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Blood Mage
Witch · 女巫

血法師Blood Mage

9 notable19 passives

昇華天賦Ascendancy Passives

Blood Barbs鮮血荊棘
Bleeding you inflict on Cursed targets is AggravatedElemental Damage also Contributes to Bleeding Magnitude你對被詛咒的目標造成的流血會加劇元素傷害也會貢獻至流血幅度
BleedingBleeding流血是造成[Physical|物理]持續傷害的[Ailments|異常狀態],預設持續時間為 5 秒。流血傷害無視[EnergyShield|能量護盾]。 目標移動或流血[Aggravate|加劇]時,流血會造成額外 100% 傷害。 [HitDamage|擊中]的[Physical|物理]傷害會[Contributes|貢獻]至流血[BuffMagnitude|幅度]。 傷害不會[Contributes|貢獻]至流血機率,因此無法以不具有固定流血機率的來源造成流血。 流血的基礎[BuffMagnitude|幅度]為相當於造成該流血的[HitDamage|擊中]所造成[Premitigation|減免前]的[Physical|物理]傷害 15% 的每秒[Physical|物理]傷害。該幅度不會進一步受到你所造成傷害的任何詞綴影響。 可影響敵人傷害減免能力(如[Shock|感電])的詞綴與[Debuff|減益效果],可以影響敵人承受的流血傷害,但任何專門套用於[HitDamage|擊中]傷害的此類詞綴(如[ArmourBreak|護甲破壞]),則無法影響流血的傷害。Bleeding is an [Ailments|Ailment] that deals [Physical|Physical] damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses [EnergyShield|Energy Shield] Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is [Aggravate|Aggravated]. [Physical] damage from [HitDamage|Hits] [Contributes|Contributes] to Bleeding [BuffMagnitude|Magnitude]. Damage does not [Contributes|Contribute] to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base [BuffMagnitude|Magnitude] of Bleeding is [Physical] damage per second equal to 15% of the [Premitigation|Pre-mitigation] [Physical] damage of the [HitDamage|Hit] that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and [Debuff|Debuffs] that affect the enemy's ability to mitigate damage (such as [Shock]) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to [HitDamage|Hit] damage (such as [ArmourBreak|Armour Break]) do not affect Bleeding damage.CursesCurses詛咒會對受影響的目標施加強大的[Debuff|減益效果]。在預設情況下,一個目標身上同時只能有一個詛咒。 [Rarity|稀有度]較高的敵人受詛咒的影響較小: 魔法怪物承受 15% 更少詛咒效果 稀有怪物承受 30% 更少詛咒效果 傳奇怪物承受 50% 更少詛咒效果Curses significantly [Debuff] affected targets. By default a target can have one Curse on them at a time. Higher [Rarity] enemies are less affected by Curses: 15% less Curse effect on Magic monsters 30% less Curse effect on Rare monsters 50% less Curse effect on Unique monsters
Crimson Power緋紅之力
Gain additional maximum Life equal to 100% of the Item Energy Shield on Equipped Body Armour獲得等同於已裝備身體護甲的物品能量護盾100%的額外最大生命
Item Energy ShieldItem Energy Shield一件物品上標註的具體[Energy Shield|能量護盾]值。這意味著[Quality|品質]和物品上的區域詞綴會一併納入計算,但來自其他來源、會直接影響你角色所獲得的[Energy Shield|能量護盾]值將不納入計算。Stats that refer to an item's [EnergyShield|Energy Shield] use the exact value listed on the item. This means that [Quality] and local modifiers on the item are taken into account, but stats from other sources that change the amount of [EnergyShield|Energy Shield] actually granted to your character are not considered.Energy ShieldEnergy Shield能量護盾會代為承受傷害來避免生命的損失。若你在短時間內未失去能量護盾,它將會快速[ESRecharge|充能]。 [Chaos|混沌]傷害會移除兩倍的能量護盾量。 [Bleeding|流血]和[Poison|中毒]的傷害會無視能量護盾,並直接移除生命。Energy Shield protects your Life by taking damage instead. Rapidly [ESRecharge|Recharges] if you don't lose Energy Shield for a short time. [Chaos] damage removes twice as much Energy Shield. Damage from [Bleeding] and [Poison] bypasses Energy Shield to remove Life directly.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.ShieldsShields盾牌是裝備在副手的防禦型物品,通常會賦予[Armour|護甲]。手持盾牌時,你有機率被動[Block|格擋]。大多數盾牌也可以被舉起並[Block|格擋]來自正面的[Strike|打擊]和[Projectile|投射物]。 一共有多種不同盾牌,包含[Buckler|輕盾]和[TargeShield|圓盾]等。Shields are armour items that are equipped in your off hand. While holding a Shield you have a chance to passively [Block]. Most Shields can also be raised to [Block] all incoming [Strike|Strikes] and [Projectile|Projectiles] from the front. [Buckler|Bucklers] are a special type of Shield that do not grant any [Armour] and can Parry enemy skills instead of being raised to [Block].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.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.
Gore Spike血棘
1% increased Critical Damage Bonus per 50 current Life每50當前生命即增加1%暴擊傷害加成
Critical Damage BonusCritical Damage Bonus使[Critical|暴擊]造成的傷害倍增。預設值為 +100%(即造成雙倍傷害)。Multiplies the damage dealt by [Critical|Critical Hits]. Default value is +100% (i.e. twice as much damage).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%.
Grasping Wounds緊扼傷口
25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead避免承受擊中傷害的25%生命損失,改為在4秒內逐漸被扣除
Hit DamageHit Damage任何非持續傷害的傷害均被視為擊中傷害。 由擊中所造成的[DamagingAilments|傷害型異常狀態]會依據該擊中來計算其傷害,且後續的傷害詞綴不會直接對其套用。因此,提高擊中傷害會固定產生更強力的傷害型異常狀態。Any damage that isn't damage over time is Hit damage. [DamagingAilments|Damaging Ailments] which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.Life LossLife Loss生命損失與一般傷害不同,且無法被[EnergyShield|能量護盾]減免或吸收。你還是會因為生命損失而陣亡的!Life Loss is not damage, and can't be mitigated or absorbed by [EnergyShield|Energy Shield]. Life Loss can still kill you.
Sanguine Tides血紅之潮
On Hitting an Enemy while a Life Flask is at full Charges, 40% of its Charges are consumed\nGain 1% of damage as Physical damage for 5 seconds per Charge consumed this wayGain 1 Life Flask Charge per 2% Life spentFlasks do not recover Life在生命藥劑充能全滿時擊中敵人,消耗其40%充能\n每以此方式消耗1充能,獲得等同於1%傷害的物理傷害5秒每消耗2%生命獲得1生命藥劑充能藥劑無法恢復生命
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].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.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.
Sunder the Flesh碎裂血肉
Base Critical Hit Chance for Spells is 15%法術的基礎暴擊率為15%
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%.SpellsSpells法術是使用純粹魔法摧毀敵人的技能。[Attack|攻擊]並不算法術。 法術會擁有自己的基礎傷害和施法速度,並根據技能決定[Critical|暴擊]的機率。他們不會受益於武器的固有傷害、攻擊速度或[Critical|暴擊]率。Spells are skills that use raw magic to destroy your enemies. [Attack|Attacks] are not Spells. Spells have their own base damage, cast speed and [Critical|Critical Hit] chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or [Critical|Critical Hit] chance.
Vitality Siphon活力虹吸
20% of Spell Damage Leeched as Life法術傷害的20%轉化為生命偷取
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.SpellsSpells法術是使用純粹魔法摧毀敵人的技能。[Attack|攻擊]並不算法術。 法術會擁有自己的基礎傷害和施法速度,並根據技能決定[Critical|暴擊]的機率。他們不會受益於武器的固有傷害、攻擊速度或[Critical|暴擊]率。Spells are skills that use raw magic to destroy your enemies. [Attack|Attacks] are not Spells. Spells have their own base damage, cast speed and [Critical|Critical Hit] chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or [Critical|Critical Hit] chance.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.
Whispers of the Flesh血肉低語
Targets Cursed by you have at least 15% of Life ReservedTargets Cursed by you have {}% reduced Life Regeneration Rate被你詛咒的目標有至少15%生命保留被你詛咒的目標減少100%生命回復率
ReservationReservation保留效果可以防止特定資源(通常是[Spirit|精魂],但也可以是生命或魔力)的一部分在作用時被用於其他目的上。保留一種資源不會改變該資源的上限值。Reservation effects prevent a portion of a given resource — usually [Spirit], though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.CursesCurses詛咒會對受影響的目標施加強大的[Debuff|減益效果]。在預設情況下,一個目標身上同時只能有一個詛咒。 [Rarity|稀有度]較高的敵人受詛咒的影響較小: 魔法怪物承受 15% 更少詛咒效果 稀有怪物承受 30% 更少詛咒效果 傳奇怪物承受 50% 更少詛咒效果Curses significantly [Debuff] affected targets. By default a target can have one Curse on them at a time. Higher [Rarity] enemies are less affected by Curses: 15% less Curse effect on Magic monsters 30% less Curse effect on Rare monsters 50% less Curse effect on Unique monsters