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Infernalist
Witch · 女巫

獄火師Infernalist

11 notable23 passives

昇華天賦Ascendancy Passives

Altered Flesh變形肉體
20% of Physical Damage taken as Chaos Damage20% of Cold Damage taken as Fire Damage20% of Lightning Damage taken as Fire Damage20%物理傷害承受為混沌傷害所承受冰冷傷害的20%視為火焰傷害20%的閃電傷害承受為火焰傷害
Lightning DamageLightning Damage閃電傷害是五種[DamageTypes|傷害類型]的其中一種。[Resistances|閃電抗性]可以減少此傷害。閃電擊中會根據造成的閃電傷害量,有機率造成[Shock|感電]。Lightning damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Lightning Resistance]. Lightning hits have a chance to [Shock] based on how much Lightning damage is dealt.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].Chaos DamageChaos Damage混沌傷害是五種[DamageTypes|傷害類型]的其中一種。[Resistances|混沌抗性]可以減少此傷害。 混沌傷害是最少見的傷害類型,會在造成傷害時移除兩倍數值的[EnergyShield|能量護盾]。Chaos damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Chaos Resistance]. Chaos damage is the least common damage type, and removes twice as much [EnergyShield|Energy Shield] as the damage value when taken.Cold DamageCold Damage冰冷傷害是五種[DamageTypes|傷害類型]的其中一種。[Resistances|冰冷抗性]可以減少此傷害。冰冷擊中會施加[Chill|冰緩]並累積[Freeze|冰凍],但無法累積[HeavyStun|沉重暈眩]。Cold damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Cold Resistance]. Cold hits apply [Chill] and build up [Freeze], but cannot build up [HeavyStun|Heavy Stun].Fire DamageFire Damage火焰傷害是五種[DamageTypes|傷害類型]的其中一種。[Resistances|火焰抗性]可以減少此傷害。火焰擊中時會根據造成的火焰傷害量累積[Flammability|易燃],其會增加[Ignite|點燃]機率。Fire damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Fire Resistance]. Fire [HitDamage|Hits] inflict [Flammability] based on how much Fire damage is dealt, which provides a chance to [Ignite].
Beidat's Gaze貝達特之視
+1 to Maximum Mana per 6 Maximum LifeReserves 25% of Life每6最大生命,+1最大魔力保留25%生命
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.MaximumMaximum此詞綴的最大值套用於整個詞綴,包含固定部分。The maximum value of this modifier is applied to the whole modifier, including the constant part.
Beidat's Hand貝達特之手
+1 to Maximum Energy Shield per 8 Maximum LifeReserves 25% of Life每8最大生命,+1最大能量護盾保留25%生命
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.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.MaximumMaximum此詞綴的最大值套用於整個詞綴,包含固定部分。The maximum value of this modifier is applied to the whole modifier, including the constant part.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].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.
Beidat's Will貝達意志
+1 to Maximum Spirit per 25 Maximum LifeReserves 25% of Life每25最大生命,+1最大精魂保留25%生命
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.MaximumMaximum此詞綴的最大值套用於整個詞綴,包含固定部分。The maximum value of this modifier is applied to the whole modifier, including the constant part.SpiritSpirit精魂是可用於啟動並維持具永久效果技能所保留的能量。精魂相關的技能可以在技能面板中進行管理。 兩組[WeaponSets|武器套裝]可能因為武器賦予的精魂(如[Sceptre|權杖])、[WeaponSetPassiveSkillPoints|武器套裝天賦點]或在特定[WeaponSets|武器套裝]中生效的[Persistent|持續]技能,導致可用的精魂數量不同。Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. [WeaponSets|Weapon Sets] can have differing amounts of available Spirit, due to weapons with Spirit (such as [Sceptre|Sceptres]), [WeaponSetPassiveSkillPoints|Weapon Set Passive Skills], or [Persistent] Skills that are active in specific [WeaponSets|Weapon Sets].
Bringer of Flame火焰呼喚者
All Damage from you and Allies in your Presence\ncontributes to Flammability and Ignite Magnitudes所有你和你存在範圍內友方造成的傷害\n會貢獻至易燃和點燃幅度
FlammabilityFlammability易燃是一種[Debuff|減益效果],提供[HitDamage|擊中]對目標造成[Ignite|點燃]的機率。它並不是一種[Ailments|異常狀態],但與[Ignite|點燃]密切相關,而點燃是則是異常狀態。 [HitDamage|擊中]造成的[Fire|火焰]傷害會[Contributes|貢獻]至易燃[BuffMagnitude|幅度],因此[HitDamage|擊中]造成的[Fire|火焰]傷害越高,造成[Ignite|點燃]的機率越大。 易燃的基礎[BuffMagnitude|幅度]為:每對目標造成其[AilmentThreshold|異常狀態門檻] 5% 的[Fire|火焰]傷害,對目標造成的點燃機率增加 1%。[HitDamage|擊中]造成的易燃效果會在該次擊中判定是否[Ignite|點燃]目標之前施加,因此會影響該次[HitDamage|擊中]的[Ignite|點燃]機率。 由於[HitDamage|擊中]的[Ignite|點燃]機率來源於目標身上的易燃效果,因此任何增加造成[Ailments|異常狀態]機率的詞綴都會提高施加的易燃[BuffMagnitude|幅度]。 不直接[HitDamage|擊中]目標,但會造成[Ignite|點燃]的效果,例如[IgnitedGround|點燃地面],也會施加易燃,但不會進行[Ignite|點燃]隨機機率判定。這類效果只有在目標身上累積的總[Flammability|易燃]達到 50% 時才會[Ignite|點燃]。 多個易燃效果可以疊加,提高[HitDamage|擊中]對目標的[Ignite|點燃]機率,最多可達 100%。每個易燃效果都有獨立持續時間,預設為 8 秒。Flammability is a [Debuff] that provides the chance for [HitDamage|Hits] to [Ignite] the target. It is not itself an [Ailments|Ailment], but is closely associated with [Ignite], which is. [Fire] damage from [HitDamage|Hits] [Contributes] to the [BuffMagnitude|Magnitude] of Flammability, so [HitDamage|Hits] that deal more [Fire] damage will [Ignite] more often. The base [BuffMagnitude|Magnitude] of Flammability is 1% chance to Ignite the target for every 5% of the target's [AilmentThreshold|Ailment Threshold] dealt as [Fire] damage. Flammability from a [HitDamage|Hit] is applied before that hit checks whether it should [Ignite] the target, and so will affect that chance for that [HitDamage|Hit] to [Ignite]. Since chance for [HitDamage|Hits] to [Ignite] comes from Flammability on the target, modifiers which increase the chance to inflict [Ailments] will increase the [BuffMagnitude|Magnitude] of Flammability inflicted. Effects which do not [HitDamage|Hit] targets, but [Ignite] as if they had, such as [IgnitedGround|Ignited Ground], also inflict Flammability, but do not roll a random chance to [Ignite]. Such effects will only [Ignite] once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for [HitDamage|Hits] to [Ignite] the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.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.AlliesAllies你的友方包含其他玩家、[Minion|召喚物]和其他與你並肩作戰且擁有自身數值的生物。 你的友方不包含你自身。Your allies include other players, [Minion|Minions], and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.IgniteIgnite點燃是造成[Fire|火焰]持續傷害的[Ailments|異常狀態],預設持續 4 秒 [HitDamage|擊中]點燃目標的機率取決於目標身上的[Flammability|易燃][BuffMagnitude|幅度]總值,包含該次[HitDamage|擊中]所增加的量。 [HitDamage|擊中]的[Fire|火焰]傷害會[Contributes|貢獻]至點燃的[BuffMagnitude|幅度],所以[HitDamage|擊中]造成的[Fire|火焰]傷害越高,點燃的威力就更強。 點燃的基礎[BuffMagnitude|幅度]為相當於造成該點燃的[HitDamage|擊中]所造成[Fire|火焰]傷害 20% 的每秒[Fire|火焰]傷害。這是根據該[HitDamage|擊中]所造成的最終傷害來計算,而不是目標身上任何影響其承受的[HitDamage|擊中]傷害詞綴。該[BuffMagnitude|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點燃傷害,但任何專門套用於[HitDamage|擊中]傷害的此類詞綴(如[Penetration|穿透]),則無法影響點燃的傷害。Ignite is an [Ailments|Ailment] that deals [Fire] damage over time, and lasts for 4 seconds by default. The chance for a [HitDamage|Hit] to Ignite a target is determined by the total [BuffMagnitude|Magnitude] of [Flammability] on the target, including the amount added by that [HitDamage|Hit]. [Fire] damage from [HitDamage|Hits] [Contributes] to the [BuffMagnitude|Magnitude] of Ignite, so [HitDamage|Hits] dealing more [Fire] damage inflict stronger Ignites. The base [BuffMagnitude|Magnitude] of Ignite is [Fire] damage per second equal to 20% of the [Fire] damage dealt by the [HitDamage|Hit] that inflicted it. This is calculated using the final damage dealt by the [HitDamage|Hit], but not any modifiers on the target that affect how much damage they will take from the [HitDamage|Hit]. This [BuffMagnitude|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 Ignite, but any such modifiers that specifically apply to [HitDamage|Hit] damage (such as [Penetration]) do not affect Ignite damage.
Grinning Immolation邪惡焚化
50% more Critical Damage BonusBecome Ignited when you deal a Critical Hit, taking 15% of your maximum Life and Energy Shield as Fire Damage per second50%更多暴擊傷害加成當你造成暴擊時會被點燃,每秒承受等同於你生命和能量護盾15%的火焰
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%.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.Fire DamageFire Damage火焰傷害是五種[DamageTypes|傷害類型]的其中一種。[Resistances|火焰抗性]可以減少此傷害。火焰擊中時會根據造成的火焰傷害量累積[Flammability|易燃],其會增加[Ignite|點燃]機率。Fire damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Fire Resistance]. Fire [HitDamage|Hits] inflict [Flammability] based on how much Fire damage is dealt, which provides a chance to [Ignite].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].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.IgniteIgnite點燃是造成[Fire|火焰]持續傷害的[Ailments|異常狀態],預設持續 4 秒 [HitDamage|擊中]點燃目標的機率取決於目標身上的[Flammability|易燃][BuffMagnitude|幅度]總值,包含該次[HitDamage|擊中]所增加的量。 [HitDamage|擊中]的[Fire|火焰]傷害會[Contributes|貢獻]至點燃的[BuffMagnitude|幅度],所以[HitDamage|擊中]造成的[Fire|火焰]傷害越高,點燃的威力就更強。 點燃的基礎[BuffMagnitude|幅度]為相當於造成該點燃的[HitDamage|擊中]所造成[Fire|火焰]傷害 20% 的每秒[Fire|火焰]傷害。這是根據該[HitDamage|擊中]所造成的最終傷害來計算,而不是目標身上任何影響其承受的[HitDamage|擊中]傷害詞綴。該[BuffMagnitude|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點燃傷害,但任何專門套用於[HitDamage|擊中]傷害的此類詞綴(如[Penetration|穿透]),則無法影響點燃的傷害。Ignite is an [Ailments|Ailment] that deals [Fire] damage over time, and lasts for 4 seconds by default. The chance for a [HitDamage|Hit] to Ignite a target is determined by the total [BuffMagnitude|Magnitude] of [Flammability] on the target, including the amount added by that [HitDamage|Hit]. [Fire] damage from [HitDamage|Hits] [Contributes] to the [BuffMagnitude|Magnitude] of Ignite, so [HitDamage|Hits] dealing more [Fire] damage inflict stronger Ignites. The base [BuffMagnitude|Magnitude] of Ignite is [Fire] damage per second equal to 20% of the [Fire] damage dealt by the [HitDamage|Hit] that inflicted it. This is calculated using the final damage dealt by the [HitDamage|Hit], but not any modifiers on the target that affect how much damage they will take from the [HitDamage|Hit]. This [BuffMagnitude|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 Ignite, but any such modifiers that specifically apply to [HitDamage|Hit] damage (such as [Penetration]) do not affect Ignite damage.
Mastered Darkness黑暗精通
Demonflame has no maximum惡魔烈焰解除上限
LimitLimit特定的技能同時只能讓數量有限的效果生效。 若在效果數量達上限時製造新的效果,最舊的效果將會消失。 特定的輔助寶石和物品可以修改技能效果上限。Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
Pyromantic Pact火祭協議
Maximum Mana is replaced by twice as much Maximum Infernal Flame\nGain Infernal Flame instead of spending Mana for Skill costs25% of Infernal Flame lost per second if none was gained in the past 2 secondsTake maximum Life and Energy Shield as Fire Damage when Infernal Flame reaches maximumLose all Infernal Flame on reaching maximum Infernal Flame以雙倍的最大煉獄之炎替換最大魔力值\n使用技能時消耗煉獄之炎而不是魔力如果你在過去2秒內未獲得赤獄烈炎,每秒失去25%赤獄烈炎赤獄烈炎達到最大時,受到等同於最大生命和能量護盾的火焰傷害達到煉獄之炎上限時,失去所有煉獄之炎
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.Fire DamageFire Damage火焰傷害是五種[DamageTypes|傷害類型]的其中一種。[Resistances|火焰抗性]可以減少此傷害。火焰擊中時會根據造成的火焰傷害量累積[Flammability|易燃],其會增加[Ignite|點燃]機率。Fire damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Fire Resistance]. Fire [HitDamage|Hits] inflict [Flammability] based on how much Fire damage is dealt, which provides a chance to [Ignite].MaximumMaximum此詞綴的最大值套用於整個詞綴,包含固定部分。The maximum value of this modifier is applied to the whole modifier, including the constant part.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].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.LimitLimit特定的技能同時只能讓數量有限的效果生效。 若在效果數量達上限時製造新的效果,最舊的效果將會消失。 特定的輔助寶石和物品可以修改技能效果上限。Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
Seething Body沸騰軀體
Gain Elemental Archon when you cast a Spell while on High Infernal FlameElemental Archon does not expire while on High Infernal FlameLose Elemental Archon on reaching maximum Infernal Flame當你處於高煉獄之炎狀態下施放技能時,獲得元素統治者元素統治者在你處於高煉獄之炎狀態時不會結束達到最大煉獄之炎時失去元素統治者
High Infernal FlameHigh Infernal Flame煉獄之炎高於最大煉獄之炎的 65% 時為高煉獄之炎狀態。You are on High Infernal Flame if you have 65% of your maximum Infernal Flame or more.Elemental ArchonElemental Archon元素統治者是一種[Archon|統治者][Buff|增益效果]。 元素統治者賦予: 25%更多[Spell|法術][ElementalDamage|元素傷害] [Spell|法術]無法造成[ElementalDamage|非元素]傷害 [Spell|法術][HitDamage|擊中]造成 100%更多[Freeze|冰凍]累積 [Spell|法術]有100%更多[Flammability|易燃][BuffMagnitude|幅度] [Spell|法術][HitDamage|擊中]造成 100%更多[Shock|感電]機率Elemental Archon is a type of [Archon] [Buff]. It grants: • 25% more [ElementalDamage|Elemental Damage] with [Spell|Spells] • Cannot deal [ElementalDamage|Non-Elemental] Damage with [Spell|Spells] • [HitDamage|Hits] with [Spell|Spells] cause 100% more [Freeze] Buildup • [Spell|Spells] have 100% more [Flammability] [BuffMagnitude|Magnitude] • [HitDamage|Hits] with [Spell|Spells] have 100% more [Shock] chance Using a non-instant [Attack] causes Elemental Archon to be removed immediately.