Skip to main content
← 昇華職業 · Ascendancy Classes
Martial Artist
Monk · 僧侶

武聖Martial Artist

8 notable17 passives

昇華天賦Ascendancy Passives

Martial Adept武術精通
When you gain Combo, gain an additional Combo-0.2 seconds to current Energy Shield Recharge delay per Combo expended when using Skills當你獲得連擊時,額外獲得一段連擊每個用於施放技能所消耗的連擊會-0.2當前能量護盾充能延遲
Energy Shield RechargeEnergy Shield Recharge失去的[EnergyShield|能量護盾]會在 4 秒基礎延遲後以每秒12.5%的速度開始充能。後續再失去[EnergyShield|能量護盾]時會重置此延遲並中斷充能。Lost [EnergyShield|Energy Shield] will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of [EnergyShield|Energy Shield] resets this delay, interrupting Recharge.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.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.ComboCombo連擊是部分技能上的計數,可能是使用技能的條件或可提供額外效果。當你[Strike|打擊]敵人時,技能可積累連擊。若短時間內未積累連擊,連擊數將自動歸零。 連擊只能在使用與連擊技能綁定的同一把武器時積累,且[WeaponSets|切換武器]便會失去連擊。Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you [Strike] Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you [WeaponSets|Swap Weapons].
Martial Master武術宗師
Gain Combo from all Attack HitsSkills can build and retain Combo regardless of Weapon Set從所有攻擊擊中中獲得連擊技能可以無視武器組合累積並維持連擊數
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.ComboCombo連擊是部分技能上的計數,可能是使用技能的條件或可提供額外效果。當你[Strike|打擊]敵人時,技能可積累連擊。若短時間內未積累連擊,連擊數將自動歸零。 連擊只能在使用與連擊技能綁定的同一把武器時積累,且[WeaponSets|切換武器]便會失去連擊。Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you [Strike] Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you [WeaponSets|Swap Weapons].
Runic Meridians符文子午線
Can tattoo Runes onto your body, gaining\nadditional Rune-only sockets:\n• 1 Helmet socket\n• 2 Body Armour sockets\n• 1 Gloves socket\n• 1 Boots socket可以將符文紋至你的身上,獲得\n額外符文限定插槽:\n•1個頭盔插槽\n•2個身體護甲插槽\n•1個手套插槽\n•1個鞋子插槽
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.RuneRune符文為源於卡葛爾人的鍛造物,運作方式等同[Augment|增幅]。Runes are [Augment|Augments] of Kalguuran origin and make.
Way of the Mountain山巒之道
100% Surpassing chance per enemy Power to gain\nMountain's Teachings on Immobilising an enemy if\nyou have the Way of the Mountain Ascendancy Passive Skill若你擁有山巒之道昇華天賦\n當你禁錮敵人時其每點強度都會使你\n擁有100%滿溢機率獲得山嶺教誨
Chance can Surpass 100%Chance can Surpass 100%預設情況下,所有機率類的數值都會在 100% 時達到上限,確保該效果一定發生。然而,有些機率可以超過 100%。當機率超過 100% 時,你所擁有的每一個完整的 100% 都會讓該事件額外發生一次,而剩餘的百分比則會再以一般機率方式決定是否再觸發一次。 舉例而言,若你對某事件擁有 215% 的滿溢機率,該事件會觸發兩次(對應兩個完整的 100%),並額外有 15% 的機率觸發第三次。By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can surpass 100%. In this case, the event for which you have a chance to effect will occur once for each 100% chance for that event you have, and then have a normal percentage chance for it to occur again based on the remaining value. For example, a Surpassing 215% chance for an event to occur will cause the event to occur twice (once for each 100% chance) and have a 15% chance for it to occur a third time.Mountain's TeachingsMountain's Teachings當你擁有任意數量的山嶺教誨時: • 你使用的[Attack|攻擊]和透過此昇華職業賦予的[Attack|攻擊]造成15%更多傷害 • 會造成小於等於30%你最大生命的敵人[HitDamage|擊中](會根據[Armour|護甲]和[Resistances|抗性]減免後的數值,但在其餘承受傷害相關詞綴之前)造成40%更少傷害 • 你擁有50%更多[StunThreshold|暈眩門檻 ] 若超過 20 秒未獲得任何層數,則失去所有山嶺教誨。While you have any amount of Mountain's Teachings: • [Attack|Attacks] you use yourself and [Attack|Attacks] granted by this Ascendancy Class deal 15% more damage • Enemy [HitDamage|Hits] you take that would deal damage less than or equal to 30% of your maximum Life (after mitigation such as [Armour] and [Resistances], but before other modifiers to damage taken) deal 40% less damage • You have 50% more [StunThreshold|Stun Threshold] All Mountain's Teachings are lost if you go 20 seconds without gaining any.ImmobilisedImmobilised無法移動的目標會變為禁錮狀態,例如受到[Frozen|冰凍]、[Pinned|釘身]、[HeavyStun|沉重暈眩]或[Electrocute|觸電]等效果影響。A target is immobilised if it cannot move, for example due to being [Frozen], [Pinned], [HeavyStun|Heavy Stunned], or [Electrocute|Electrocuted].PowerPower電力會由相連的電力房間提供。電力通路會為相鄰的房間提供電力。 電力房間為:發電機房、恩賜神殿、和日耀匯流之間。 鑄造師、合膚實驗室、超凡營房、和魔像工坊可以透過獲取電力來[IncursionRoomUpgrades|提升]房間階級。Power is provided to connected Paths by Generator rooms. Powered Paths provide Power to adjacent rooms. The Generator rooms are Dynamo, Shrine of Empowerment, Solar Nexus and Infinite Horizon. The Smithy, Synthflesh Lab, Transcendent Barracks and Golem Works rooms can be [IncursionRoomUpgrades|Upgraded] by receiving Power.
Way of the Stonefist石拳之道
Gloves you equip have their Base Type transformed to Fists of Stone while equipped, and\ntheir Explicit Modifiers are transformed into more powerful related ModifiersIgnore Attribute Requirements to equip Gloves你所裝備的手套在裝備時會將其基底轉化為磐石之拳,且其\n其固定詞綴會轉化為更加強大的相關詞綴無視裝備手套的能力值需求
AttributesAttributes[Strength|力量]、[Dexterity|敏捷]與[Intelligence|智慧]為 3 種主要能力值。能力值最重要的用途就是達成使用裝備和寶石的需求。 每種能力值會給予不同的固有加成。[Strength], [Dexterity], and [Intelligence] are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.Base TypeBase Type一件物品的基底類型指的是它的具體種類,其固有屬性所賦予的特質,例如[MartialWeapon|軍用武器]的傷害、護甲的防禦加成、或生命[Flask|藥劑]的生命恢復。基底類型通常也決定了裝備該物品的等級或/和能力值要求。 舉例而言: • [Quarterstaff1|纏繞細杖]和[Quarterstaff2|加長細杖]都是[Quarterstaff|細杖]基底 • [GlovesStr1|結實長手套]和[GlovesDexInt2|麻布裹手]都是手套基底 • [FlaskMana1|低階魔力藥劑]和[FlaskMana3|良質魔力藥劑]都是魔力[Flask|藥劑]基底An item's Base Type refers to the specific variety of item it is, and grants it inherent properties such as damage on [MartialWeapon|Martial Weapons], defensive bonuses on Armour, or Life recovery on Life [Flask|Flasks]. It is also often responsible for the Level and/or [Attributes|Attribute] Requirements to equip an item. For example: • [Quarterstaff1|Wrapped Quarterstaff] and [Quarterstaff2|Long Quarterstaff] are both [Quarterstaff] Base Types • [GlovesStr1|Stocky Mitts] and [GlovesDexInt2|Linen Wraps] are both Gloves Base Types • [FlaskMana1|Lesser Mana Flask] and [FlaskMana3|Greater Mana Flask] are both Mana [Flask] Base TypesEquipmentEquipment裝備是可以被視為[Equipped|已裝備]的物品Equipment are items that can be [Equipped]