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Research on Fantasy Westward Journey from Level 5 to Level 6: What are the eight skills?
Hello. My gang was the first in the district to be promoted to level 6.

Upgrade the new district to level 6 to help recommend the following 8 skills.

1 intensive meditation does not explain.

Cooking and refining craftsmen entertain players far more than powerful players. They run businesses and the like just to get some help and earn some life skills.

Health care is absolutely correct, and a large part of players make money by hanging up. Selling F and boiling medicine.

It's necessary to pursue hard. Building a gang will inevitably encounter hostility, PK.

5 Fitness or avoiding hidden weapons. This seems to be necessary.

Why not build an alchemist? No one in front of the area where I play runs a few local product gangs. It's a waste of resources to drive, and no one learns it at all.

Others learn to build, learn to help people, and their skills have reached 150. Those below 100 are a dime a dozen and have no value at all.

In addition, what skills to learn, the train of thought should be unique. Learn eight 100 skills without dying. For example, when I was promoted to level 6, I opened 120 Another powerful gang is 1 10. I am the only one in that area who can keep fit 120. If you want to play hard and compete, you have to come to me for help and learn fitness 120. Or open up some unpopular skills, such as studying hidden weapons early in the new area, which can attract daughter village and tournament players.