
Huntress · 女獵人
亞馬遜Amazon

昇華天賦Ascendancy Passives
Azmeri Brew阿茲莫里之酒
Life Flasks also recover Mana\nMana Flasks also recover Life生命藥劑也會恢復魔力\n魔力藥劑也會恢復生命
FlasksFlasks藥劑可以用來恢復你的生命或魔力。藥劑並非消耗品,但需要充能才能使用。藥劑充能可以透過擊殺敵人來獲得。
[Rarity|普通]敵人會給予相當於其[Power|強度]一半的藥劑充能
[Rarity|魔法]敵人會給予相當於其[Power|強度]的藥劑充能
[Rarity|稀有]和[Rarity|傳奇]敵人會給予相當於其[Power|強度]雙倍的藥劑充能
啟動[Checkpoint|記錄點]和[Wells|水井]可以完全補滿藥劑。藥劑只有在藥劑欄位時可以保有充能。Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
[Rarity|Normal] enemies grant Flask charges equal to half their [Power]
[Rarity|Magic] enemies grant Flask charges equal to their [Power]
[Rarity|Rare] and [Rarity|Unique] enemies grant Flask charges equal to twice their [Power]
[Checkpoint|Checkpoints] and [Wells] completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Critical Strike暴擊
Chance to Hit with Attacks can exceed 100%\nGain additional Critical Hit Chance equal to 25% of excess chance to Hit with Attacks攻擊擊中機率可以高於100%\n獲得等同於25%溢出攻擊擊中機率的額外暴擊率
Critical HitsCritical Hits暴擊造成 +100% 額外傷害。暴擊傷害加成可以進一步調整此數值。
[Attack|攻擊]通常會使用武器的基礎暴擊率,而 [Spell|法術]則會在技能敘述中顯示其基礎暴擊率。
大多數的暴擊率詞綴會以百分比進行計算。比方說,假如基礎暴擊率為 7%,獲得 100% 的暴擊率提升會使最終暴擊率達到 14%。Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. [CriticalDamageBonus|Critical Damage Bonuses] can further modify this value.
[Attack|Attacks] usually use your weapon's base Critical Hit Chance, while [Spell|Spells] and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.Extra CritsExtra Crits怪物的[Critical|暴擊]機率增加 300%。Monster has 300% increased chance to [Critical|Critically Hit].OverflowOverflow溢出的恢復量若超過上限,最多可恢復該上限的1.5倍。Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.OverkillOverkill[HitDamage|擊中]傷害在擊殺時超出敵人剩餘生命的部分為溢出傷害。Overkill damage is any damage from a [HitDamage|Hit] in excess of the enemy's remaining Life when it is killed.AttacksAttacks一般來說,攻擊是直接使用你裝備的[MartialWeapon|軍用武器]來打擊敵人的技能。[Spell|法術]並非攻擊。
攻擊的基礎傷害、攻擊速度和[Critical|暴擊]率會根據你所使用的[MartialWeapon|武器]數值決定,除非該技能有特別說明。
攻擊不一定會造成[Physical|物理]傷害——而是可以造成任何類型的傷害。Attacks are skills that directly damage enemies, usually using your equipped [MartialWeapon|Martial Weapon]. [Spell|Spells] are not Attacks.
The base damage, attack speed and [Critical|critical hit] chance of an attack are determined using your [MartialWeapon|Martial Weapon]'s stats unless the skill says otherwise.
Attacks do not necessarily deal [Physical] damage — they can deal any damage type.
Elemental Surge元素湧動
Elemental SurgesElemental Surges當你使用非[Melee|近戰][Projectile|投射物][Attack|攻擊]來浸染該[Attack|攻擊]所發射的[Projectile|投射物]時,便會消耗元素波動,使其在抵達飛行終點時觸發一次波動爆發。
預設下,你的武器最多可同時讓 6 種波動生效。波動會持續 15 秒。波動為當前武器的特定效果,所以不會影響非武器傷害,且不會在切換武器後繼承。
會[Split|分裂]或[Fork|分岔]的[Projectile|投射物]不會獲得波動的增益效果。Elemental Surges are consumed when you use a non-[Melee] [Projectile] [Attack] to suffuse the [Projectile|Projectiles] fired by that [Attack], causing them to trigger a Surging Blast when they reach the end of their flight.
Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.
[Projectile|Projectiles] which [Split] or [Fork] do not gain the benefits of Surges.ChargesCharges能量球可從一些技能、天賦以及其他效果獲得。其本身不會賦予任何固有效益,但可以作為許多技能和效果的能源來消耗。在預設情況下,能量球的持續時間為 15 秒,並會在你獲得相同類型的另一顆能量球後刷新。
能量球一共分為三種類型──耐力球、狂怒球和暴擊球。玩家在預設情況下,最多可以同時擁有 3 顆各個類型的能量球。Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.EnergyEnergy許多[Meta|主要]技能會產生和使用能量,而產生的能量專為其所屬技能而計。大多數效果運用能量來[Trigger|觸發]其他效果或技能,視受觸發技能的使用時間而定。在透過技能的使用時間計算能量獲得或消耗時,使用時間[Total|總和]的詞綴視為數值加倍。
能量無法從[Trigger|被觸發]技能的直接效果獲得。Several [Meta] Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to [Trigger] other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to [Total] use time are treated as though they were double the value.
Energy cannot be gained from direct effects of [Trigger|Triggered] Skills.
In for the Kill專注擊殺
20% increased Movement Speed while an enemy with an Open Weakness is in your Presence40% increased Skill Speed while an enemy with an Open Weakness is in your Presence若你的存在範圍內有一個帶有開放弱點的敵人,增加20%移動速度若你的存在範圍內有一個帶有開放弱點的敵人,增加40%技能速度
Skill SpeedSkill Speed影響使用所有技能的速度。技能速度的增加與減少與[Attack|攻擊]速度、[Spell|施放]速度、[Warcry|戰吼]速度及類似屬性的增加與減少會相加堆疊。Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to [Attack] Speed, [Spell|Cast] Speed, [Warcry] Speed, and similar stats.PresencePresence存在範圍是圍繞你角色周圍,可以套用特定效果(像是許多[Aura|光環])的區域。在預設情況下,存在範圍的範圍是 4 公尺。此區域的大小可以透過存在範圍詞綴調整,但無法透過技能範圍詞綴調整。Your Presence is an area around your character within which certain effects (such as many [Aura|Auras]) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
Mystic Harvest神秘豐收
Life Leech recovers based on your Elemental damage as well as Physical damage生命偷取會依據你的元素傷害以及物理傷害進行恢復
Physical DamagePhysical Damage物理傷害是五種[DamageTypes|傷害類型]的其中一種。這是最普遍的類型,也是唯一可以透過[Armour|護甲]而非[Resistances|抗性]減少傷害的類型。
大多數的物理傷害來自[MartialWeapon|武器][Attack|攻擊],但某些[Spell|法術]也會造成物理傷害。[Bleeding|流血]也可以造成物理持續傷害。Physical damage is one of the five [DamageTypes|Damage Types]. It is the most common and the only one reduced by [Armour], rather than by a [Resistances|Resistance].
Most physical damage comes from [MartialWeapon|Weapon] [Attack|Attacks], but some [Spell|Spells] and other skills deal physical damage as well. Physical damage over time can be inflicted with [Bleeding].Life LeechLife Leech當你造成[HitDamage|擊中]傷害時,生命偷取會讓你在一秒內恢復等同於所造成傷害一定百分比的生命量。
造成超過 40,000 點總傷害的擊中,在此計算中會被視為僅造成了 40,000 點傷害。若此傷害包含多種[DamageTypes|傷害類型],各類型之間的比例將維持不變。
怪物具有偷取抗性,其數值隨怪物等級增加,減少你從[HitDamage|擊中]怪物所獲得的偷取恢復量。
你一次只能從單一來源的生命偷取中恢復,且生命偷取會在生命回滿時全部移除。When you deal damage with a [HitDamage|Hit], Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple [DamageTypes|Damage Types], the ratios between them will stay the same.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from [HitDamage|Hits] against them.
You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.LeechLeech偷取可持續恢復[LifeLeech|生命]、[ManaLeech|魔力]、[EnergyShieldLeech|能量護盾]或[RageLeech|盛怒],通常為[HitDamage|擊中]敵人並根據該[HitDamage|擊中]的傷害所產生的結果,恢復時間為一秒。
每種資源一次只能有一個來源的偷取提供恢復。Leech recovers an amount of [LifeLeech|Life], [ManaLeech|Mana], [EnergyShieldLeech|Energy Shield], or [RageLeech|Rage] over one second, usually as a result of [HitDamage|Hitting] an enemy and based on the damage of the [HitDamage|Hit].
Only one instance of Leech for each resource can provide recovery at a time.
Penetrate穿透
Attacks using your Weapons have Added Physical Damage equal\nto 25% of the Accuracy Rating on the Weapon使用你的武器攻擊會附加等同於\n武器25%命中值的物理傷害
Physical DamagePhysical Damage物理傷害是五種[DamageTypes|傷害類型]的其中一種。這是最普遍的類型,也是唯一可以透過[Armour|護甲]而非[Resistances|抗性]減少傷害的類型。
大多數的物理傷害來自[MartialWeapon|武器][Attack|攻擊],但某些[Spell|法術]也會造成物理傷害。[Bleeding|流血]也可以造成物理持續傷害。Physical damage is one of the five [DamageTypes|Damage Types]. It is the most common and the only one reduced by [Armour], rather than by a [Resistances|Resistance].
Most physical damage comes from [MartialWeapon|Weapon] [Attack|Attacks], but some [Spell|Spells] and other skills deal physical damage as well. Physical damage over time can be inflicted with [Bleeding].AccuracyAccuracy命中為[Attack|攻擊]擊中目標的依據,且會與目標的[Evasion|閃避]進行核對以決定該機率。
玩家的[Attack|攻擊]會產生命中懲罰,根據從傷害來源到目標的距離而定,2 公尺內的目標無懲罰,而 9 公尺外的目標最多會降低 90% 命中。Accuracy is used to hit a target with an [Attack|Attack], and is checked against the targets [Evasion] to determine that chance.
Player [Attack|Attacks] incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.AccurateAccurate怪物增加 200% [Accuracy|命中]值。Monster has 200% increased [Accuracy] Rating.AttacksAttacks一般來說,攻擊是直接使用你裝備的[MartialWeapon|軍用武器]來打擊敵人的技能。[Spell|法術]並非攻擊。
攻擊的基礎傷害、攻擊速度和[Critical|暴擊]率會根據你所使用的[MartialWeapon|武器]數值決定,除非該技能有特別說明。
攻擊不一定會造成[Physical|物理]傷害——而是可以造成任何類型的傷害。Attacks are skills that directly damage enemies, usually using your equipped [MartialWeapon|Martial Weapon]. [Spell|Spells] are not Attacks.
The base damage, attack speed and [Critical|critical hit] chance of an attack are determined using your [MartialWeapon|Martial Weapon]'s stats unless the skill says otherwise.
Attacks do not necessarily deal [Physical] damage — they can deal any damage type.
Predatory Instinct獵食直覺
Reveal Weaknesses against Rare and Unique enemies50% more damage against enemies with an Open Weakness使稀有和傳奇敵人暴露弱點對帶有開放弱點的敵人,增加50%傷害
Revealing WeaknessesRevealing Weaknesses暴露弱點會明顯標示在敵人的生命條上,並佔據 45% 的最大生命(但會隨機分區塊)。當敵人當下的生命標有明顯分區時,就代表他們具有開放傷口。Revealed Weaknesses are highlighted on enemy Life bars, and occupy a total of 45% of their maximum Life (but in random segments). While the enemy's current Life is within a highlighted segment, they are considered to have an Open Weakness.
Stalking Panther潛伏獵豹
Evasion Rating from Equipped Helmet, Gloves and Boots is doubledEvasion Rating from Equipped Body Armour is halved裝備頭盔、手套和長靴的閃避值加倍來自身體護甲的閃避值減半
EquipmentEquipment裝備是可以被視為[Equipped|已裝備]的物品Equipment are items that can be [Equipped]EquippedEquipped在背包面板中,武器、[EquipArmour|護甲]、腰帶和[Jewellery|飾品]物品對角色來說為已裝備。藥劑、技能寶石和珠寶則永遠不會算在已裝備的範疇。Weapon, [EquipArmour|Armour], Belt, and [Jewellery] Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.EvasionEvasion閃避會賦予躲避敵人[HitDamage|擊中]的機率,使該次攻擊完全無法[HitDamage|擊中]你。實際的閃避機率同時取決於攻擊者的[Accuracy|命中率]。Evasion Rating grants a chance to Evade enemy [HitDamage|Hits], preventing them from [HitDamage|Hitting] you at all. Exact chance to Evade also depends on the attacker's [Accuracy].ArmourArmour護甲值可減少[HitDamage|受到的擊中傷害]。預設情況下,護甲值只會套用至[Physical|物理][HitDamage|傷害]。
護甲值的傷害減免與[HitDamage|傷害]量成正比,且對於減少較小的擊中更有效。Armour reduces [HitDamage|Damage taken from Hits]. By default, Armour only applies to [Physical] [HitDamage|Damage].
Damage reduction from Armour is proportional to the amount of [HitDamage|Damage], and is more effective at reducing smaller hits.
Surging Avatar澎湃灌注
When you Consume a Charge, Trigger Elemental Surge to gain 2 Cold SurgesWhen you Consume a Charge, Trigger Elemental Surge to gain 2 Fire SurgesGain 1 fewer Lightning Surge from Triggering Elemental Surge當你消耗能量球時,觸發元素波動以獲得2冰冷波動當你消耗能量球時,觸發元素波動以獲得2火焰波動觸發元素波動時獲得1更少閃電波動
Elemental SurgesElemental Surges當你使用非[Melee|近戰][Projectile|投射物][Attack|攻擊]來浸染該[Attack|攻擊]所發射的[Projectile|投射物]時,便會消耗元素波動,使其在抵達飛行終點時觸發一次波動爆發。
預設下,你的武器最多可同時讓 6 種波動生效。波動會持續 15 秒。波動為當前武器的特定效果,所以不會影響非武器傷害,且不會在切換武器後繼承。
會[Split|分裂]或[Fork|分岔]的[Projectile|投射物]不會獲得波動的增益效果。Elemental Surges are consumed when you use a non-[Melee] [Projectile] [Attack] to suffuse the [Projectile|Projectiles] fired by that [Attack], causing them to trigger a Surging Blast when they reach the end of their flight.
Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.
[Projectile|Projectiles] which [Split] or [Fork] do not gain the benefits of Surges.ChargesCharges能量球可從一些技能、天賦以及其他效果獲得。其本身不會賦予任何固有效益,但可以作為許多技能和效果的能源來消耗。在預設情況下,能量球的持續時間為 15 秒,並會在你獲得相同類型的另一顆能量球後刷新。
能量球一共分為三種類型──耐力球、狂怒球和暴擊球。玩家在預設情況下,最多可以同時擁有 3 顆各個類型的能量球。Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.EnergyEnergy許多[Meta|主要]技能會產生和使用能量,而產生的能量專為其所屬技能而計。大多數效果運用能量來[Trigger|觸發]其他效果或技能,視受觸發技能的使用時間而定。在透過技能的使用時間計算能量獲得或消耗時,使用時間[Total|總和]的詞綴視為數值加倍。
能量無法從[Trigger|被觸發]技能的直接效果獲得。Several [Meta] Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to [Trigger] other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to [Total] use time are treated as though they were double the value.
Energy cannot be gained from direct effects of [Trigger|Triggered] Skills.