Fact sheet 1: Nine races, eighteen occupations, and twenty-seven skills
There are nine physics skills: leadership, archery, luck, artillery, tactics, first aid, offense, defense, and resistance.
There are nine types of magic skills: wisdom, occultism, hawk eye, intelligence, magic, water magic specialization, earth magic specialization, air magic specialization, and fire magic specialization.
Similar to the classification of skills, there are two types of magic in the game: strategic magic (sky-watching magic, beckoning magic, space-time gate, etc.) and combat magic (magic arrows, chain lightning, etc.).
Each of the nine races has a Strategic Skill (Support Skill) specialty, and choosing this race grants an additional bonus to a certain Strategic Skill.
Each class also has a choice of class specialization at the time of creation, and if you choose the direction of the class specialization, you can also have a tactical skill specialty, which can get an additional bonus in a certain combat skill.
However, heroes with professional specializations are unable to wear certain equipment and learn certain skills:
Heroes specialized in physics cannot be equipped with equipment such as staff and robes with knowledge and strength attributes, and heroes with specialization in law cannot be equipped with equipment such as swords and shields with attack and defense attributes.
In terms of skill learning, Physics specialty heroes cannot learn the four skills of intelligence, magic, occultism, and Eagle Eye, and Law specialization heroes cannot learn the four skills of offense, defense, archery, and tactics.
Heroes that are not Class Specializations have no equipment or skill restrictions.
In addition, heroes can also learn some combat skills, but what they can learn depends on luck and game level.
The skill bonuses of the three factions and the nine-race eighteen class heroes are as follows:
Justice Faction: (1) Race: Castle Logistics Bonus (Effect Bonus 10%)
The Terrans are the race with the most rigorous and scientific social structure, and therefore the most logistically sophisticated.
Class: Knight chooses class specialization to gain leadership bonuses (morale adds 2 points)
Knights have eight virtues, integrity and bravery, and are not afraid of sacrifice, so their morale is extremely high.
Priest chooses class specialization to gain a water magic bonus (10% more)
Water magic is the best at healing and healing, and the priest is the best at it.
Note: The castle is also called the Terran, Human, and Sanctuary.
(2) Race: Barrier learning ability bonus (effect is added by 10%)
The elves' long lives allow them to learn more.
Class: Patrol selects class specialization to gain an archery bonus (10% more)
Elves have the strongest archery.
Druids choose class specializations to gain an additional 10% bonus to air magic (10% more)
Elves love nature and have a greater affinity for the magical elements of the air system.
(3) Race: Tower Money Management Bonus (Effect Bonus 10%)
There are alchemists in the towers, naturally there is alchemy, and with alchemy, are you afraid that you will not have money?
Class: Alchemist chooses class specialization to gain a bonus to Lucky (10% more)
Alchemists are good at creating, and it takes a certain amount of luck to create new things.
Warlock chooses class specialization to gain an Intelligence bonus (10% additional effect)
Warlock's knowledge attributes and growth are the highest.
Evil Faction: (1) Race: Hell Diplomacy Bonus (Effect Bonus 10%)
The devil is good at demagogy.
Class: The Devil chooses class specialization to gain a bonus to artillery (10% more effect)
The devil clan is often the initiator of war, and the beginning of war is full of artillery fire.
Heretics choose class specializations to gain a bonus to fire magic (10% more)
Fire and water are mutually reinforcing, the priest is good at water magic, and Hell is naturally good at fire magic.
(2) Race: Graveyard Spiritualism Bonus (the only race that can learn and initially has its own Spiritualism)
No need to explain
Class: Death Knight chooses class specialization to gain tactical bonuses (number of formations that can be learned plus one)
The undead are the most hierarchical, and under the command of the superior one, the undead can do anything, including dying again.
Necromancer chooses class specialization to gain an earth-based magic bonus (10% more)
The dead are buried in the ground.
Note: The battle of the Nine Clans of Heroes is no longer a turn-based battle, so the tactical skills are changed to a formation, and the types and effects of the formation are fine-tuned according to the Legend of the Three Kingdoms series.
(3) Race: Dungeon Pathfinding Bonus (Effect Bonus 10%)
The dark underground, with intricate tunnels, will not get lost even the experienced inhabitants of the dungeon.
Class: The lord chooses the class specialization to gain a bonus to First Aid (10% more effect)
To live underground, you must learn to survive independently and be ready to save yourself at any time.
Mage chooses class specialization to gain a mana bonus (10% more)
Magicians, as opposed to warlocks, worship the power of magic.
Note: Dungeons are also called dungeons.
Neutral Faction: (1) Race: Stronghold Scouting Bonus (Scouting Level Plus 1)
The Stronghold Clan lives in the wilderness, and each of them is a warrior and a qualified scout.
Class: Barbarian chooses class specialization to gain an offensive bonus (10% additional effect)
The Barbarian's offensive stats and growth are the highest.
Battlemage chooses class specialization to gain a bonus to occultism (10% additional effect)
Battlemages are good at using magic to fight, and if they regenerate magic in the heat of battle, they are a must for battlemages.
(2) Race: Fortress Navigation Bonus (Effect Bonus by 10%)
It's not okay to live in a swamp and not be able to swim.
Class: Beast Tamer selects class specialization to gain a defensive bonus (10% additional effect)
The Beast Tamer's defensive stats and growth are the highest.
The Witch chooses a class specialization to gain an Eagle Eye bonus (1% additional effect)
The Swamps are magical wastelands, but witches have strong magical abilities, indicating that they are observant.
Note: The fortress is also called a swamp
(3) Race: Elemental City Academic Bonus (plus 1 star to the level of the magic effect learned)
Elemental City has a magic academy, which shows that Elemental City has the strongest affinity for magical elements.
Class: Elementals choose class specialization to gain resistance bonus (10% additional effect)
can control the four types of magic, and naturally can attack and defend.
elemental allows you to choose a class specialization to gain a wisdom bonus (you can skip the level to learn magic, but the mana cost is doubled, the star upgrade experience is doubled, and the magic effect is halved,)
The affinity for the magic element is the strongest, and naturally there is no shortage of geniuses who overstep the level of spellcasting.
Note: Elemental City is a semi-hidden race, which cannot be directly selected, and can only be converted after leaving the Novice Continent.