Skip to main content
← 昇華職業 · Ascendancy Classes
Warbringer
Warrior · 戰士

戰爭使者Warbringer

9 notable19 passives

昇華天賦Ascendancy Passives

Answered Call先祖之引
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].TotemsTotems圖騰是會為你使用技能的[Allies|友方]創造物。圖騰不是[Minion|召喚物],它們的技能會受益於你的數值,不過它們擁有自己的防禦數值,且會受到傷害或被擊殺。 預設狀態下,不同類型的圖騰會共享圖騰限制。Totems are [Allies|allied] constructs which use skills for you. Totems are not [Minion|Minions] and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.
Anvil's Weight沉砧之勢
Break Armour equal to 10% of Hit Damage dealt破壞的護甲值等同於造成的10%擊中傷害
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.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.
Imploding Impacts碎猛之擊
You can Break Enemy Armour to below 0Fully Broken Armour you inflict increases all Damage Taken from Hits instead你可以將敵人的護甲破壞至0以下你造成的完全護甲破壞會改為增加所有承受的擊中傷害
Armour BreakArmour Break某些技能、物品、輔助寶石和其他效果可以破壞[Armour|護甲],降低目標[Armour|護甲]的特定數值。若此效果將目標的[Armour|護甲]值降至 0,他們的[Armour|護甲]會被完全破壞,持續 12 秒,玩家則會持續 4 秒。除了無法受益於[Armour|護甲]外,[Armour|護甲]被完全破壞的非玩家目標所承受的[Physical|物理][HitDamage|擊中]傷害會增加 20%。 玩家對普通怪物造成的護甲破壞效果提升至 3 倍,對魔法怪物則提升至 2 倍。Some Skills, Items, Support Gems and other effects can Break [Armour|Armour], which lowers a target's [Armour|Armour] by a specified amount. If this brings the target's [Armour|Armour] value to 0, their [Armour|Armour] is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from [Armour], non-player targets with Fully Broken [Armour] take 20% increased [Physical] damage from [HitDamage|Hits]. Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.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.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.
Jade Heritage玉石之護
JadeJade翠玉為疊加性[Buff|增益效果],每層賦予 1% 額外物理傷害減免,最大 10 層翠玉。Jade is a stacking [Buff] which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
Renly's Training倫利之訓
Gain 35% Base Chance to Block from Equipped Shield instead of the Shield's value已裝備的盾牌會賦予35%基礎格擋機率,而不是盾牌的數值
Chance to BlockChance to Block[Block|格擋]機率只包含以機率為基礎的特定詞綴。必定[Block|格擋](像是舉起[Shield|盾牌])不會影響你的[Block|格擋]機率。Chance to [Block] only includes modifiers that are explicitly chance-based. Guaranteed [Block] (such as raising your [Shield]) does not affect your Chance to [Block].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].BlockBlock格擋會完全抵擋即將承受的[HitDamage|擊中]傷害。 你仍會承受被格擋的擊中所造成的任何[Stun|暈眩]。被[Stun|暈眩]或[Freeze|冰凍]時無法格擋。 一些頭目使用的技能無法被格擋。這些技能在蓄力的過程中,會有紅色亮光和音效提示。Blocking completely prevents the damage of an incoming [HitDamage|Hit]. You will still take any [Stun] from the Blocked hit. You can't Block while [Stun|Stunned] or [Freeze|Frozen]. Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
Turtle Charm靈龜之符
You take 20% of damage from Blocked HitsMaximum Block chance is 75%你受到來自格擋擊中的20%傷害最大格擋機率為75%
Chance to BlockChance to Block[Block|格擋]機率只包含以機率為基礎的特定詞綴。必定[Block|格擋](像是舉起[Shield|盾牌])不會影響你的[Block|格擋]機率。Chance to [Block] only includes modifiers that are explicitly chance-based. Guaranteed [Block] (such as raising your [Shield]) does not affect your Chance to [Block].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.BlockBlock格擋會完全抵擋即將承受的[HitDamage|擊中]傷害。 你仍會承受被格擋的擊中所造成的任何[Stun|暈眩]。被[Stun|暈眩]或[Freeze|冰凍]時無法格擋。 一些頭目使用的技能無法被格擋。這些技能在蓄力的過程中,會有紅色亮光和音效提示。Blocking completely prevents the damage of an incoming [HitDamage|Hit]. You will still take any [Stun] from the Blocked hit. You can't Block while [Stun|Stunned] or [Freeze|Frozen]. Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
Warcaller's Bellow戰爭之哮
Warcries Explode Corpses dealing 25% of their Life as Physical DamageIgnore Warcry Cooldowns戰吼引爆附近屍體,造成等同於其25%生命的物理傷害無視戰吼冷卻時間
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].WarcriesWarcries戰吼為計算其範圍內敵人[Power|強度],並[Empowered|強化]你的後續近戰[Attack|攻擊]的技能,有時則會依據納入計算的敵人的總[Power|強度]。Warcries are skills which count enemy [Power] within their area and [Empowered|Empower] your subsequent Melee [Attack|Attacks], sometimes depending on the total [Power] of enemies counted.CorpsesCorpses殺死敵人會留下屍體,並供你許多技能或效果使用或消耗,但是[Rarity|傳奇]怪物留下來的屍體無法被摧毀或消耗。一般來說,擊殺[Allies|友方]不會留下可用的屍體。Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of [Rarity|Unique] monsters cannot be destroyed or consumed. Generally, slain [Allies|Allies] do not leave usable Corpses.
Wooden Wall堅木之壘
20% of Damage from Hits is taken from your nearest Totem's Life before you擊中傷害在扣除你的生命前,其20%傷害先從距離你最近的圖騰扣除生命
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.TotemsTotems圖騰是會為你使用技能的[Allies|友方]創造物。圖騰不是[Minion|召喚物],它們的技能會受益於你的數值,不過它們擁有自己的防禦數值,且會受到傷害或被擊殺。 預設狀態下,不同類型的圖騰會共享圖騰限制。Totems are [Allies|allied] constructs which use skills for you. Totems are not [Minion|Minions] and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.