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Ranger · 遊俠

追獵者Pathfinder

9 notable27 passives

昇華天賦Ascendancy Passives

Brew Concoction釀造靈藥
Enduring Elixirs耐久靈藥
Life Flask Effects are not removed when Unreserved Life is Filled\nLife Flask Effects do not Queue未保留的生命已滿時,生命藥劑效果不會移除\生命藥劑效果不用依序等待生效
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.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.
Overwhelming Toxicity懾人劇毒
Double the number of your Poisons that targets can be affected by at the same time50% less Poison Duration目標可同時受你的中毒所影響的數量變成雙倍50%更少中毒持續時間
PoisonPoison中毒是造成[Chaos|混沌]持續傷害的[Ailments|異常狀態]。預設持續時間為 2 秒。中毒傷害無視[EnergyShield|能量護盾]。 [HitDamage|擊中]的[Physical|物理]和[Chaos|混沌]傷害會[Contributes|貢獻]至中毒[BuffMagnitude|幅度]。 傷害不會[Contributes|貢獻]至中毒機率,因此無法以不具有固定中毒機率的來源造成中毒。 中毒的基礎[BuffMagnitude|幅度]為相當於造成該中毒的[HitDamage|擊中]所造成[Premitigation|減免前]的[Physical|物理]和[Chaos|混沌]傷害 20% 的每秒[Chaos|混沌]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中毒傷害,但任何專門套用於[HitDamage|擊中]傷害的此類詞綴(如[Penetration|穿透]),則無法影響中毒的傷害。Poison is an [Ailments|Ailment] that deals [Chaos] damage over time, and lasts 2 seconds by default. Damage from Poison bypasses [EnergyShield|Energy Shield]. [Physical] and [Chaos] damage from [HitDamage|Hits] [Contributes|Contribute] to Poison [BuffMagnitude|Magnitude]. Damage does not [Contributes|Contribute] to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base [BuffMagnitude|Magnitude] of Poison is [Chaos] damage per second equal to 20% of the [Premitigation|Pre-mitigation] [Physical] and [Chaos] 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 Poison, but any such modifiers that specifically apply to [HitDamage|Hit] damage (such as [Penetration]) do not affect Poison damage.
Path Seeker道路探求者
Relentless Pursuit無情追獵
Your speed is unaffected by Slows你的速度不受緩速影響
SlowSlow緩速是會使動作變慢的[Debuff|減益效果]修正。緩速可以作用於特定數值(例如攻擊速度或移動速度)──若未指定特定的緩速類型,緩速效果則會套用至該受影響個體的所有行動。不同的緩速效果之間會以相乘的方式疊加。 [Rarity|稀有度]較高的敵人受緩速的影響較小: 魔法怪物承受 15% 更少緩速效果 稀有怪物承受 30% 更少緩速效果 傳奇怪物承受 50% 更少緩速效果 此外,該區域每有多一名玩家存在,所有怪物受到的緩速效果會額外減少 10%,且怪物無法被緩速至其基礎速度的 25% 以下。Slows are modifiers from [Debuff|Debuffs] that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher [Rarity] enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
Running Assault衝刺突擊
30% less Movement Speed Penalty from using Skills while movingCannot be Heavy Stunned while Sprinting在移動時使用技能有 30% 更少移動速度懲罰衝刺時無法被沉重暈眩
Heavy StunHeavy Stun[HeavyStun|沉重暈眩]在目標的[Stun|暈眩]進度條填滿時發生,中斷目標當下的行動,並阻止其採取行動、持續數秒。[HitDamage|擊中]時依據傷害量造成沉重暈眩累積。玩家及其[Minion|召喚物]通常無法受[HeavyStun|沉重暈眩],但玩家在採取特別提及的特定行動時(如舉起[Shield|盾牌]、以[Buckler|輕盾]招架,或是騎乘坐騎),會獲得[HeavyStun|沉重暈眩]累積。 敵人遭沉重暈眩時無法行動,且視為[Immobilised|受禁錮]。造成沉重暈眩後,在一小段時間內更難對其造成沉重暈眩。 [Physical|物理]傷害以及玩家(而非怪物)的[Melee|近戰]傷害具有 50% 更多的[HeavyStun|沉重暈眩]累積。玩家的加成效果會互相加乘。[HeavyStun|Heavy Stuns] occur when a target's [Stun] bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. [HitDamage|Hits] cause Heavy Stun buildup based on the damage dealt. Players and their [Minion|Minions] usually cannot be [HeavyStun|Heavily Stunned], but players can receive [HeavyStun|Heavy Stun] buildup where specifically mentioned while taking specific actions (such as raising their [Shield], Parrying with a [Buckler], or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as [Immobilised]. It will also be harder to Heavy Stun them again for a short time afterwards. [Physical] damage, and player (but not monster) [Melee] Damage, each cause 50% more [HeavyStun|Heavy Stun] buildup. For players, these bonuses are multiplicative with each other.StunsStuns怪物的[Stun|暈眩]累積增加 100%Monster has 100% increased [Stun] buildup.StunStun[HitDamage|擊中]任何目標時,視造成傷害量,可能會對該目標造成暈眩。使目標暈眩會中斷其當下行動,並在一小段時間內阻止其採取行動。暈眩可分為兩種: [LightStun|輕微暈眩]持續不到一秒,但可經常引發。任何[HitDamage|擊中]都有機會造成[LightStun|輕微暈眩],其機率以造成的傷害為依據。[HitDamage|擊中]對目標造成其 100% 最大生命的傷害時,具有最高 100% 的基礎機率。機率低於 15% 時,視為 0%。 [HeavyStun|沉重暈眩]在目標的暈眩累積條填滿時發生,且會持續數秒。[HitDamage|擊中]時依據傷害量造成沉重暈眩累積。玩家及其[Minion|召喚物]通常無法受[HeavyStun|沉重暈眩],但玩家在採取特別提及的特定行動時(如舉起[Shield|盾牌]、以[Buckler|輕盾]招架,或是騎乘坐騎),會獲得[HeavyStun|沉重暈眩]累積。 玩家的[Physical|物理]傷害和[Melee|近戰]傷害具有 50% 更多的[LightStun|輕微暈眩]機率以及[HeavyStun|沉重暈眩]累積。這些加成效果會互相加乘。 怪物的[Physical|物理]傷害和[Melee|近戰]傷害有 100% 更多的[LightStun|輕微暈眩]機率,以及 33% 更多的[HeavyStun|沉重暈眩]累積。這些加成效果會互相加乘。[HitDamage|Hits] against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: [LightStun|Light Stuns] last a fraction of a second but can be inflicted frequently. Any [HitDamage|Hit] has a chance to cause a [LightStun|Light Stun]. The chance is based on the damage dealt, up to 100% base chance for [HitDamage|Hits] that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. [HeavyStun|Heavy Stuns] occur when a target's Stun bar is filled and last multiple seconds. [HitDamage|Hits] cause Heavy Stun buildup based on the damage dealt. Players and their [Minion|Minions] usually cannot be [HeavyStun|Heavily Stunned], but players can receive [HeavyStun|Heavy Stun] buildup where specifically mentioned while taking specific actions (such as raising their [Shield], Parrying with a [Buckler], or riding a mount). Player [Physical] damage and [Melee] Damage each have 50% more [LightStun|Light Stun] chance and [HeavyStun|Heavy Stun] buildup. These bonuses are multiplicative with each other. Monster [Physical] damage and [Melee] Damage have 100% more and 33% more [LightStun|Light Stun] chance and [HeavyStun|Heavy Stun] buildup respectively. These bonuses are multiplicative with each other.
Sustainable Practices永續實踐
50% of Evasion Rating also grants Elemental Damage reduction閃避值的50%也會賦予元素傷害減免
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].
Traveller's Wisdom旅者的智慧
Attribute Passive Skills can instead grant 5% increased Damage\nAttribute Passive Skills can instead grant 5% increased Armour, Evasion and Energy Shield\nAttribute Passive Skills can instead grant 5% increased Cost Efficiency能力值天賦改為賦予增加5%傷害\n能力值天賦改為賦予增加5%護甲、閃避、和能量護盾\n能力值天賦改為賦予增加5%消耗效率
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.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.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.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.