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Invoker
Monk · 僧侶

祈靈者Invoker

9 notable20 passives

昇華天賦Ascendancy Passives

...and Protect me from Harm……並免我於傷痛
35% less Evasion RatingPhysical Damage Reduction from Armour is based on your combined Armour and Evasion Rating35%更少閃避值來自護甲值的物理傷害減免依據你的護甲值以及閃避值總和
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].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.
...and Scatter Them to the Winds……並驅散於長風之中
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%.MeleeMelee近戰[Attack|攻擊]是指透過近戰[Strike|打擊]或[Slam|重擊],直接擊中敵人造成近戰傷害。近戰攻擊通常會受武器或空手傷害影響。 這些攻擊創造的任何[Projectile|投射物]不會被視為近戰傷害。Melee [Attack|Attacks] are those that directly hit with a melee [Strike] or a [Slam], dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any [Projectile|Projectiles] these attacks create do not count as Melee damage.
I am the Blizzard...我即為暴雪……
On Freezing Enemies create Chilled GroundGain 10% of Damage as Extra Cold Damage冰凍敵人時產生冰緩地面獲得等同於傷害10%的額外冰冷傷害
Extra Cold DamageExtra Cold Damage怪物[Gain|獲得]相當於傷害 40% 的額外[Cold|冰冷]傷害。Monster [Gain|Gains] 40% of damage as extra [Cold] damage.Chilled GroundChilled Ground冰緩地面會對站在上方的目標造成[Chill|冰緩],預設持續 6 秒。Chilled Ground [Chill|Chills] those standing in it, and lasts 6 seconds by default.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].FreezeFreeze冰凍是會使目標無法移動或行動的[Ailments|異常狀態],預設持續 4 秒。 [HitDamage|擊中]的[Cold|冰冷]傷害會[Contributes|貢獻]至對敵人的冰凍累積,直到他們被[Frozen|冰凍]Freeze is an [Ailments|Ailment] that causes targets to be unable to move or act, and lasts 4 seconds by default. [Cold] damage from [HitDamage|Hits] [Contributes] to Freeze Buildup on enemies until they become [Frozen].FrozenFrozen凍結的目標無法移動或行動。目標將在[Freeze|冰凍]累積達到 100% 時被凍結。A Frozen target cannot move or act. Targets become Frozen when they reach 100% [Freeze] buildup.ChillChill冰緩是一種會[Slow|緩速]受影響目標的[Ailments|異常狀態],預設下對玩家持續 2 秒,對非玩家持續 8 秒。冰緩[BuffMagnitude|幅度]取決於所造成的冰緩傷害與目標的[AilmentThreshold|元素異常狀態門檻]的相對關係,最低值為 30%,預設最高值為 50%。 [HitDamage|擊中]的[Cold|冰冷]傷害預設下可以造成冰緩,且不需要一個機率即可造成冰緩。然而,小於 30% 的冰緩將會被無視,因此小型的[HitDamage|擊中]可能會無法冰緩。Chill is an [Ailments|Ailment] that [Slow|Slows] the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill [BuffMagnitude|Magnitude] depends on the Chilling damage dealt relative to the target's [AilmentThreshold|Elemental Ailment Threshold], with a minimum of 30% and a default maximum of 50%. [Cold] damage from [HitDamage|Hits] can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small [HitDamage|Hits] can fail to Chill.
I am the Thunder...我即為雷鳴……
25% chance on Shocking Enemies to created Shocked GroundGain 10% of Damage as Extra Lightning Damage感電中的敵人有25%機率產生感電地面獲得等同於傷害10%的額外閃電傷害
Extra Lightning DamageExtra Lightning Damage怪物[Gain|獲得]相當於傷害 40% 的額外[Lightning|閃電]傷害。Monster [Gain|Gains] 40% of damage as extra [Lightning] damage.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.Shocked GroundShocked Ground感電地面會使站在上方的目標[Shock|感電],預設持續 6 秒。Shocked Ground [Shock|Shocks] those standing in it, and lasts 6 seconds by default.ShockShock感電是使目標受到 20% 額外傷害的[Ailments|異常狀態],預設下對玩家持續 4 秒,對非玩家持續 8 秒。 [HitDamage|擊中]的[Lightning|閃電]傷害會[Contributes|貢獻]至使敵人感電的機率。造成的[Lightning|閃電]傷害越高,機率就越高。預設情況下,[HitDamage|擊中]每造成目標[AilmentThreshold|異常狀態門檻]的 4%,就有 1% 機率感電。Shock is an [Ailments|Ailment] that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. [Lightning] damage from [HitDamage|Hits] [Contributes] to chance to Shock enemies. The higher the [Lightning] damage dealt, the higher the chance. By default a [HitDamage|Hit] has 1% chance to Shock for every 4% of the target's [AilmentThreshold|Ailment Threshold] dealt.
Lead me through Grace...引我行恩典之途……
Cannot gain Spirit from Equipment+1 to Spirit for every 20 Evasion Rating on Equipped Body Armour+1 to Spirit for every 8 Item Energy Shield on Equipped Body Armour無法從裝備獲得精魂裝備的胸甲每擁有20閃避值,獲得+1精魂已裝備的身體護甲每擁有8物品能量護盾,獲得+1精魂
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.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].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.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].
Sunder my Enemies...粉碎我的敵人……
Critical Hits ignore non-negative Enemy Monster Elemental Resistances暴擊無視敵方怪物的非負值元素抗性
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%.ResistancesResistances抗性會減少相應傷害類型承受的傷害,分別為[Fire|火焰]、[Cold|冰冷]、[Lightning|閃電]以及[Chaos|混沌],直至達到[MaximumResistances|上限]。[Fire|火焰]、[Cold|冰冷]和[Lightning|閃電]抗性為元素抗性。抗性可以透過裝備、天賦和任務物品提高。 玩家的元素抗性會隨著遊戲進度的推進而降低。元素抗性是重要的防禦工具,若你在生存上遇到困難,這應是首先檢查的事項之一。Resistances reduce damage taken of the corresponding damage type — [Fire], [Cold], [Lightning] or [Chaos] — up to a [MaximumResistances|Maximum]. [Fire], [Cold] and [Lightning] Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
The Soul Springs Eternal魂魄永恆不息
Meta Skills gain 35% more EnergyMeta Skills have 50% increased Reservation Efficiency主要技能獲得35%更多能量主要技能增加50%保留效率
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.EfficiencyEfficiency被效率詞綴影響的數值將會除以效率詞綴。例如:增加 50% 的保留效率會使你的保留量變為基礎值的 67%。增加 100% 的保留效率會使你的保留量變為基礎值的 50%。以此類推。若減少保留效率,被效率詞綴影響的數值反而會增加,而非減少。Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.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.