holy arrows to get rid of monsters.,Even if you encounter a big monster, it's estimated that your holy arrows can't withstand it at this time.。 Because the level is too low.

    On the contrary, as a conscientious nanny profession, I still feel that the role of blessing is much greater than that of holy arrows.

  9. Anonymous users2024-02-05

    I am 3 district Maria.

    86 small marks. Magician-priest-priest-bishop.

    1** Mana Recovery: Lv16

    Lv16 Mana Boost: Lv10

    Lv10 Magic.

    Shield: Lv20

    Lv20 Magic Armor: Lv0

    Lv20 magic.

    Bullet: Lv1lv20

    Magic double-tap: lv20

    Lv20 2** Mana Absorption: Lv20

    Lv20 Fast Move: Lv20

    Lv20 group**: Lv30

    Lv30 God's Protection: Lv20

    Lv20 Blessing: Lv20

    Lv20 Holy Arrow.

    Technique: Lv11

    Lv30 Triple ** Magic Resistance: Lv20

    Lv20 Purification: Lv20

    Lv20 space-time.

    Door: Lv20

    Lv20 Sacred Prayer: Lv30

    Lv30 Holy Light: Lv30

    Lv30 Voodoo.

    Technique: Lv16

    Lv30 Holy Dragon Summon: Lv15

    lv30

  10. Anonymous users2024-02-04

    Priest's Skills Plus Points

    Mana Absorption - Full.

    Fast Movement - Full.

    Group ** - full.

    God's Protection--Full.

    Blessing - full.

    Holy Archery - Give Up.

  11. Anonymous users2024-02-03

    If you're not afraid of slow leveling, fill up all the rest, and add holy arrows to the rest.

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