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Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance. Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
物理傷害是五種傷害類型的其中一種。這是最普遍的類型,也是唯一可以透過護甲而非抗性減少傷害的類型。 大多數的物理傷害來自武器攻擊,但某些法術也會造成物理傷害。流血也可以造成物理持續傷害。
Fire damage is one of the five Damage Types. It is reduced by Fire Resistance. Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite.
Cold damage is one of the five Damage Types. It is reduced by Cold Resistance. Cold hits apply Chill and build up Freeze, but cannot build up Heavy Stun.
Lightning damage is one of the five Damage Types. It is reduced by Lightning Resistance. Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
Chaos damage is one of the five Damage Types. It is reduced by Chaos Resistance. Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
混沌傷害是五種傷害類型的其中一種。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能量護盾。
Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.
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.
力量、敏捷與智慧為 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 is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
力量是穿戴大多數賦予護甲的裝備、各種近戰武器和技能所需的能力值。 每 1 點力量會賦予 +2 點最大生命的固有加成。 除非特別註明,否則力量不會賦予傷害給技能或任何其他效益。
Dexterity is an Attribute required to use most equipment that grants Evasion Rating, as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
敏捷是穿戴大多數賦予閃避值的裝備、各種遠程武器和技能所需的能力值。 每 1 點敏捷會賦予 +8 點命中值的固有加成。 除非特別註明,否則敏捷不會賦予傷害給技能或任何其他效益。
Intelligence is an Attribute required to use most equipment that grants Energy Shield, as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
智慧是穿戴大多數賦予能量護盾的裝備、各種法術武器和技能所需的能力值。 每 1 點智慧會賦予 +2 點最大魔力的固有加成。 除非特別註明,否則智慧不會賦予傷害給技能或任何其他效益。
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated. Physical damage from Hits Contributes to Bleeding Magnitude. Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
流血是造成物理持續傷害的異常狀態,預設持續時間為 5 秒。流血傷害無視能量護盾。 目標移動或流血加劇時,流血會造成額外 100% 傷害。 擊中的物理傷害會貢獻至流血幅度。 傷害不會貢獻至流血機率,因此無法以不具有固定流血機率的來源造成流血。 流血的基礎幅度為相當於造成該流血的擊中所造成減免前的物理傷害 15% 的每秒物理傷害。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(如感電)的詞綴與減益效果,可以影響敵人承受的流血傷害,但任何專門套用於擊中傷害的此類詞綴(如護甲破壞),則無法影響流血的傷害。
Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold, with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
冰緩是一種會緩速受影響目標的異常狀態,預設下對玩家持續 2 秒,對非玩家持續 8 秒。冰緩幅度取決於所造成的冰緩傷害與目標的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%。 擊中的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,因此小型的擊中可能會無法冰緩。
Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
冰緩地面會對站在上方的目標造成冰緩,預設持續 6 秒。
You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
Culling Strikes kill Normal enemies if their life is at 30% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
撲殺擊中後會立即擊殺生命低於 30% 的普通敵人、20% 的魔法敵人、10% 的稀有敵人和 5% 的傳奇敵人。這些門檻會在擊中傷害生效前進行判定。
Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied.
Armour, Evasion Rating and Energy Shield are the standard Defences. Other protective stats such as Resistances are not counted as Defences.
You take Chaos damage over time while standing in Desecrated Ground.
站立於腐化地面將使你受到混沌持續傷害。
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.
Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit. Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and 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 Hit damage (such as Penetration) do not affect Ignite damage.
點燃是造成火焰持續傷害的異常狀態,預設持續 4 秒 擊中點燃目標的機率取決於目標身上的易燃幅度總值,包含該次擊中所增加的量。 擊中的火焰傷害會貢獻至點燃的幅度,所以擊中造成的火焰傷害越高,點燃的威力就更強。 點燃的基礎幅度為相當於造成該點燃的擊中所造成火焰傷害 20% 的每秒火焰傷害。這是根據該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擊中傷害詞綴。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(如感電)的詞綴與減益效果,可以影響敵人承受的點燃傷害,但任何專門套用於擊中傷害的此類詞綴(如穿透),則無法影響點燃的傷害。
Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment, but is closely associated with Ignite, which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite. Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as 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 Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
易燃是一種減益效果,提供擊中對目標造成點燃的機率。它並不是一種異常狀態,但與點燃密切相關,而點燃是則是異常狀態。 擊中造成的火焰傷害會貢獻至易燃幅度,因此擊中造成的火焰傷害越高,造成點燃的機率越大。 易燃的基礎幅度為:每對目標造成其異常狀態門檻 5% 的火焰傷害,對目標造成的點燃機率增加 1%。擊中造成的易燃效果會在該次擊中判定是否點燃目標之前施加,因此會影響該次擊中的點燃機率。 由於擊中的點燃機率來源於目標身上的易燃效果,因此任何增加造成異常狀態機率的詞綴都會提高施加的易燃幅度。 不直接擊中目標,但會造成點燃的效果,例如點燃地面,也會施加易燃,但不會進行點燃隨機機率判定。這類效果只有在目標身上累積的總易燃達到 50% 時才會點燃。 多個易燃效果可以疊加,提高擊中對目標的點燃機率,最多可達 100%。每個易燃效果都有獨立持續時間,預設為 8 秒。
Ignoring Resistances means your damage cannot be modified in any way by the target's Resistance stats.
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech. Leeched Life is recovered over one second. Multiple Leeches can occur simultaneously.
當你造成擊中傷害時,偷取讓你恢復所述資源,其恢復量相當於你所造成傷害的一定百分比。 怪物具有偷取抗性,其數值隨怪物等級增加,減少你從偷取取得的恢復量。 偷取的生命會在 1 秒內恢復。多個偷取效果可以同時存在。
You are on Low Energy Shield if you have 35% of your Maximum Energy Shield or less.
能量護盾低於35%時為貧能量護盾狀態。
A player or monster is on Low Life if it has 35% of its Maximum Life or less.
最大生命 35% 以下的玩家或怪物為貧血狀態。
You are on Low Mana if you have 35% of your Maximum Mana or less.
魔力低於最大魔力的 35% 時為貧魔狀態。
Lucky things are rolled twice and the better result used.
幸運會令各種隨機數值計算兩次,並取最高值做為結果。
Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating. Maim lasts for 4 seconds unless otherwise specified.
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech. Leeched Mana is recovered over one second. Multiple Leeches can occur simultaneously.
當你造成擊中傷害時,偷取讓你恢復所述資源,其恢復量相當於你所造成傷害的一定百分比。 怪物具有偷取抗性,其數值隨怪物等級增加,減少你從偷取取得的恢復量。 偷取的魔力會在 1 秒內恢復。多個偷取效果可以同時存在。
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech. Leeched Rage is recovered over one second. Multiple Leeches can occur simultaneously.
當你造成擊中傷害時,偷取可讓你恢復所述資源,其恢復量相當於你所造成傷害的一定百分比。 怪物具有偷取抗性,其數值隨怪物等級增加,減少你從偷取取得的恢復量。 偷取的盛怒會在 1 秒內恢復。多個偷取效果可以同時存在。
The Map Owner is the player who created the Map area.
地圖擁有者是生成地圖區域的玩家。
Ailments that do not deal damage are Chill, Freeze, Shock, and Electrocute.
Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
擊中傷害在擊殺時超出敵人剩餘生命的部分為溢出傷害。
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield. Physical and Chaos damage from Hits Contribute to Poison Magnitude. Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and 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 Hit damage (such as Penetration) do not affect Poison damage.
中毒是造成混沌持續傷害的異常狀態。預設持續時間為 2 秒。中毒傷害無視能量護盾。 擊中的物理和混沌傷害會貢獻至中毒幅度。 傷害不會貢獻至中毒機率,因此無法以不具有固定中毒機率的來源造成中毒。 中毒的基礎幅度為相當於造成該中毒的擊中所造成減免前的物理和混沌傷害 20% 的每秒混沌傷害。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(如感電)的詞綴與減益效果,可以影響敵人承受的中毒傷害,但任何專門套用於擊中傷害的此類詞綴(如穿透),則無法影響中毒的傷害。
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one Hit every 0.5 seconds can cause you to gain Rage.
每獲得 1 盛怒賦予 1% 更多攻擊傷害。默認狀態下,你擁有最多 30盛怒,且每 0.2 秒失去 1 盛怒。當透過除盛怒回復以外的方式獲得盛怒,或是承受傷害時,將暫停損失盛怒4秒。 每 0.5 秒僅有一次擊中能使你獲得盛怒。
Recently refers to the past 4 seconds.
近期是指過去 4 秒內。
Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified. Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
變形會將你變為非人類型態。變形時依然使用角色原先的數值,除非有另外註記。 使用與變形型態不相容的技能會自動使你變回人類形態。
Shock is an 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 Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
感電是使目標受到 20% 額外傷害的異常狀態,預設下對玩家持續 4 秒,對非玩家持續 8 秒。 擊中的閃電傷害會貢獻至使敵人感電的機率。造成的閃電傷害越高,機率就越高。預設情況下,擊中每造成目標異常狀態門檻的 4%,就有 1% 機率感電。
Enemies standing in Smoke Clouds are Blinded. Smoke Clouds have a radius of 2 metres unless otherwise specified.
站在煙霧中的敵人會被致盲。 煙霧的範圍為 2 公尺,除非有特別註明。
Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits. A Stun chance of less than 10% is treated as 0%.
你的基礎暈眩門檻等於你的最大生命。擊中造成的傷害等於或高於你的暈眩門檻時,必定會暈眩你,其機率隨擊中傷害降低而呈線性減少。暈眩機率低於 10% 時,視為 0%。
The lower an enemy's Stun Threshold, the less Stun buildup is needed to Stun or Heavy Stun them.
Freeze Threshold determines how much Freeze buildup is needed to Freeze a target.
Electrocute Threshold determines how much Electrocute buildup is needed to Electrocute a target.
Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
對你沒影響的減益效果仍可以施加在你身上,但不會發揮效果。
Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
Overcapped Resistance is the amount of a Resistance you have in excess of your Maximum Resistance for that damage type.
Unlucky things are rolled twice and the worse result used.
不幸會令各種隨機數值計算兩次,並取最低值做為結果。
A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.
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: Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive 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 Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
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: 輕微暈眩持續不到一秒,但可經常引發。任何擊中都有機會造成輕微暈眩,其機率以造成的傷害為依據。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%。 沉重暈眩在目標的暈眩累積條填滿時發生,且會持續數秒。擊中時依據傷害量造成沉重暈眩累積。玩家及其召喚物通常無法受沉重暈眩,但玩家在採取特別提及的特定行動時(如舉起盾牌、以輕盾招架,或是騎乘坐騎),會獲得沉重暈眩累積。 玩家的物理傷害和近戰傷害具有 50% 更多的輕微暈眩機率以及沉重暈眩累積。這些加成效果會互相加乘。 怪物的物理傷害和近戰傷害有 100% 更多的輕微暈眩機率,以及 33% 更多的沉重暈眩累積。這些加成效果會互相加乘。
Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
任何擊中都有機會對目標造成輕微暈眩,會中斷其當下行動,並在一小段時間內阻止其採取行動。其機率以造成的傷害為依據。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%。 物理傷害以及玩家(而非怪物)的近戰傷害具有 50% 更多的輕微暈眩機率。玩家的加成效果會互相加乘。
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. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive 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 Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
沉重暈眩在目標的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。擊中時依據傷害量造成沉重暈眩累積。玩家及其召喚物通常無法受沉重暈眩,但玩家在採取特別提及的特定行動時(如舉起盾牌、以輕盾招架,或是騎乘坐騎),會獲得沉重暈眩累積。 敵人遭沉重暈眩時無法行動,且視為受禁錮。造成沉重暈眩後,在一小段時間內更難對其造成沉重暈眩。 物理傷害以及玩家(而非怪物)的近戰傷害具有 50% 更多的沉重暈眩累積。玩家的加成效果會互相加乘。
Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount). A player's stun bar only empties when they are not taking these actions or Heavily Stunned. While Heavily Stunned players cannot Block, Deflect or Evade.
玩家及其召喚物通常無法受沉重暈眩,但玩家在採取特定行動時(如舉起盾牌、以輕盾招架,或是騎乘坐騎),會獲得沉重暈眩累積。玩家的暈眩累積條在未採取這些行動或受到沉重暈眩時才會消除。受到沉重暈眩的玩家無法格擋或閃避。
Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution.
觸電是會阻斷目標的行動並使他們無法做出任何行動的異常狀態,預設持續 5 秒。 只有特定技能或效果之擊中的閃電傷害會貢獻至對敵人的觸電累積,直到他們觸電。其他閃電傷害來源不會累積觸電。
Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as Immobilised.
特定技能與效果可以使傷害累積釘身。累積超過敵人的釘身門檻時,敵人會受到釘身,使他們無法移動、被移動或閃避,持續 3 秒。敵人受釘身時,也會被輕微暈眩。 受釘身目標會被視為受禁錮。
Overwhelm negates a certain amount of the target's Physical damage reduction, but never more than the total Physical damage reduction the target has.
Melee 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 Projectiles these attacks create do not count as Melee damage.
近戰攻擊是指透過近戰打擊或重擊,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投射物不會被視為近戰傷害。
Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
Effects that Chain are redirected to another target after hitting an enemy. Projectiles cannot Chain from enemies they Pierce or Fork from. Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be Hit more than once in the same Chain.
連鎖效果會在擊中一名敵人時重新導向另一個目標。投射物無法從其穿透或分岔的敵人身上連鎖。 投射物的基礎連鎖距離為 6 公尺,其他效果的連鎖距離為 4 公尺。同一次連鎖只能擊中敵人一次。
Projectiles that Pierce can pass through a target while still damaging them.
穿透投射物會在造成傷害的同時繼續穿過目標。
Projectiles that Fork split into two the first time they hit an enemy and do not Pierce it.
Projectiles that Split fire at a number of targets within 6 metres by splitting into multiple Projectiles the first time they Hit an enemy. Some non-Projectile beam Skills can also Split.
Deflection Rating provides a chance to Deflect damage from Hits, preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy.
50% of damage from Suppressed Hits and Ailments they inflict is prevented.
被壓抑的擊中攻擊的 50% 傷害及其施加的異常狀態將被防止。
Blocking completely prevents the damage of an incoming Hit. You will still take any Stun from the Blocked hit. You can't Block while Stunned or 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.
格擋會完全抵擋即將承受的擊中傷害。 你仍會承受被格擋的擊中所造成的任何暈眩。被暈眩或冰凍時無法格擋。 一些頭目使用的技能無法被格擋。在技能蓄力的過程中,這些技能會有紅色亮光和音效提示。
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.
Overcapped Block Chance is the amount by which your Chance to Block exceeds your maximum Chance to Block.
A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
投射物是會移動的攻擊或法術,擊中目標時通常會造成衝擊。 若多個投射物皆由同一來源同時射出,除非技能另有說明,否則該組投射物中的每個投射物只能分別擊中一個目標。
Resistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a 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.
抗性會減少相應傷害類型承受的傷害,分別為火焰、冰冷、閃電以及混沌,直至達到一個上限。火焰、冰冷和閃電抗性為元素抗性。 玩家的抗性會隨著遊戲進度的推進而降低,抗性可以透過裝備、天賦和任務物品提高。
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while 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%.
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。 攻擊通常會使用武器的基礎暴擊率,而 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%。
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
使暴擊造成的傷害倍增。預設值為 +100%(即造成雙倍傷害)。
Jagged Ground Slows the movement speed of enemies in its area by 20%.
碎裂地面會使其範圍內敵人的移動速度減緩 20%。
Totems are allied constructs which use skills for you. Totems are not 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.
圖騰是會為你使用技能的友方創造物。圖騰不是召喚物,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。
Enemies you Taunt can only target you, and deal 10% less damage with hits to anyone else. If not otherwise specified, Taunt lasts for 3 seconds.
你嘲諷的敵人只能以你為目標,且 擊中其他人時造成 10% 更少傷害。如無另行說明,嘲諷持續 3 秒
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
強化技能本身沒有任何固有加成,但許多數值與詞綴僅會適用於強化技能。
Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity: Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
怪物強度是能大致上反映怪物強度和危險性的數值。一般怪物的強度為 1,強力的怪物可能會是 2 至 3,弱小的怪物則可能只有 0.5,或在非常少數的情況下更低。該數值會根據怪物的稀有度按倍率調整: 普通:1 魔法:2 稀有:5 傳奇怪物的強度必定為 20。
Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage. Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
護甲值可減少受到的擊中傷害。預設情況下,護甲值只會套用至物理傷害。 護甲值的傷害減免與傷害量成正比,且對於減少較小的擊中更有效。
Enemies taking Fire damage over time are Burning. Usually this occurs because the enemy is Ignited.
A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
凍結的目標無法移動或行動。目標將在冰凍累積達到 100% 時被凍結。
Evasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.
Accuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
命中為攻擊擊中目標的依據,且會與目標的閃避進行核對以決定該機率。 玩家的攻擊會產生命中懲罰,根據從傷害來源到目標的距離而定,2 公尺內的目標無懲罰,而 9 公尺外的目標最多會降低 90% 命中。
Energy Shield protects your Life by taking damage instead. Rapidly 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.
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,它將會快速充能。 混沌傷害會移除兩倍的能量護盾量。 流血和中毒的傷害會無視能量護盾,並直接移除生命。
Normal enemies are Primed for Electrocution when they have at least 40% Electrocution buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
普通敵人擁有 40% 以上的觸電累積時將會獲得進入可觸電的狀態。魔法敵人的可觸電累積門檻為 50%、稀有為 60%,而傳奇為 70%。
Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
普通敵人擁有 40% 以上的沉重暈眩累積時將會進入可暈眩的狀態。魔法敵人的可暈眩累積門檻為 50%、稀有為 60%,而傳奇為 70%。
Normal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
普通敵人擁有 40% 以上的冰凍累積時將會進入可冰凍的狀態。魔法敵人的可冰凍累積門檻為 50%、稀有為 60%,而傳奇為 70%。
Slows are modifiers from 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.
緩速是會使動作變慢的減益效果修正。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。 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 75% 以下。
Item or monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
物品或怪物的稀有度可分為普通(灰色)、魔法(藍色)、稀有(黃色)或傳奇(棕色)。一般而言,怪物的難度會隨著稀有度提高。
Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.
Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
Any damage that isn't damage over time is Hit damage. 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.
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。
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
法術是使用純粹魔法摧毀敵人的技能。攻擊並不算法術。 法術會擁有自己的基礎傷害和施法速度,並根據技能決定暴擊的機率。他們不會受益於武器的固有傷害、攻擊速度或暴擊率。
Attacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
攻擊是直接使用你裝備的武器來打擊敵人的技能。法術並非攻擊。 攻擊的基礎傷害、攻擊速度和暴擊率會根據你武器的數值來決定,除非該技能有特別說明。 攻擊不一定會造成物理傷害——而是可以造成任何類型的傷害。
Traps are Two-Handed ranged weapons that require Dexterity and Intelligence to equip. Traps cannot be used to Attack directly. Throwing a Trap places it on the ground, where it can either be detonated manually or triggered by Close by enemies depending on the Trap type.
陷阱是雙手遠程武器,需要敏捷和智慧才能裝備。陷阱無法直接用於攻擊。 投擲陷阱會將其放置在地上,根據陷阱類型可以手動引爆或由附近的敵人觸發。
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
凋零會增加 5% 承受混沌傷害,最多可以疊加 10 次。
Crushed lowers Physical Damage Reduction by 15%. This can result in Physical Damage Reduction being negative, causing more damage to be taken.
Crushing Blows cause a Heavy Stun on enemies that are Primed for Stun.
Hits have up to +6% Critical Hit Chance against Brittle enemies, based on the Cold damage of the Hit which inflicted Brittle, for 4 seconds.
Quest items are used to progress the story. They cannot be sold or stashed, but can be discarded. Discarded quest items can be reobtained from their original source.
任務物品是用於推進故事進度的道具。它們無法被販售或藏匿,但可以被丟棄。被丟棄的任務物品可以在原始來源處重新取得。
Swords are Melee weapons that can be One-Handed or Two-Handed. Swords require Strength and Dexterity to equip. Sword Attacks are commonly related to elemental damage.
Maces are Melee weapons that can be One-Handed or Two-Handed. Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres. Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
權杖是單手武器,需要力量和智慧才能裝備。權杖可以裝備於主手或副手,但你不能雙持兩把權杖。 權杖無法用於攻擊,且不會賦予法術施放加成。不過,它們會賦予額外精魂,且可以為你的友方提供加成。
Wands are One-Handed Spellcasting weapons that require Intelligence to equip. Wands cannot be Dual Wielded and cannot be used to Attack directly. However, they grant inbuilt Spells based on the wand type and powerful bonuses to spells.
法杖是單手的法術施放武器,需要智慧才能裝備。 法杖無法雙持且不能用於直接攻擊。不過,它們會根據法杖類型賦予內建的法術,並賦予法術強力加成。
Axes are Melee weapons that can be One-Handed or Two-Handed. Axes require Strength and Dexterity to equip. Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
弓是雙手遠程武器,需要敏捷才能裝備。裝備弓將可以在副手欄位裝備箭袋。 弓擁有高機動性,可以使用各種技能從遠處攻擊,但造成的傷害通常比其他類型的雙手武器還低。
Daggers are One-Handed Melee weapons that require Dexterity and Intelligence to equip. Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
匕首是單手的近戰武器,需要敏捷和智慧才能裝備。 匕首的攻擊通常和伏擊與弱化敵人有關。某些與刀刃相關的法術也需要使用匕首。
Staves are Two-Handed Spellcasting weapons that require Intelligence to equip. Staves cannot be used to Attack. However, they grant inbuilt Spells based on the staff type and powerful bonuses to spells.
長杖是雙手的法術施放武器,需要智慧才能裝備。 長杖無法用於攻擊。不過,它們會根據長杖類型賦予內建的法術,並賦予法術強力加成。
Claws are One-Handed Melee weapons that require Dexterity to equip. Claws can be Dual Wielded with another Claw, but cannot be combined with other equipped items in the off hand. Claw Attacks are commonly fast and cause Bleeding.
爪是單手的近戰武器,需要敏捷才能裝備。爪可以與另一隻爪雙持,但無法與副手的其他裝備物品搭配。 爪的攻擊通常較快,且會造成流血。
Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip. Talismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time. While you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.
魔符是需要力量和智慧才能裝備的雙手近戰武器。 魔符可以使你使用變形技能。雖然每個魔符都與一種特定的變形形態相關,但所有魔符都可以使你使用所有型態的技能。
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 Strikes and Projectiles from the front. Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
盾牌是裝備在副手的護甲類物品。手持盾牌時,你有機率被動觸發格擋,大多數盾牌也可以被舉起來格擋來自正面的打擊和投射物。 輕盾為一種特殊盾牌,不賦予任何護甲值,可招架敵人技能,而非舉盾格擋。
Armoured Shields are any Shields that grant the player Armour — that is, any type of Shield other than Bucklers.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
Foci are armour items that are equipped in your off hand and require Intelligence to equip. Foci can grant significant amounts of Energy Shield and powerful bonuses to your Spells.
Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and Melee, as many spear skills enable you to throw your spear.
長矛是一種單手近戰武器,需要力量和敏捷才能裝備。長矛無法當雙持武器。 長矛通常會混合遠程和近戰攻擊,有許多長矛技能能讓你投擲長矛。
Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills. Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
十字弓是需要力量和敏捷才能裝備的雙手遠程武器。十字弓的基礎攻擊可以使用彈藥技能修改。 透過單一十字弓技能射出的多個投射物可以同時擊中相同的目標,而單一投射物技能會照順序發射額外的投射物,而不是散射。
Flails are One-Handed Melee weapons that require Strength and Intelligence to equip. Flails cannot be Dual Wielded. Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
鏈錘是單手的近戰武器,需要力量和智慧才能裝備。鏈錘無法雙持。 鏈錘的攻擊通常可以透過精準的定位和長時間的蓄力帶來毀滅性的效果。
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. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
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。 普通敵人會給予相當於其強度一半的藥劑充能 魔法敵人會給予相當於其強度的藥劑充能 稀有和傳奇敵人會給予相當於其強度雙倍的藥劑充能 啟動記錄點和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。
Utility Flasks can only hold charges while in a flask slot. They can be bound to action buttons to trigger strategically during combat. Utility Flasks offer a buff or combat ability for a limited time. Flasks refill at Checkpoints, Wells or by killing Monsters. More powerful Monsters will grant more charges.
功能藥劑只有在裝備於藥劑欄位時才會擁有充能。它們可以綁定於行動鍵上並在戰鬥時有策略性地觸發。功能藥劑會在限時內提供增益效果或戰鬥技能。 藥劑可以透過記錄點、水井或擊殺強大怪物與頭目來補滿。
Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks.
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
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。 兩組武器套裝可能因為武器賦予的精魂(如權杖)、武器套裝天賦點或在特定武器套裝中生效的持續技能,導致可用的精魂數量不同。
One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.
單手武器可以裝備於主要武器欄位中。某些單手武器類型可以同時在主手與副手武器欄位裝備並雙持。
Two-handed weapons take up both weapon slots when equipped.
雙手武器在裝備時會同時佔用兩個武器欄位。
Your allies include other players, Minions, and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
你的友方包含其他玩家、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。
Dual Wielding refers to using two Martial Weapons, one in each hand.
雙持意即裝備兩把軍用武器,每個武器欄位各一把。
Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks, sometimes depending on the total Power of enemies counted.
Curses significantly Debuff affected targets. By default a target can have one Curse on them at a time. Higher Rarity enemies are less affected by Curses: 15% less Curse effect on Magic monsters 30% less Curse effect on Rare monsters 50% less Curse effect on Unique monsters
詛咒會對受影響的目標施加強大的減益效果。在預設情況下,一個目標身上同時只能有一個詛咒。 稀有度較高的敵人受詛咒的影響較小: 魔法怪物承受 15% 更少詛咒效果 稀有怪物承受 30% 更少詛咒效果 傳奇怪物承受 50% 更少詛咒效果
Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
餘震是在技能初次衝擊後產生爆發的範圍傷害。若沒有特別註明,餘震會在相同的區域造成與初次衝擊相同的傷害。只有攻擊傷害可以造成餘震。
The Elusive buff grants increased Movement Speed, and additional chance to avoid damage. The effects of Elusive are reduced over time.
靈巧增益效果會賦予增加移動速度和避免受到傷害的額外機率。靈巧效果會隨時間減少。
Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
感電地面會使站在上方的目標感電,預設持續 6 秒。
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech. Leeched Energy Shield is recovered over one second. Multiple Leeches can occur simultaneously. Modifiers specific to Life Leech will not apply to Energy Shield Leech.
當你造成擊中傷害時,偷取讓你恢復所述資源,其恢復量相當於你所造成傷害的一定百分比。 怪物具有偷取抗性,其數值隨怪物等級增加,減少你從偷取取得的恢復量。 偷取的能量護盾會在 1 秒內恢復。多個偷取效果可以同時存在。生命偷取專屬的詞綴不會影響能量護盾偷取。
Orb Skills create lasting effects at a location which damage enemies in an area around them.
球體技能會在一個地點創造持續效果,對附近區域的敵人造成傷害。
Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances. By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances, this can cause the enemy's Resistance to become negative. Higher Rarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
曝曬是一種會降低受影響敵人元素抗性總值的減益效果。預設情況下,它會使抗性 -20%,持續 4 秒,不過部分的曝曬來源會覆蓋這些數值。與大部分降低抗性的來源一樣,這會使敵人的抗性變為負值。 稀有度較高的敵人受曝曬的影響較小: 魔法怪物承受 15% 更少曝曬效果 稀有怪物承受 30% 更少曝曬效果 傳奇怪物承受 50% 更少曝曬效果
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 Triggered Skills.
許多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,使用時間總和的詞綴視為數值加倍。 能量無法從被觸發技能的直接效果獲得。
Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
冰晶是可以被造成傷害的堅固冰塊。冰晶被摧毀時,會在範圍內造成冰冷傷害。冰晶會阻隔小型怪物移動,而大型怪物會摧毀其路徑上的冰晶。 可消耗冰凍的技能會立即粉碎冰晶,使其在更大範圍內造成更多傷害。
Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
迴旋投射物會在抵達飛行終點或擊中最終目標後返回發射者的原始位置。
While Phasing, you can pass through enemies without being blocked by them.
在迷蹤狀態下,你可以穿越敵人不受他們阻擋。
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
殺死敵人會留下屍體,並供你許多技能或效果使用或消耗,但是傳奇怪物留下來的屍體無法被摧毀或消耗。一般來說,擊殺友方不會留下可用的屍體。
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
能量球可從一些技能、天賦以及其他效果獲得。其本身不會賦予任何固有效益,但可以作為許多技能和效果的能源來消耗。在預設情況下,能量球的持續時間為 15 秒,並會在你獲得相同類型的另一顆能量球後刷新。 能量球一共分為三種類型──耐力球、狂怒球和暴擊球。玩家在預設情況下,最多可以同時擁有 3 顆各個類型的能量球。
Wells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.
每座城鎮內都有水井,使用後可以補滿你的藥劑並回復你的生命與魔力。
Your Presence is an area around your character within which certain effects (such as many 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.
存在範圍是圍繞你角色周圍,可以套用特定效果(像是許多光環)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 Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
你的光線範圍會決定你的角色在黑暗區域中照亮的距離,以及在地圖上顯示地形和特殊地標的範圍。
Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
物品可分為普通(灰色)、魔法(藍色)、稀有(黃色)或傳奇(棕色)。沒有這些稀有度的物品類別(例如通貨),每個物品都會有個別的稀有度。 更強大、更危險的敵人有更高的機率掉落較稀有的物品。
Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default. Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments.
在計算受到你的擊中傷害時,穿透會使目標的對應抗性數值被視為比實際還低。預設下,抗性只能被穿透到剩下最低 0%。 穿透只會影響擊中,以及套用在目標的防禦能力,而非你自己的攻擊能力上,因此並不會影響異常狀態的傷害。
Some Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their 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 Hits. Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
某些技能、物品、輔助寶石和其他效果可以破壞護甲,降低目標護甲的特定數值。若此效果將目標的護甲值降至 0,他們的護甲會被完全破壞,持續 12 秒,玩家則會持續 4 秒。除了無法受益於護甲外,護甲被完全破壞的非玩家目標所承受的物理擊中傷害會增加 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。
Enemies with Armour Broken below 0 have negative Armour. This means they take more Physical damage from Hits. Armour broken below 0 is capped by the enemy's base Armour.
護甲被破壞到低於 0 的敵人具有負數的護甲值。這代表,他們會承受更多物理擊中傷害。破壞到低於 0 的護甲值下限會受到敵人基礎護甲值的限制。
Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
引導技能可以透過長按來蓄力或延長技能的使用時間。
Remote Skills are Skills that are performed for you by a different entity, such as a Totem, Trap, or Clone. Minions are not Remote Skills.
An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered.
先祖強化後的重擊具有 30% 更多傷害和增加 25% 效果範圍,而先祖強化後的打擊會以 2 個額外敵人為目標。觸發技能無法受到先祖強化。先祖強化的攻擊 視為受到 強化.
Buffs are effects that boost a player or monster's stats for a duration or while a condition is met. Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
增益效果是可以強化玩家或怪物數值的效果,其效果會持續一段時間,或直到某條件達成為止。 除非另有說明,否則相同類型的增益效果不會疊加──只有效果最強的那個會生效。
Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
減益效果是負面效果,會隨時間造成傷害或削弱實體的數值,其效果會持續一段時間,或直到某條件達成為止。 除非另有說明,否則相同類型的減益效果不會疊加──只有效果最強的那個會生效。
Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
可以消耗敵人身上的多種效果。一次只能觸發一種消耗增益,而技能造成的消耗效果會優先於其他來源的消耗效果。 消耗敵人身上的一種減益效果會使其對該減益效果免疫,持續 1 秒。
Removes a random modifier and augments a Rare item with a new random modifier.
移除一個隨機詞綴,並為一件稀有物品新增一項隨機詞綴。
Auras apply Buffs to Allies within a radius, or Debuffs to enemies within a radius of the source of the Aura.
Each Stormsurge on this Weapon grants 3% of damage Gained as Extra Lightning damage for 5 seconds. Maximum 10 Stormsurge.
Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
復甦召喚物會在避免受到傷害一小段時間後自癒,且會在被擊殺後一小段時間內自動復活。當另一個復甦召喚物死亡時,此時間會重置。
Quality grants small bonuses to an item depending on the type of item, up to a maximum. Martial Weapons gain 1% more Physical damage per Quality. Armours gain 1% more Defences per Quality. Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item. Flasks gain 1% more Life and Mana recovery per Quality. Charms gain 1% increased duration per Quality. Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
品質會根據物品的類型,給予少量的加成,直到達到最高品質。 軍用武器每一品質獲得 1% 更多物理傷害。 護甲每一品質獲得 1% 更多防禦。 戒指和項鍊有許多可能的品質類型,可為物品上的特定詞綴提供加成。 藥劑每一品質獲得 1% 更多生命和魔力恢復。 護符每一品質獲得 1% 持續時間增加。 技能寶石或給予技能的裝備會根據其品質,給予技能特定的加成。
Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into. You cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active. Cannot use multiple Support Gems of the same Category in one Skill.
輔助寶石可以插入技能寶石上的插槽,以修改該技能的效果。它們只會套用於其鑲嵌至的技能寶石。 你無法在多個技能上使用多個完全相同的族裔輔助,也無法將其用於那些在生效期間為持續性保留技能提供全域增益的輔助技能。 無法對一個技能使用多個相同類別的輔助寶石。
This Skill has an effect that applies to every target in its area, rather than picking specific targets. Areas of Effect that originate from a target hit by a Skill will add that target's size to their radius.
此技能的效果會套用於該範圍內的所有目標,而不會挑選特定目標。 被技能擊中的目標所產生的效果範圍,其範圍會加上該目標的體型。
This Skill has a Duration that can be modified.
此技能擁有可被調整的持續時間。
Detonator Skills can cause flammable gas, Oil, explosives, and similar effects to explode on contact.
引爆技能會造成可燃瓦斯、油、爆炸物和類似效果在接觸時爆炸。
Nova Skills take effect in a circular area around their user.
新星技能會在使用者附近的圓形範圍內產生效果。
Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it. If multiple methods of Triggering a skill attempt to apply to the same skill, that skill will be disabled.
許多效果都可以觸發技能。被觸發的技能會立即發動,不需要攻擊或施放時間,且通常會以觸發者為目標。觸發技能不會被視為使用該技能。 若有多種觸發技能的方式試圖套用在同一個技能上,該技能將會被停用。
Herald Skills are a type of Persistent Buff that grant powerful effects on killing enemies.
When you take damage from a Hit, Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
當你受到擊中傷害時,補償效果會使你在接下來的 8 秒內回復依據數值比例指定的資源。
Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
荊棘傷害是一種你可以造成的擊中傷害。荊棘傷害不屬於攻擊傷害或法術傷害,且不受其詞綴影響。 如果你具有荊棘傷害,則會固定對近戰攻擊擊中給予反擊,對擊中你的敵人造成荊棘傷害。 某些技能和其他效果也可能在其他時機對敵人造成你的荊棘傷害。
Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
點燃地面會持續對站上方的敵人施加易燃,並在累積到50%時點燃他們。預設情況下,點燃地面持續 4 秒,並具有 2 公尺的範圍,除非有特別註明。
Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
暴擊弱點會使對受影響目標的擊中有 +0.5% 暴擊率,最多疊加 20 次。如無另外說明,每一層持續 4 秒。
Elemental Ground Surfaces include Shocked Ground, Chilled Ground, and Ignited Ground.
Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow. Most Crossbow Ammunition Skills that directly Hit enemies have Knockback.
使用十字弓彈藥技能會以指定的技能替代你的十字弓基礎攻擊。彈藥技能本身不會發射彈藥,只會裝填至你的十字弓上。大部分會擊中敵人的十字弓彈藥技能同時會造成擊退。
Magic and Rare Monsters can have Modifiers which will augment them in many dangerous ways, making them more powerful and deadly foes. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters can have multiple.
魔法和稀有怪物可以擁有強化自身的詞綴,使他們變得更加強大、危險且致命。 魔法怪物只會有一個怪物詞綴,而稀有怪物可以同時擁有多種。
Cannot be Light Stunned Cannot Dodge Roll or Sprint
不會被輕微暈眩 無法閃避翻滾或衝刺
All Damage is taken from Mana before Life 50% less Mana Recovery Rate
所有傷害在減少生命之前會先減少魔力 降低 50% 魔力恢復速度
You can wield Two-Handed Axes, Maces and Swords in one hand Triple Attribute requirements of weapons Inherent Life granted by Strength is halved
30% less Critical Damage Bonus when on Full Life 30% more Critical Damage Bonus when on Low Life
You can apply an additional Curse Double Activation Delay of Curses
你可以套用一個額外詛咒 詛咒啟動延遲變為雙倍
5% of Physical Damage prevented Recouped as Energy Shield per enemy Power Energy Shield does not Recharge You cannot Recover Energy Shield from Regeneration You cannot Recover Energy Shield to above Armour
每個敵人能量使 5% 被減免的物理傷害補償為能量護盾 能量護盾不會充能 你無法透過再生回復能量護盾 你的能量護盾無法回復至超過護甲
You can equip a non-Unique Sceptre while wielding a Talisman 50% less Spirit Non-Minion Skills have 50% less Reservation Efficiency
Can Attack as though using a Quarterstaff while both of your hand slots are empty Unarmed Attacks that would use your Quarterstaff's damage gain: • Physical damage based on their Skill Level • 1% more Attack Speed per 75 Item Evasion Rating on Equipped Armour Items • +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
當你的雙手欄位為空時,可視同使用長杖進行攻擊 使用長杖技能的空手攻擊獲得: • 基於其技能等級的物理傷害 • 裝備中的護甲物品每有 75 物品閃避值,1% 更多攻擊速度 • 裝備中的護甲物品每有 10 物品能量護盾,+0.1% 暴擊率
Martial Weapons can be used to Attack. Axes, Bows, Claws, Crossbows, Daggers, Flails, Maces, Quarterstaves, Spears, Swords, and Talismans are Martial Weapons.
Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
獻祭為一種不視為承受傷害的資源損失(一般為生命、魔力,或能量護盾)。你無法獻祭自己沒有的資源。獻祭生命無法將生命降至低於 1,但對其他對象的獻祭(如獻祭召喚物生命)可導致其死亡。
Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
快行技能無需瞄準一個敵人,並會移動一大段距離。如果你有多個具冷卻時間的快行技能,其冷卻時間共用。
Life Recharges instead of Energy Shield 50% less Life Recovery from Flasks
能量護盾充能改為套用至生命 生命藥劑的效果改為套用至能量護盾
Every Support Gem you have socketed will incur a cumulative Attribute requirement, generally at a value of five of the relevant stat for each support gem used. This Attribute requirement is separate from that required by your Skill Gems and Equipment.
每顆插槽內的輔助寶石都會產生累積的能力值需求,通常每顆輔助寶石會需要 5 點相關能力值。 此能力值需求與你的技能寶石和裝備不同。
The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
增益效果或減益效果幅度為對目標施加的數值。幅度越高的增益效果或減益效果越強。 效果施加者的增益效果或減益效果施幅度詞綴才會生效,且與目標增益效果或減益效果的效果詞綴具相乘性。
Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff, which come from its creator.
Take 50% less damage over time if you've started taking damage over time in the past second Take 50% more damage over time if you haven't started taking damage over time in the past second
若在過去 1 秒內開始受到持續傷害,則受到 50% 更少的持續傷害 若過去 1 秒內沒有開始受到持續傷害,則受到 50% 更多的持續傷害
Create Lightning Infusion Remnants instead of Fire Create Cold Infusion Remnants instead of Lightning Create Fire Infusion Remnants instead of Cold
Arcane Surge grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.
秘能波動賦予加快 10% 施放速度和 20% 更多魔力回復速度的效果。
Arcane Surge grants 15% increased Cast Speed and 20% more Mana Regeneration Rate. It lasts for 4 seconds by default.
秘能波動賦予增加 15% 施放速度和 20% 更多魔力回復率的效果。 此效果在預設狀況下會持續 4 秒。
Meta Gems are Skill Gems that can use, Trigger, or otherwise apply the effects of other Skill Gems. Skill Gems and Support Gems can be socketed into them interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.
主要寶石是可以使用或觸發、或施加其他技能寶石效果的技能寶石。技能寶石和輔助寶石可以互相放入彼此插槽中而無需區分,但主要寶石通常需要插入一顆技能寶石才能作用。
Skills that meet this requirement use the term "Final Strike" to refer to the last hit of their combo. This includes basic Melee Attacks.
Corrupted Blood is a Debuff that deals Physical damage over time and can stack up to 10 times. Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding.
Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
流血加劇時,一律視目標正在移動中,使其造成 100% 額外傷害。 流血減益效果加劇後,會維持加劇直到持續時間結束。 每一種流血減益效果加劇與否均個別獨立認定──一種流血減益效果加劇不代表目標帶有的其他流血減益效果也隨之加劇,且加劇其中部分或所有效果對於之後新施加的流血減益效果無影響。然而如無另行說明,能加劇目標目前所帶有之流血的效果會對其當下的所有流血減益效果生效。
Ignite that has been Aggravated deals 100% extra damage. Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires. Just like Bleeding, each Ignite Debuff can be Aggravated, or not, independently of others on the target.
點燃加劇時,會造成 100% 額外傷害。 點燃加劇後,會維持加劇直到持續時間結束。 如同流血,目標身上每一種點燃減益效果加劇與否均個別獨立認定。
Their modifier to the amount they leech will not affect this amount; your modifiers have already applied to it.
影響其偷取數值的詞綴不會影響此數值;你的詞綴已經被列入計算了。
This effect does not stack. Applying it again before the first expires will refresh the duration.
此效果無法疊加。在第一個持續時間結束前再次附加會刷新持續時間。
Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once. Marks can be Activated when specific conditions occur, which will case some extra effect and then Consume the Mark.
印記是對單一敵人施加的強大減益效果,通常只會持續一段時間。同一時間可以有多個被施加印記的敵人,但每個敵人身上最多只能同時帶有一個印記。
Lost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Life resets this delay, interrupting Recharge. Modifiers to Energy Shield Recharge Rate or to how fast it starts will also apply to Life Recharge.
失去的生命會在 4 秒基礎延遲後開始充能。後續失去生命會重置此延遲,並中斷充能。 影響能量護盾充能速度或多快開始的詞綴也會套用至生命充能。
Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
Energy Shield will no longer protect you from Damage, unless that damage would be dealt to Mana.
能量護盾不再保護你不受傷害,除非該傷害來源會對魔力造成傷害。
Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
猛攻賦予增加 20% 技能速度和 10% 移動速度。 如無另外說明,猛攻持續 4 秒。
Druidic Prowess is a stacking Buff which grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks.
德魯伊之賦是一種可堆疊的增益效果,會增加10% 技能速度並且使法術傷害擊中時每1疊層數量給予3盛怒,持續10秒。每一層擁有各自獨立的持續時間。最多3層。
Checkpoints are a form of saving your progress through Wraeclast and will often appear before Boss fights and at points of interest. Reaching a Checkpoint will refill your Life, Mana, Flasks and Charms. On death, you can choose to revive either in Town or at the last Checkpoint you reached. For this purpose, Waypoints also function as Checkpoints. You can also teleport between Checkpoints within an area, or from a Checkpoint to the Waypoint.
記錄點能用來儲存你在瓦爾克拉斯的進度,且時常會在頭目戰或特殊地標之前出現。抵達檢查點會補滿你的生命、魔力、藥劑和護符。 死亡時,你可以選擇在城鎮或上一次抵達的記錄點重生。在這種情況下,傳送點也可以作為記錄點使用。
Once all Checkpoints have been activated and the Map is completed, all remaining unfinished map content will be revealed on the minimap.
當一張已完成地圖中的所有檢查點都被啟用時,所有尚未完成的地圖內容都會揭露並顯示於小地圖上。
Waypoints are a form of saving your progress through Wraeclast. Most areas (though not all) will have one, and they can be used to quickly travel from area to area. Reaching a Waypoint will refill your Life, Mana, Flasks and Charms.
傳送點能用來儲存你在瓦爾克拉斯的進度。大多數區域(並非全部)都會有一個,且可以被用於在區域間快速旅行。抵達傳送點會補滿你的生命、魔力、藥劑和護符。
A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment, as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
較高的元素異常狀態門檻會降低被元素傷害擊中時,施加相關異常狀態的機率,以及降低受到的冰凍和觸電累積數值。較低的元素異常狀態門檻則會提高施加機率,並增加受到的冰凍和觸電累積。預設情況下,玩家的異常狀態門檻等於其一半的生命。
The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
Gain Power Charges instead of Frenzy Charges Gain Frenzy Charges instead of Endurance Charges Gain Endurance Charges instead of Power Charges
獲得的暴擊球改為狂怒球 獲得的狂怒球改為耐力球 獲得的耐力球改為暴擊球
Sustained skills cause a large number of Hits over a period of time. They roll for Critical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.
Some skills and effects have a chance to apply Daze to enemies on Hit. Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup. There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
某些技能和效果有機率會對擊中的敵人施加目眩。 目眩持續 8 秒,一名被目眩的敵人會受到 50% 更多暈眩累積。還有一些技能、效果和其他機制會和目眩產生互動並獲得各種增益。
Some skills and effects require a certain Combo count to use. Combo is built by successfully Striking Enemies. Combo count will fall off after a short duration of not building or maintaining further Combo. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you swap weapons.
某些技能和效果需要特定的連擊數才能使用。連擊可以透過成功打擊敵人累積。一小段時間內沒有累積或維持連擊會失去連擊數。 連擊只能透過使用連擊技能綁定的同一把武器累積,且切換武器便會失去連擊。
Minions whose durations expire or that are despawned by the player are considered to have died. However, effects that state they trigger when a Minion is Killed do not trigger in these cases. Minions are only Killed if they reach 0 life, though this can be caused by their summoner as well as enemies.
召喚物的持續時間結束,或被玩家取消召喚後則會被視為死亡。不過,召喚物被擊殺時觸發的效果不適用此狀況。只有召喚物的生命達到 0 時才會視為被擊殺,但其召喚者或敵人均可造成此效果。
You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
若自身 3 公尺內有至少 5 名敵人,則視為被包圍。被包圍所需的敵人數量無法被降至低於1個。
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.
保留效果可以防止特定資源(通常是精魂,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。
You are on Low Infernal Flame if you have 35% of your maximum Infernal Flame or less.
煉獄之炎低於最大煉獄之炎的 35% 時為低煉獄之炎狀態。
Dodge Roll cannot Avoid Damage Take 30% less Damage from Hits while Dodge Rolling
閃避翻滾無法躲避傷害 閃避翻滾時承受 30% 更少擊中傷害
Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock, but no longer scales with Fire damage modifiers or causes Ignite. Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
傷害可以由一個類型轉換為另一個類型。這會使其造成新的傷害類型,並受新的傷害類型詞綴影響,且不再受原傷害類型詞綴影響。 舉例來說,火焰傷害轉換為閃電後會受閃電傷害詞綴影響並造成感電,但不再受火焰傷害詞綴影響或造成點燃。 轉換是雙步驟的過程。技能固有的轉換會先發生,接下來才是所有其他來源的轉換。持續傷害無法被轉換。
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
獲得相當於傷害的額外 X 傷害類型只會受新類型的詞綴影響,不受來源傷害類型的詞綴影響(除非它們是同一類型)。 舉例來說,獲得相當於物理傷害的額外閃電傷害會受閃電傷害詞綴影響,但不受物理傷害詞綴影響。 獲得傷害是雙步驟的過程,與傷害轉換相同。持續傷害無法受益於傷害獲得。
Tailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed, 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.
流順之風是一種可疊加的增益效果,每一層增加 1% 行動速度、3% 技能速度、 10% 閃避值、和防止1%承受的偏斜擊中傷害,持續 10 秒。最多疊加至 10 層。
Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
翠玉為疊加性增益效果,每層賦予 1% 額外物理傷害減免,最大 10 層翠玉。
Enemies have less Cooldown Recovery Rate the lower their Concentration, scaling down to 50% less Cooldown Recovery Rate when Concentration is 0%.
Collecting Flames of Chayula grants the following bonuses: Red Flames of Chayula Leech 15% of your maximum Life to you Blue Flames of Chayula Leech 15% of your maximum Mana to you Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damage for 8 seconds, and stacks up to 10 times. Flames of Chayula count as Remnants.
收集夏烏拉之炎將給予下列增益效果: 夏烏拉之紅炎會偷取 7% 你的最大生命 夏烏拉之藍炎會偷取 7% 你的最大魔力 夏烏拉之紫炎會提供可疊加的增益效果,獲得相當於傷害 7% 的額外混沌傷害,持續 5 秒,最多可疊加 10 次。
Red Flames of Chayula Leech 15% of your maximum Life to you to when collected.
收集夏烏拉之紅炎後,偷取你最大生命的 7%。
Blue Flames of Chayula Leech 15% of your maximum Mana to you when collected.
收集夏烏拉之藍炎後,偷取你最大魔力的 7%。
Small Passive Skills are Passives that are not Notables, Keystones, Ascendancy Passive Skills or Passive Skills where you can select an Attribute.
小型天賦為任何不是核心天賦、關鍵天賦、昇華天賦和能力選擇點的天賦。
Valour is used to fuel Banner Skills. Killing an enemy with an Attack generates 1 Valour, and Banners passively gain 1 Valour per second while a Unique enemy is in your Presence. You can only gain Valour once every 0.5 seconds, and a Banner skill cannot gain Valour while its Banner is placed. Each Banner has 50 maximum Valour by default. If you have multiple Banner skills active, each gains Valour separately.
勇氣可用來替鬥旗技能充能。以攻擊殺死一名敵人會產生 1 點勇氣,且當你的存在範圍內有一名傳奇敵人時,鬥旗每秒會被動獲得 1 點勇氣。你每隔 0.5 秒才能獲得一次勇氣,且放置鬥旗期間,鬥旗技能無法獲得勇氣。 每面鬥旗在預設下有 50 點的勇氣上限。若你啟用多個鬥旗技能,它們會分別獲得各自的勇氣點數。
Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
威嚇是一種減益效果,會使受到的傷害提高 10%,造成的傷害降低 10%。
Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment.
靈魂核心是一種瓦爾工藝品,運作方式等同增幅。
Abyssal Eyes are artifacts recovered from Abyssals which function as a type of Augment.
深淵之眼為從深淵族得來的遺物,運作方式等同增幅。
Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.
榮譽是你在絲克瑪試煉中必須管理的額外資源。你在試煉中從敵人身上承受的部分傷害會從你的榮譽中扣除。若你的榮譽歸零,試煉便會失敗。
This additional use time is fixed and will not be modified by skill use speed stats.
這個額外的使用時間為固定值,且不會被技能使用速度能力影響。
Enemies covered in Oil have their movement speed Slowed, are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them. Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite.
被油纏身的敵人移動速度減緩、遭施加火焰曝曬,且具有 200% 更多被施加的易燃幅度。 點燃地面或引爆技能將會點燃被油纏身的敵人並將油移除,但曝曬效果在該點燃持續時間內仍存在。
Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure. Ignited enemies, Ignited Ground, or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure.
站在油滑地面上的敵人移動速度減緩且遭施加曝曬。 受點燃敵人、點燃地面或引爆技能接觸油時,會使其著火,將敵人點燃而非使其緩速,但仍會施加曝曬效果。
The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
能力總量為能力值經所有計算後所得數值。影響總量的詞綴會在所有其他詞綴之後套用。
Adding to the Total value of a stat occurs after all other calculations have been performed. This means that the added value does not benefit from percentage modifiers to the stat.
數值的總值加成會等到所有其他計算完成後才進行。這意味著該加成的總值不會受到數值百分比詞綴影響。
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
護符是保護性的飾品。在你裝備之後若達成特定條件,便會自動觸發一個防禦性效果。與藥劑相似,護符需要充能才能觸發。護符可透過殺死怪物來獲得充能,而獲得的充能等同於怪物一半的強度。啟動記錄點和水井之後會為護符完全充能。 護符欄位數量最多為 3 個。
Excess Life Recovery from Regeneration is applied to Energy Shield. Energy Shield does not Recharge.
Chilling, Shocking, or Igniting Enemies grants 1 Unbound Fury. Freezing or Electrocuting Enemies grants 6 Unbound Fury.
Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour, the converted portion would be scaled by percentage modifiers to Armour, but percentage modifiers to Evasion would have no effect.
將能力 A 轉換成能力 B,會把能力 A 的基礎數值轉移到能力 B 上。轉換的能力會受能力 B 的詞綴百分比影響,而非受能力 A 的詞綴百分比影響。 舉例來說,如果你把閃避值轉換成護甲值,數值會因護甲值的詞綴百分比調幅,但不會受閃避值的百分比詞綴影響。
Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield. Life Loss can still kill you.
生命損失與一般傷害不同,且無法被能量護盾減免或吸收。你還是會因為生命損失而陣亡的!
Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour, the portion gained would be scaled by percentage modifiers to Armour, but not by percentage modifiers to Evasion.
獲得能力 A 一定百分比的能力 B,會根據能力 A 的基礎數值來計算。獲得的能力會受能力 B 的詞綴百分比影響,而非受能力 A 的詞綴百分比影響。 舉例來說,如果你獲得 50% 閃避值的護甲值,獲得的數值會因護甲值的詞綴百分比調幅,但不會受閃避值的百分比詞綴影響。
Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
溢出的恢復量若超過上限,最多可恢復該上限的兩倍。
Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
Difficulty causes monsters to have increased damage and life, as well as improving the items they drop. Certain Bosses with increased difficulty will gain new abilities and begin to drop exclusive items, and have a reduced number of Respawn Attempts. Difficulty above 4 has no additional effect.
難度會使怪物的傷害和生命增加,同時提升它們掉落的物品。 難度增加時,特定頭目會取得新能力,並開始掉落特有物品,同時也會減少嘗試重生次數。 高於 4 的難度並無額外效果。
Most endgame content allows for a limited number of deaths before you can no longer access the area. Most areas allow unlimited leaving and re-entry for other reasons except while fighting a boss. On death during a boss fight, the Map Owner may respawn all players into a new instance of the area to attempt the boss fight again. The number of modifiers on a Waystone will reduce the number of Revivals available allowed when opening a Map. For pinnacle endgame content, increased Difficulty will reduce the number of Revivals available.
大部分的終局內容允許你在其中死亡,達到次數限制後,便無法再次進入區域。除了與頭目戰鬥的時候之外,大部分的區域允許因其他原因而無限次數的離開和重新進入。 在頭目戰中死亡時,地圖擁有者可以讓所有玩家在一個新的區域副本中重生,再次嘗試與頭目戰鬥。 在開啟地圖時,換界石上的詞綴數量會減少可用的復活次數。在巔峰終局內容中,增加難度會減少可用的復活次數。
Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards. Defeating the Map Boss will complete the Map.
終局地圖中通常會含有一個地圖頭目。這些地圖頭目是具有特殊機制的傳奇怪物,且掉落的獎勵會大幅增加。
Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards. Powerful Map Bosses frequently drop Waystones one Tier higher.
This Debuff causes you take 10% increased damage and have 10% reduced Light Radius for 10 seconds per stack.
此減益效果每層使你受到的傷害增加 10%,光線範圍減少 10%,持續 10 秒
The higher toughness a monster has, the less damage it takes. A monster with 100% increased Toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on. Reduced toughness causes monsters to take more damage.
怪物的堅韌越高,他承受的傷害越少。堅韌增加 100% 的怪物會承受 50% 更少傷害,堅韌增加 200% 的怪物會承受 67% 更少傷害,以此類推。減少的堅韌會使怪物承受更多傷害。
Spreading an ailment inflicts a new, matching ailment on another target, from the same source. The new ailment can potentially spread further, but never back to the same target twice.
散播異常狀態會從同樣的來源,對另一個目標造成新的對應異常狀態。新的異常狀態有繼續傳播的可能,但永遠無法回傳同樣的目標兩次。
25% more Skill Speed while Off Hand is empty and you have a One-Handed Martial Weapon equipped in your Main Hand.
By default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite. Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment. For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
預設情況下,特定的異常狀態只會根據特定的傷害類型來計算,例如只有擊中的火焰傷害會在造成點燃時產生影響。 使另一種傷害類型貢獻至一種異常狀態,就代表在計算該異常狀態時,所有相關類型的傷害都會被總結其中。 對於使用擊中傷害來決定異常狀態機率或累積的異常狀態來說,這代表該傷害類型將變得能夠造成該異常狀態。對於僅使用擊中傷害來決定異常狀態幅度的異常狀態來說(即流血與中毒),你仍然需要一種手段來套用這些異常狀態(例如一種流血或中毒機率的來源)。
Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
武器套裝天賦點可以分配給每個不同的武器套裝天賦樹,包括預設的天賦樹在內。
Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
某些技能會在地面上造成範圍效果,從而產生魔符銘文。諸如輔助寶石和傳奇物品等各種效果可以和這些銘文互動,造成許多不同的效果。
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions, and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
奉獻技能會以一個活動的骷髏召喚物為目標,製造出一根奉獻棘刺。奉獻棘刺會為你或你的召喚物提供各種增益效果,甚至可以直接傷害敵人。奉獻技能本身就是可以加以傷害的召喚物,當它們死亡時,其增益效果即消失。
Payoff Skills have powerful extra affects when Hitting enemies inflicted with specific Debuffs, often Consuming the Debuff in the process. Payoff Skills cannot inflict the Debuff they interact with.
遣散技能在擊中受到特定減益效果影響的敵人時,會有強大的額外效果,而且往往會在過程中消耗掉該減益效果。遣散技能不能施加它們與之互動的減益效果。
Grenade Skills are only usable when wielding a Crossbow. They have cooldowns, but generally deliver high damage or powerful utility. Grenade Skills have a fuse duration and will generally not explode until the fuse has expired, so they are strongest when you aim carefully and predict enemy movements. Grenades cannot Fork or Chain.
擲彈技能只有在使用十字弓時才能使用。這類技能有冷卻時間,但是通常會造成高額傷害或強大的功能。 擲彈技能有引信時間,而且通常要等到引信時間結束才會爆炸,因此在你仔細瞄準並預測敵人動向時,這類技能最為強大。 擲彈不能分岔或連鎖。
Increasing your Stun Recovery causes you to recover more quickly from being Stunned.
提高你的暈眩恢復會使你在被暈眩時更快恢復過來。
Grasping Vines is a stacking Debuff that Slows character movement speed by 8% for each stack applied. Moving will gradually remove stacks of Grasping Vines.
Volatiles are homing orbs which move towards a target before exploding after a duration or when they get close enough, dealing damage in a larger area.
易爆物是導向球體,它會朝著一個目標移動,在一段時間之後或離目標夠近時爆炸,造成大範圍的傷害。
Petrify is a Debuff which causes targets to become covered in stone and unable to move or act.
石化是一種減益效果,使目標被石頭包覆,無法移動或行動。
Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means. The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
增幅為可以放入帶有增幅插槽中的一種物品,插槽通常可以在裝備上找到。當被鑲嵌時,他們可以被其他增幅覆蓋,但無法以普通方式移除。 一枚增幅可以被鑲嵌的裝備 種類和所提供對應的增益會條列於物品上。
Gain no inherent bonus from Strength 1% increased Energy Shield per 2 Strength
Gain no inherent bonus from Intelligence 1% increased Evasion Rating per 2 Intelligence
Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase Boons from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.
神聖之水是能在絲克瑪試煉中找到的資源。神聖之水可以用來向商人購買恩惠和膜拜馬拉克斯神殿,在試煉中賦予你各種效果。
Boons are positive effects that are applied to the Trial of the Sekhemas; making them easier to run. Boons can be gained from certain Maraketh Shrines or from buying them from the Trial Merchant using Sacred Water. Boons can be either Minor or Major, providing varying benefits to your Trial.
恩惠是可以套用在絲克瑪試煉中的正面效果,使其更加容易攻略。 恩惠可以從特定的馬拉克斯神殿獲得,或是使用神聖之水向試煉商人購買。 恩惠可以為次要或主要,為你的試煉提供各種不同的增益效果。
Afflictions are negative effects that are applied to the Trial of the Sekhemas; making them harder to run. Afflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines. Afflictions can be either Minor or Major, providing varying negative effects to your Trial.
苦痛是可以套用在絲克瑪試煉中的負面效果,使其更加難以攻略。 苦痛會在進入試煉中的特定房間時,或是遭遇特定的馬拉克斯神殿時套用。 苦痛可以為次要或主要,為你的試煉提供各種不同的負面效果。
Enfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.
衰弱是一種使受影響者造成的傷害減少的詛咒。若沒有特別註明,衰弱會使傳奇目標造成的傷害減少 10%、其他目標則減少 20%。
Binding Chains is a stacking Debuff that Slows character movement speed by 8% for each stack applied.
Bronze, Silver or Gold Keys are sometimes awarded for completing rooms or for killing monsters within the Trial of the Sekhemas. After completing each floor of the Trial there will be an assortment of Bronze, Silver and Gold caches which can be opened by their respective key, revealing treasures within.
在絲克瑪試煉中完成房間或擊殺怪物時,偶爾會獎勵青銅、白銀或黃金鑰匙。完成試煉的每個樓層時,會出現青銅、白銀和黃金貯藏箱,可使用其各自的鑰匙開啟,揭露其中的寶物。
Relics are items that are placed in the Relic Altar before the start of the Trial of the Sekhemas. Relics influence various aspects of the Trial to make it easier. Your Relics persist between Trials. Selected Relics cannot be changed while you have an active Trial. Relics have varying dimensions, so arrange them carefully to maximise your benefits. You can unlock more Relic slots by killing bosses deeper into the Trials. Spare Relics can be stored in the Relic Locker or any of your personal stash tabs.
聖物是在絲克瑪試煉開始前放置於聖物祭壇的物品。 聖物將會影響試煉的各個要素,使其變簡單。 你的聖物在不同試煉之間會被保留下來。 當你有正在進行中的試煉時,所選的聖物便無法更換。 聖物有各種面向,所以請謹慎使用來最大化你的利益。 你可以擊殺試煉中的頭目來解鎖更多聖物欄位。 多餘的聖物可以存放在聖物鎖櫃或你的倉庫頁中。
This is modifier applies to Debuffs you inflict that Slow enemies, and scales only the specific Magnitude that slows the target. It will not affect any other Magnitudes that Debuff has if it does other things in addition to the Slow.
該詞綴會套用在你施加的敵人緩速減益效果上,且只會增加特定的目標緩速幅度。若減益效果除了緩速以外還有其他功能,則該詞綴不會影響任何其具有的其他幅度。
You are on High Infernal Flame if you have 65% of your maximum Infernal Flame or more.
煉獄之炎高於最大煉獄之炎的 65% 時為高煉獄之炎狀態。
Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damage. Stacks up to 10 times.
Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
Wildwood Wisps grant 50% increased Tribute Gained to Players within 3 metres of it.
荒林妖精會使附近的玩家增加 50% 獲得的貢禮。
Close Range is anywhere within 2 metres of your character. Normally, Melee Attacks you make are in Close Range.
Unleash is an effect that allows Spells to accumulate Seals that allows the Spell to reoccur when being cast. There is a limit of 2 Seals per Spell.
Link Skills are Skills that allow you to link to your Allies to provide them with Buffs while you are within a certain distance of them.
Guard is a Buff that provides a buffer against damage from Hits, taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
守護是一種減緩擊中傷害的增益效果,在增益效果失效或耗盡之前,優先為你的生命或能量護盾承受傷害。 你一次只能擁有一個守護效果。如果你在已經擁有守護時又獲得一次,擁有更高幅度的效果將會被保留,且該效果的持續時間將會根據被捨棄效果之幅度的一定百分比進行刷新,但無法延長至超過其原本的持續時間。你可擁有的最高守護值為你最大生命的200%。
Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area. You must stay within this fog as it expands to maintain the Delirium or it will disappear. Defeating any monster while in this fog adds to a rewards counter, with the culminated rewards being dropped after the fog dissapears. Simulacrum Splinters can be collected from Delirium Monsters to form a Simulacrum that allows access to a challenging Delirium encounter via the Realmgate. Magic monsters are able to gain Delirium specific Modifiers while inside the fog. Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
地圖中含有一面譫妄之鏡。穿過譫妄之鏡,在目前的區域釋放席捲而來的譫妄迷霧之環。 你必須在迷霧擴散時待在其中來維持譫妄,否則譫妄將會消失。 處於迷霧中時,擊敗任何怪物都會納入獎勵計數,迷霧散去時將會掉落累積的獎勵。 從譫妄怪物身上收集幻像斷片以形成幻像異界,可用來穿過界域之門進入更具挑戰性的譫妄遭遇。 迷霧中的魔法怪物可以獲得譫妄限定詞綴。 迷霧中的稀有或傳奇怪物可能會受到譫妄惡魔附身。附身的譫妄惡魔會篡奪怪物的肉體,並週期性的使用自身的技能。
Expeditions are Ancient Kalguuran burial sites, with hidden artifacts and dangers buried beneath the ground. Help the Kalguuran Settlers set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Remnants can also be detonated to add modifiers to the rest of the Expedition encounter; making them harder but more rewarding. Expedition monsters and chests will occasionally drop Artifacts that can be traded at the Kalguuran Settlers for items. Vendor Refresh Currencies can also occasionally drop which allow for the refreshing of Kalguuran Settler shops.
探險是古老的卡爾葛墓地,其地下埋藏著文物和危險。 幫助卡爾葛拓荒者設置一連串爆裂物,將寶物挖出,但要留意暗中等待的危險。 遺物也可以被引爆,為剩下的探險遭遇附加詞綴,使其更加困難,但提供更多獎勵。 探險怪物和箱子偶爾會掉落文物,可用於和卡爾葛拓荒者交易物品。 商人刷新通貨偶爾也會掉落,可用於刷新卡爾葛拓荒者的商店。
A Breach is a tear in the fabric of reality. Opening it will allow you to see and interact with monsters from another dimension. The faster you can defeat these monsters, the longer you will keep the Breach open. Breaches will sometimes have Clasped Hands, which drop items when walked over. Breach Splinters can be collected from Clasped Hands and defeated Breach monsters to form a Breachstone that allows access to the Twisted Domain via the Realmgate.
裂痕是分裂現實交織的世界下的產物。打開裂痕將使你可以看見來自另一個次元的怪物並與其互動。 你越快擊敗這些怪物,你讓裂痕保持開啟的時間越長。 裂痕偶爾會含有抑制之手,在你經過它們時掉落物品。 透過抑制之手和擊敗裂痕怪物來收集裂痕裂片以形成裂痕石,可用來穿過界域之門進入扭曲領域。
Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated. Activating the Ritual will resurrect the slain monsters, requiring you slay them once more. Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar. The list of Favours tradable for Tribute can be rerolled, costing Tribute. Favours can be deferred, paying a part of their cost but having them appear again later.
祭祀神壇是能將在其祭祀法陣中被殺死的怪物吸收的獻祭地點。在一定數量的怪物被殺死之後,就能啟動祭祀。 啟動祭祀會將被殺的怪物復活,要求你再度將它們殺死。 擊敗這些復活的怪物可獲得貢禮,這是一種可以向祭祀神壇交換各種恩惠的資源。 祭祀神壇的可交換物品清單可以重骰,但會消耗貢禮。 恩惠可以被推遲,只需支付一部分的費用即可使其在稍後再次出現。
Area has +1 to Monster Level.
區域怪物等級 +1。
An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it. Defeating these weakened monsters will cause the fissures to close. Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit. Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths. There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups. The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them. Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
深淵為一座通往地底深處的坑洞,其中有多道分支的裂縫。深淵附近生成的任何怪物會受其弱化。 擊敗這些受弱化的怪物會導致裂縫關閉。 通往巨坑的所有裂縫都關閉後,坑洞便會啟動,並生成大量的深淵怪物。擊敗這些怪物會使坑洞關閉。 每個關閉的巨坑有一定機率生成深淵寶庫,其給予保存良好的骨頭,可用於對物品進行工藝製作。區域內的最後一個深淵有機率開啟一個通道,通往名為無盡深淵的地底地牢。 一共有三個不同種群的深淵怪物:黯光者、黑血者以及巨坑軍團,每個區域一般含有其中一個群體。 生成怪物的稀有度取決於擊殺弱化怪物的稀有度,而出現的深淵怪物會偷取其部分或全部詞綴。 稀有深淵怪物偷取的任何詞綴都可升級為深淵詞綴。
Precursor Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
先行者碑牌是一種可以在地圖儀上使用的特殊物品,會為你輿圖中的地圖增加更多終局機制。
Waystones are items that can be used to travel to Maps on the Atlas. Waystones come in different tiers, with higher tiers meaning higher level monsters to fight. Waystones can be modified to increase the difficulty and reward of the monster encountered in maps.
換界石是可以用來前往輿圖上的地圖的物品。 換界石有不同的階級,更高的階級意味著要與更高等級的怪物戰鬥。 換界石可以經過修改,提高地圖中遇到的怪物的難度和獎勵。
Essence monsters are powerful monsters trapped in crystallised corruption. Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.
精髓怪物是被困在結晶腐化中的強大怪物。 解放這些怪物後可以將其擊敗,使其掉落可以用來修改裝備的精髓。
Shrines are Precursor Artifacts that empower monsters with its Presence with various effects. Defeat all the monsters surrounding the Shrine and interact with it to temporarily gain the power for yourself.
神殿是以各種效果強化其存在範圍內的怪物的先行者神器。 擊敗神殿周圍的所有怪物後與其互動,可暫時為自己獲得力量。
Strongboxes are locked chests that contain various items. Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within. Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.
保險箱是裝有各種物品的上鎖箱子。 嘗試解鎖保險箱會釋放怪物群,必須先將其擊敗才能獲得其中的物品。 保險箱可以經過修改,分別增加怪物的難度和獎勵及保險箱內的獎勵。
Precursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and to obtain a Precursor Tablet. Completing a Precursor Tower requires you to activate the Precursor Beacon at the end of the Map, after defeating the Map Boss.
先行者高塔是散落在輿圖各處的遠古建築。完成先行者高塔即可揭露其周圍的大片區域並可以獲得一塊 先行者碑牌。 完成地圖的條件為在擊敗 地圖頭目後啟動地圖最後的先行者烽塔。
Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.
Basic Jewels do not affect nodes in a radius. Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
基礎珠寶不會影響一個範圍內的節點。 基礎珠寶為紅寶石、綠寶石、藍寶石和鑽石。
The Realmgate is a piece of Vaal Technology which allows the use of Atlas mechanic keys; accessing deadly areas and facing off against powerful enemies.
界域之門是一種瓦爾科技,可使用輿圖機制鑰匙來開啟,以進入致命的區域並面對強大的敵人。
The Reliquary Vault is a Vaal Vault which can be accessed by using Reliquary Keys found throughout the Atlas.
聖物寶庫是一種瓦爾寶庫,可使用在輿圖找到的寶庫鑰匙來進入。
Contains Corruption, which may add an additional modifier to the area. Corrupted Areas cause slain monsters to Coalesce Corruption to manifest powerful monsters.
含有腐化,代表區域可能會追加額外的詞綴。 腐化區域會使被擊殺的怪物將腐化結合,創造出強大的怪物。
Contains a Unique Map layout which may contain specialised rewards. Unique Maps cannot gain additional content, Essences, Shrines, or Strongboxes.
Contains a Hideout that can be fully cleared to unlock the Hideout for personal use. All monsters in the area are at least Magic.
含有一個藏身處,可將其完全清空以解鎖可供個人使用的藏身處。 區域中的所有怪物至少為魔法。
Contains a Wandering Trader who may offer you powerful rewards.
含有一名流浪商人,其可能會向你提供強大的獎勵。
The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Crisis Fragment. Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
青銅城塞是一種終局區域,可使用階級 15 或以上的換界石進入。該區域的頭目會掉落一個危機碎片。 增加換界石掉落率會給予掉落額外危機碎片的機率。
The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Crisis Fragment. Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
鋼鐵城塞是一種終局區域,可使用階級 15 或以上的換界石進入。該區域的頭目會掉落一個危機碎片。 增加換界石掉落率會給予掉落額外危機碎片的機率。
The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Crisis Fragment. Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
岩石城塞是一種終局區域,可使用階級 15 或以上的換界石進入。該區域的頭目會掉落一個危機碎片。 增加換界石掉落率會給予掉落額外危機碎片的機率。
The Burning Monolith houses the most dangerous foe in all of Wraeclast. Access to this foe requires three different Crisis Fragments from the Copper, Iron and Stone Citadels.
This represents a Map. A Waystone can be used to access it. If you fail to complete the Map, it may be attempted again but will not contain additional content, Essences, Shrines, or Strongboxes. It will not be Corrupted. Precursor Tablets cannot be used on failed Maps. To complete a Map, defeat the Boss.
這代表一張地圖。可以使用 換界石 來進入。 如果你未能完成地圖,你可以再次嘗試,但地圖將不會含有額外內容如精髓、神殿或保險箱。地圖將無法受腐化。先行者碑牌 無法用於未能完成的地圖。 若要完成地圖,必須擊敗頭目。
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
冷卻時間恢復率會調整你的技能冷卻恢復的速度。比方說,具有增加 100% 冷卻時間恢復率時,你的技能冷卻時間將會有效地減半。 冷卻時間恢復率不會影響除技能冷卻時間以外的任何要素。
Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
珠寶是可放入天賦樹上的珠寶插槽來賦予加成的物品。基礎珠寶只會賦予你列出的屬性,而部分其他的珠寶可能具有更加複雜的效果,例如修改附近的其他天賦。
Gain no inherent bonus from Strength 1% increased Projectile Attack damage per 2 Strength
Gain 1% increased Skill Speed for 4 seconds when an enemy dies in your Presence, stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.
你的存在範圍內有敵人死亡時,獲得技能速度增加 1%,持續 4 秒,最多疊加 50 次。若在過去 4 秒內沒有獲得疊層,則每 0.5 秒會失去一個疊層。
Leech can recover Life, Mana, or Energy Shield over time, usually as a result of Hitting an enemy and based on the damage of the Hit.
You can only have one Historic Jewel socketed.
你只能將一顆歷史珠寶放入插槽。
Catalysts are Currency items that are exclusive drops from the Breach mechanic. Catalysts add Quality that affect certain modifiers on Ring and Amulet equipment.
Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.
徵兆為可以啟用專屬主要工藝效果的通貨物品,可以進行更加特定的工藝製作。
Logbooks are items that are exclusive drops from the Expedition mechanic. Logbooks can be taken to Dannig to open a special area that is one very large Expedition Encounter.
An Audience with the King is an item that is an exclusive drop from the Ritual mechanic. This item allows you to access the Crux of Nothingness via the Realmgate.
Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
液態情感是只會從譫妄機制掉落的通貨物品。液態情感可以讓你為項鍊注入天賦樹上的核心天賦。精煉你已正常分配的核心天賦時,不會再次賦予其效果。 地圖也可以被精煉,在新增各種獎勵的同時,使其變得更具有挑戰性。
Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
大部分的物品工藝和修改手段無法使用於已汙染物品。使用已汙染物品不會有懲罰。
Certain items can be found Mirrored or made Mirrored using a Mirror of Kalandra. Mirrored items are copies of an original item. Most methods of item crafting and modification cannot be used on Mirrored items.
複製物品是原始物品的複製品。大部分的物品工藝和修改手段無法使用於複製物品。
Runic Monsters are powerful monsters encountered in Expeditions. Runic Monsters are more commonly found by using explosives on larger Expedition markers.
Monsters slain close together have a chance to merge together and manifest powerful Monsters.
靠近彼此的怪物被擊殺時有機率結合,創造出強大的怪物。
Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
使用特定的引導技能時,若在特定的時機空檔釋放,可使技能發揮額外的效果和效益。 特定的輔助寶石和物品可以修改該時機空檔的持續時間。
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.
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。
Monsters with Soul Eater gain 1% increased Skill Speed and 1% less damage taken for 4 seconds when a monster dies in their Presence, stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.
當噬魂者怪物的存在範圍內有怪物死亡時,其將獲得技能速度增加 1%,承受傷害減少 1%,持續 4 秒,最多疊加 50 次。若在過去 4 秒內沒有獲得疊層,則每 0.5 秒會失去一個疊層。
Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.
痕跡為殘留在世間的物體,一般來說會由玩家技能所製造。當玩家可以透過從痕跡上走過來拾取痕跡,會根據痕跡類型獲得不同的加成效果。在通常情況下,痕跡會在沒被拾取的一段時間後消失。
Ascendancy Passive Skill Points can be allocated in your Ascendancy Skill Tree once you have chosen your Ascendancy. Your Ascendancy class is unlocked by completing any Ascension Trial. In order to change your Ascendancy, you must complete an Ascension Trial to the furthest extent you have successfully already done so, and then interact with the Ascendancy Altar while you have no Ascendancy Passive Skill Points currently assigned. Trialmaster and Balbala will offer the ability to refund passive points while in rooms with Ascendancy Altars to facilitate this. You can obtain 4 sets of 2 Ascendancy Points for a total of 8 in the following ways: Set 1 - Completing floor 1 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 7 Trials Set 2 - Completing floor 2 of the Trial of the Sekhemas or completing the Trials of Chaos Set 3 - Completing floor 3 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 10 Trials Set 4 - Completing floor 4 of the Trial of the Sekhemas or completing the secret challenge behind the locked door in the Trials of Chaos
選擇昇華職業後,可在昇華天賦樹中分配昇華天賦點數。你的昇華職業可透過完成昇華試煉解鎖。 你可透過以下方式獲得 4 組各 2 點、總共 8 點的的昇華天賦點: 第 1 組 - 完成第 1 層的絲克瑪試煉,或完成至少 7 個試煉的混沌試煉 第 2 組 - 完成第 2 層的絲克瑪試煉,或完成混沌試煉 第 3 組 - 完成第 3 層的絲克瑪試煉,或完成至少 10 個試煉的混沌試煉 第 4 組 - 完成第 4 層的絲克瑪試煉,或完成混沌試煉上鎖門扉後的秘密挑戰
You lose this much less Honour. Maximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.
你損失的榮譽大幅降低。 最大榮譽抗性預設上限為 75%,且不可高於 90%。
Skills can gain Stages passively or while attacking/casting them, depending on the Skill in question. Stages gained for a given Skill apply to that instance of the Skill and will not carry over from one area to another.
技能可以根據技能效果,透過被動,或是在攻擊/施放時獲得疊層。 特定技能獲得的疊層只會在該副本當下套用,移動至其他區域時便會失效。
Normal enemies are Primed for Pin when they have at least 40% Pin buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
普通敵人擁有 40% 以上的釘身累積時將會進入可釘身的狀態。魔法敵人的可釘身累積門檻為 50%、稀有為 60%,而傳奇為 70%。
Elemental Surges are consumed when you use a non-Melee Projectile Attack to suffuse the Projectiles fired by that Attack, causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
當你使用非近戰投射物攻擊來浸染該攻擊所發射的投射物時,便會消耗元素波動,使其在抵達飛行終點時觸發一次波動爆發。 預設下,你的武器最多可同時讓 6 種波動生效。波動會持續 15 秒。波動為當前武器的特定效果,所以不會影響非武器傷害,且不會在切換武器後繼承。 會分裂或分岔的投射物不會獲得波動的增益效果。
Chaos Surge behaves identically to Elemental Surges, but causes a Chaos blast.
Skills which are Conditional require some sort of condition to be met before they can be used. Combo is an example of this, but almost anything can be a condition, such as having to have killed a certain number of enemies Recently or having to have moved a certain distance.
條件使用技能必須先達成特定條件才能使用。連擊便是其中一個例子,但幾乎什麼東西都可以視為一種條件,像是要在近期擊殺特定數量的敵人,或是移動特定距離等等。
Whirlwinds Blind and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
旋風會對其中的敵人致盲並減緩其移動速度。旋風產生者穿過旋風外緣會使其消散,對其中的敵人造成傷害並擊退。消散會造成近戰傷害。 嘗試在一道現有的旋風中產生另一道旋風使兩者重疊時,會移動現有的旋風並賦予其一階,使其變大且造成更多傷害。 旋風與友方的元素地表重疊時,會附加該元素,獲得 50% 對應類型傷害,並對旋風中的敵人施加該地表的減益效果,持續 8 秒。
Volatility explodes after 4 seconds, dealing 100 Physical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile Power, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
易爆在 4 秒後便會爆炸,每一層易爆會對你造成 100 物理傷害。爆炸過了 10 秒後,你會獲得不穩定的力量,每一層爆炸的易爆會使你獲得相當於傷害 1% 的混沌傷害。爆炸計時器在獲得另一層易爆後會重置。 每隔 0.1 秒便能獲得易爆,且你身上同時可以擁有的易爆疊層預設上限為 200。
While Bleeding enemies build up Bloodstained, gaining the Bloodstained Debuff after Bleeding for a total of 6 seconds. Bloodstained builds up 100% faster if the Bleeding enemy is moving or the Bleeding is Aggravated. Certain skills allow you to view the Bloodstained Debuff on enemies and can consume the Debuff for powerful effects.
使敵人流血時會累積血漬,在共計流血 6 秒後獲得血漬減益效果。若流血的敵人在移動,或是流血被加劇,血漬的堆疊效果便會加快 100%。 特定技能可以讓你檢視敵人身上的血漬減益效果,並可消耗該減益來獲得強力的效果。
Revealed Weaknesses are highlighted on enemy Life bars, and occupy a total of 45% of their maximum Life (but in random segments). While the enemy's current Life is within a highlighted segment, they are considered to have an Open Weakness.
暴露弱點會明顯標示在敵人的生命條上,並佔據 45% 的最大生命(但會隨機分區塊)。當敵人當下的生命標有明顯分區時,就代表他們具有開放傷口。
Resonance is a buff granted by the Trinity skill. There are three types of Resonance: Fire, Cold and Lightning. You can have a maximum of 100 of each type of Resonance. You lose 10 Resonance per second of specific types if you haven't gained Resonance of that type in the past 8 seconds.
共鳴是三相技能給予的增益效果。有三種共鳴:火焰、冰冷和閃電。每一種共鳴最多可以獲得 100 點。 若在過去 8 秒內沒有獲得特定類型的共鳴,你每秒便會失去 5 點共鳴。
Incision is a Debuff which causes the affected target to gain increasingly higher chance to be inflicted with Bleeding when Hit. All Incision stacks are removed when Bleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with Bleeding when Hit. A maximum of 10 Incision stacks can be present on a target at once.
切割是一個讓受影響目標被擊中時有更高機率造成流血的減益效果。造成流血後便會移除所有切割疊層。 每層切割會使擊中時造成流血的機率提高 10%。一個目標身上一次最多只能有 10 個切割疊層。
Retaliating specifically refers only to the inherent ability to deal Thorns damage to enemies when they Hit you. Some effects may cause you to deal Thorns damage in other ways, but those are not Retaliation, and effects which specifically care about when you Retaliate will ignore them.
反擊具體指在敵人擊中你時,可對其造成荊棘傷害的固有能力。 有些效果會使你以其他方式造成荊棘傷害,但這些方式並非反擊,且指定由反擊觸發的效果會對其無視。
Companions are a type of Reviving Minion that are more complex and powerful than typical Minions. By default you can only have one Companion of any type summoned at a time.
Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch. Certain Skills interact with specific Monster Categories.
每一隻怪物都有特定的怪物類別,像是人形、野獸、不死族、創造物、惡魔和異能。 特定技能會與特定怪物類別產生互動。
Hobbling a target lowers their Evasion by a specified amount. If this brings that target's Evasion value to 0, they are fully Hobbled for 12 seconds. Hobble from Players lowers Evasion by 3 times as much against Normal Monsters and 2 times as much against Magic Monsters.
跛行會降低目標一定數值的閃避。若目標的閃避降低至 0,便會持續跛行 12 秒。 玩家造成的跛行會使普通怪物的閃避降低 3 倍,對魔法怪物則會降低 2 倍。
Hazards are objects created in the world (usually by some player skill) and which are destroyed when traversed by an enemy, dealing damage and/or applying some effect to the enemy which triggered the Hazard.
危險是在世界中產生的物體(通常來自玩家技能),在敵人穿越時摧毀,同時對觸發的敵人造成傷害及/或施加某些效果。
Unholy Might is a Buff that grants 30% of all damage as extra Chaos Damage.
Impale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude. Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit. A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
穿刺是擊中時會施加的減益效果,並會儲存穿刺擊中 30% 減免前的物理擊中傷害作為其幅度。 連續攻擊擊中穿刺目標會引出穿刺減益效果。引出時,該穿刺的幅度會添加到該次擊中攻擊在減免前的物理傷害。 一個目標身上一次最多只能有 60 層穿刺減益效果。若一個目標身上有多個穿刺效果,每次攻擊的擊中只會引出最強的效果並從中獲益。
All Physical damage over time taken by a target (including Bleeding) is accumulated as Blood Loss.
Perfection lasts for 10 seconds and can stack up to 4 times, granting 5% more Damage per stack. This Damage bonus is not limited to Skills Supported by Perfection Support. Failing to successfully execute any Perfect Timing will remove all Perfection stacks on you.
完美會持續 10 秒,最多可疊加 4 次,每層賦予 5% 更多傷害。這個傷害加成不受限於被完美輔助的技能。 若無法成功施展任一完美時機,便會移除你身上的所有完美疊層。
A Killing Blow is any Hit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
最後一擊為成功將目標生命降至零而將其擊殺的任何擊中傷害。持續傷害無法造成最後一擊。
Hits with this weapon roll against their Critical Hit chance twice when determining if they are a Critical Hit. If either roll succeeds, the hit will be a Critical Hit, and thus the Critical Damage Bonus will apply as normal. If both rolls succeed, the hit will be a Critical Hit, and the Critical Damage Bonus will apply twice to that Hit. If a modifier makes your Critical Hit Chance Lucky, that Luck will apply individually to both of these rolls.
此武器擊中時,暴擊機率會進行兩次判定,來決定是否為暴擊。 若其中一次判定成功,便會判定為暴擊,因此會施加暴擊傷害加成。 若兩次判定成功,便會判定為暴擊,且暴擊傷害加成會施加兩次。 若有詞綴讓你的暴擊機率為幸運,該幸運加成會施加到兩次判定上。
Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour, Resistances or Blocking, prevents any of that damage. The target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.
減免前傷害是施加所有傷害詞綴後,但在計算目標減免效果前的擊中傷害,像是護甲值、抗性或格擋等效果都會防止該傷害。 目標的承受傷害詞綴會在減免後生效,因此減免前傷害不會涵蓋那些詞綴的效果。但是,若有詞綴會使目標在減免前受到不同類型的傷害,也會涵蓋在減免前傷害的範疇。
Easy Target is a Debuff which causes the next Projectile Attack Hit against the affected target to deal increased Damage, at which point the Debuff is consumed.
The Expected Knockback distance is the distance a target would be Knocked Back were there nothing impeding that Knockback, such as terrain, other entities, or other mitigating circumstances.
Rogue Exiles are dangerous foes that wander Wraeclast and Maps. They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any Unique equipment that they were using in combat. If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
盜賊流亡者是在瓦爾克拉斯和地圖中遊蕩的危險敵人。 他們會使用跟你一樣的技能、物品和傳奇裝備。這會使得他們變得更加危險,但是若你成功擊敗他們,他們就會掉落一整組的裝備,包括他們在戰鬥中使用的傳奇裝備。 若盜賊流亡者擊敗你,他們就會傳送離開,你也無法獲得他們帶有的裝備。
Azmeri Spirits are the spirits of various Azmeri Animal Guardians. Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, making them more powerful. Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent. Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
阿茲莫里魂靈是各種阿茲莫里動物守護者的靈魂。 阿茲莫里魂靈會以妖精的形象現身,並在你靠近時逃離。魂靈接觸到的普通或魔法怪物會受到魂靈掌控,使其變得更強大。 有時魂靈會接觸並附身在稀有或傳奇怪物的身上,使其強度和獎勵大幅增加,同時偶爾會根據其代表的動物魂靈類型來召喚靈體動物。 被附身的怪物會根據玩家在追蹤時擊敗的魂靈掌控怪物數量而提供更多獎勵。
A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent. Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
被附身的怪物是一種稀有或傳奇怪物,並受到阿茲莫里魂靈的強化。被附身的怪物會受到魂靈的強化,並根據魂靈的類型獲得不同增益效果。被附身的怪物時常會根據他們所代表的動物類型召喚出魂靈動物。 被附身的怪物會根據找到怪物前殺掉多少魂靈掌控的怪物,來決定獎勵的豐富度。
A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them. Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
魂靈掌控的怪物是一種普通或魔法怪物,並受到阿茲莫里魂靈的掌控。這些怪物會受到魂靈的強化,並根據掌控的魂靈來獲得不同的增益效果。 擊敗魂靈掌控的怪物會使被附身的怪物給予更好的獎勵。
Random Extra Content is Shrines, Strongboxes, Essences, Rogue Exiles and Azmeri Spirits.
Greed Shrines cause item drops to be converted to Gold and monsters to drop increased Gold.
貪婪神殿會使掉落的物品轉換為金幣,並使怪物掉落更多金幣。
Some effects manipulate how random chances are rolled in ways that affect the result without changing the stated chance for the effect, such as a chance being Lucky causing it to be rolled twice and use the better result, or an effect skipping the roll entirely to force something to succeed or fail. The Effective chance is the real chance to get a specific result, accounting for all such roll-manipulating effects. For example, if you had a Critical Hit chance of 20%, and your Critical Hit chance was Lucky, you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.
有些效果會操控隨機機率的骰出結果,同時不會改變該效果所述的機率,像是幸運可以骰出兩次機率,並選用較好的機率當作結果。某些效果甚至會跳過骰出的過程,直接判定結果為成功或失敗。有效機率則是為了達到特定結果,納入所有骰出操控效果後的真實機率。 舉例來說,如果你的暴擊率有 20%,而你的暴擊率為幸運,你的有效暴擊率就會是 36%,也就是骰出兩個 20% 中至少有一個成功的機率。
Bleeding you inflict is Aggravated Base Bleeding Duration is 1 second 50% more Magnitude of Bleeding you inflict
Weapon, 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.
在背包面板中,武器、護甲、腰帶和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。
Amulets and Rings are considered Jewellery
項鍊和戒指會被視為飾品
This weapon's hits will not roll a random value between the minimum or maximum damage value, but instead will always roll either the minimum value or the maximum value, with a 50% chance for each. Each Damage Type has its damage value rolled separately, so if the hit deals multiple types of damage, some types may roll the maximum while others are at minimum. If the damage rolls are Lucky, that will still apply, make this roll twice and picking the maximum if either roll had that result, only picking minimum damage if both rolls selected minimum. Unlucky damage rolls will prefer minimum damage in the same way.
這個武器的擊中不會在最低和最高傷害之間骰出隨機數值,而是直接決定傷害為最低或最高的數值,且兩者的機率各為 50%。 每種傷害類型會骰出各自的傷害數值,所以如果擊中會造成多種類型的傷害,有些傷害可能會骰出最高或最低的數值。 若骰出的傷害為帶來幸運,則同樣會套用效果來骰出兩次機率,並選出最高者。若兩者都最低,才會選擇最低的數值。骰出帶來厄運的傷害則會以相同的方式選出最低的傷害。
You can have two Companions of different types You have 30% less Defences Companions have +1 to each Defence for every 2 of that Defence you have
Absorption effects include Guard, Encased in Jade and Sorcery Ward.
吸收效果包含守護、囚玉和巫術護盾。
Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Strike or Projectile, leaving them off balance and inflicting the Parried Debuff.
Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
When you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds
This effect will occur when a hit with the weapon directly causes at least one Bleeding Debuff on the target to become Aggravated. It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate, or all of them are already Aggravated, since no Bleeding Debuffs will be Aggravated by that hit.
以武器擊中而直接使目標身上至少一個流血減益效果加劇時,會引發此效果。 若擊中效果試圖加劇流血,但目標身上沒有可以加劇的流血減益效果,或是所有流血皆已加劇,則不會引發此效果,因為沒有任何流血減益效果會受此擊中加劇。
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
具有引爆時間的技能在時間結束時引爆。該時間不受持續時間詞綴影響。
Only the Final Powerful Map Boss in a Map Area has a chance to drop a Waystone of a higher tier than the tier of that Map Area. The chance diminishes the higher the tier of the Waystone used to the create the Map Area, but can be increased again by adding modifiers to Waystones, additional modifiers on Waystones can give increased chance for Waystones to drop in the Map Areas they create.
只有地圖區域中的最終 強力地圖頭目才有機會掉落比該地圖區域更高階的換界石。 用來創建地圖區域的 換界石 階級越高,該機會就會越低,但為換界石增添詞綴便可再次提高機率。換界石上的額外詞綴可以提高其生成地圖區域中的換界石掉落機率。
The final Rare Monster slain in a Map Area has a chance to drop a Waystone equal to the tier of the Waystone used to create that Map Area. The chance diminishes the tier of the Waystone used to the create the Map Area, but can be increased again by adding modifiers to Waystones, additional modifiers on Waystones can give increased chance for Waystones to drop in the Map Areas they create.
殺死地圖區域中的最終稀有怪物有機會掉落一顆換界石,其階級等同於用來創造該地圖區域的換界石。 使用該階級的換界石來創造地圖區域,掉落的機率就會越低,但為換界石增添詞綴便可再次提高機率。換界石上的額外詞綴可以提高生成地圖區域中的換界石掉落機率。
A Corrupted Nexus is the source of immense corruption, guarded by a powerful Corrupted Boss.
腐化聖域為強烈腐化的來源,由一個強力怪物守衛。
Each Corrupted Nexus is guarded by a powerful Corrupted Boss. Defeat the Corrupted Boss to cleanse the Nexus.
每一腐化聖域 都被一名強大的腐化頭目看守著。擊敗該頭目以淨化聖域。
Irradiated Areas have +1 to Monster Level
照耀區域具有 +1 怪物等級
This allows your Thorns to Retaliate against any kind of Hit dealt to you by enemies, rather than just Melee Attacks, except that you can never Retaliate against the enemy's Thorns damage.
Upfront Costs will result in taking the damage all at once as a Hit. A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a Hit.
An upfront cost is one that lists just an amount of resource to pay, rather than a per-second rate to pay at. "3 Mana" is an Upfront Cost, while "3 Mana per second" is not.
前期消耗係指單次需要消耗的資源量,而非每秒消耗量。 「3 魔力」屬於前期消耗,「每秒 3 魔力」則否。
Account Bound items cannot be traded to other players, but can be shared between other characters on your account.
帳號綁定物品無法用來與其他玩家交易,但可與帳號內其他角色共用。
A monster empowered by an Essence of Delirium will periodically summon the demons that lay behind the Delirium Mirror.
受譫妄精髓強化的怪物會週期性召喚能留下譫妄鏡像的惡魔。
The Corruption in this area has been Cleansed, which may add an additional modifier to the area. Cleansed areas also contain monsters twisted by the disruption of power in the area.
此區域的腐化已淨化,可為該區域加入一個額外詞綴。 已淨化區域也會含有因區域內力量干擾而遭到扭曲的怪物。
Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.
譫妄的玩家受到幻像影響,使得戰鬥更加困難。高度的譫妄會使怪物造成更多傷害,且具有額外的堅韌。它也會使得額外怪物出現,或可能對現有怪物賦予額外詞綴。在越高度的譫妄下,怪物的物品掉落也越好。
By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can exceed 100%. Unless otherwise specified, a chance higher than 100% is equivalent to 100% chance - the chance always succeeds. But some effects may scale based on how high the chance is or how much it exceeds 100% by.
預設狀態下,以機率為基礎的能力上限為結果發生機率達 100%,而某些機率可超過 100%。此時,依你每擁有的 100% 機率發生一次結果,並依剩餘數值的正常百分比數值判定其發生與否。
Players possessed by the Spirit Of The Owl have 60% increased Energy Shield, 80% increased Damage and Gain 20% of Damage as Extra Cold Damage. Players will also periodically summon a spiritual Owl that conjures a Cold tornado.
玩家受貓頭鷹之魂附身時,能量護盾增加 60%、傷害增加 80%,並獲得相當於 20% 傷害的額外冰冷傷害。 玩家還會週期性地召喚一隻會施展冰冷龍捲風的貓頭鷹之魂。
Players possessed by the Spirit Of The Serpent have All Damage from Hits Contributes to Poison Magnitude, Always Poison on Hit and 80% increased Damage. Players will also be accompanied by Spiritual Snakes that periodically strike enemies.
玩家受蝮蛇之魂附身時,擊中的所有傷害會貢獻至中毒幅度、擊中時必定引起中毒,且傷害增加 80%。 玩家還會有一隻靈蛇盟友,週期性地打擊敵人。
Players possessed by the Spirit Of The Primate have All Damage from Hits Contributes to Chill Magnitude, 60% Increased Freeze Buildup and 80% increased Damage. Players will also periodically summon a group of spiritual Primates.
玩家受猿猴之魂附身時,擊中的所有傷害會貢獻至冰緩幅度、冰凍累積增加 60%,且傷害增加 80%。 玩家也會週期性地召喚一群猿猴之魂。
Players possessed by the Spirit Of The Bear have 20% Increased Maximum Life, 60% increased Stun Threshold, 60% increased Stun Buildup and 20% reduced damage taken. Players will also periodically summon a spiritual Bear that uses slam attacks.
玩家受熊之魂附身時,最大生命增加 20%、暈眩門檻增加 60%、, 暈眩累積增加 60%,且承受傷害減少 20%。 玩家也會週期性地召喚一隻使用重擊攻擊的熊之魂。
Players possessed by the Spirit Of The Boar Gain 20% of Damage as Extra Fire Damage, always inflict Bleeding on Hit and have 20% reduced damage taken. Players will also periodically summon spiritual Boars that explode, dealing Fire Damage.
玩家受野豬之魂附身時,獲得相當於 20% 傷害的額外火焰傷害、擊中時必定造成流血,且受到的傷害減少 20%。 玩家還會週期性地召喚能爆炸,並造成火焰傷害的野豬之魂。
Players possessed by the Spirit Of The Ox have 50% reduced Slowing Potency of Debuffs on them, 60% increased Elemental Ailment Threshold and Armour and 20% reduced damage taken. Players will also periodically summon a spiritual stampede of Oxen that tramples over enemies.
玩家受公牛之魂附身時,因減益效果受到的緩速效力減少 50%、元素異常狀態門檻和護甲值增加 60%,且受到的傷害減少 20%。 玩家還會週期性地召喚能衝鋒,並踐踏敵人的公牛之魂。
Players possessed by the Spirit Of The Wolf have 50% chance to Maim on Attack Hit, 30% increased Skill Speed, 15% increased Movement Speed and Break Armour equal to 10% of Hit Damage dealt. Players will also periodically summon a spiritual Wolf which uses a dash attack.
玩家受狼之魂附身時,有 50% 機率在攻擊擊中時造成癱瘓、技能速度增加 30%、移動速度增加 15%,且能造成相當於所造成擊中傷害 10% 的破甲。 玩家還會週期性地召喚能使出衝刺攻擊的狼之魂。
Players possessed by the Spirit Of The Stag have +30% to all Elemental Resistances, 30% increased Skill Speed, 15% increased Movement Speed and Gain 20% of Damage as Extra Lightning Damage. Players will also periodically summon a spiritual Stag that calls down Lightning bolts.
玩家受公鹿之魂附身時,所有元素抗性增加 30%、技能速度增加 30%、移動速度增加 15%,並獲得相當於 20% 傷害的額外閃電傷害。 玩家還會週期性地召喚能召下閃電箭的公鹿之魂。
Players possessed by the Spirit Of The Cat have 60% increased Evasion Rating, 100% increased Critical Hit chance, 30% increased Skill Speed and 15% increased Movement Speed. Players will also periodically summon a ravaging flurry of spiritual Cats.
玩家受貓之魂附身時,閃避值增加 60%、暴擊率增加 100%、技能速度增加 30% 和移動速度增加 15%。 玩家還會週期性地召喚能造成毀滅連擊的貓之魂。
Players possessed by Spirits of the Azmeri gain powerful buffs depending on what Spirit Animal has possessed them. Spiritual beasts will occasionally be summoned to aid the player. Players can only be possessed by one Spirit at a time.
被阿茲莫里魂靈附身的玩家會根據附身的靈獸來獲得強力的增益效果。靈獸會時不時被召喚來協助玩家。玩家一次僅能被一種魂靈附身。
Vulnerability is a Curse that lowers the Armour of those affected. If not otherwise specified, Vulnerability removes 191 Armour.
Despair is a Curse that lowers the Chaos Resistance of those affected. If not otherwise specified, Despair lowers Chaos Resistance by 25%.
Temporal Chains is a Curse that slows those affected and makes other effects on them expire more slowly. If not otherwise specified, Temporal Chains slows by 26%.
Damage from your Hits will effectively ignore the value of the target's relevant Resistance, and instead be mitigated by the specified value of Resistance. This will still occur even if you Ignore the target's Resistance, as this mitigation is not based on their Resistance stats. Similarly, Penetration will not apply to this Resistance value.
擊中的傷害會有效地無視目標相關抗性的數值,並會改為被特定抗性的數值減免。 即使你無視目標的抗性,這個效果依舊會發生,因為這個減免效果並不是以他們的抗性數值為根據。相似地,穿透也不會套用在此一抗性數值上。
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power. Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner, but different Skills can generate Glory from the same Glorious action.
榮耀是一種使用強力特定技能時必須消耗的資源。這些技能有各自產生榮耀的方式,對敵人採取行動時會產生相當於怪物強度的榮耀值。不同的技能會獨立獲得和失去榮耀,且每個技能對同一隻怪物,每0.5秒只能產生一次榮耀。 不同的技能有不同的榮耀需求。若這些技能在過去 15 秒內沒有獲得榮耀,則每秒會失去 2 榮耀。當技能有任何生效中的效果時,你無法為該技能獲得榮耀,除非該技能為旗幟,但不同的技能可以透過相同的榮耀行動產生榮耀。
Players with Mounting Greed gain increased Rarity of Items on kill up to a limit of 100%. This increased Rarity decays over time. Higher Rarity monsters grant a greater amount of Rarity.
帶有貪婪加劇的玩家在完成擊殺時,物品稀有度會增加至 100% 的上限。這個增加的稀有度會隨著時間逐漸降低。 稀有度更高的怪物會給予更高稀有度的物品。
An Obelisk of Corruption is an object that activates once a player gets close enough; granting a 10 second Buff that makes enemies killed by you explode, dealing 10% of their life as Physical damage.
腐化石碑是在玩家距離夠近時便會發動效果的物件。該石碑會賦予持續 10 秒的增益效果,使你擊殺的敵人爆炸,並造成其 10% 生命的物理傷害。
An Obelisk of Cleansing is an object that activates once a player gets close enough; granting a 10 second Buff that grants 100% Item Rarity, 50% increased Defences and makes players Gain 30% of Damage as extra Lightning Damage.
淨化石碑是在玩家距離夠近時便會發動效果的物件。該石碑會賦予持續 10 秒的增益效果,使物品稀有度增加 100% 、防禦增加 50%,並使玩家獲得等同於傷害 30% 的額外閃電傷害。
The Immured Fury is a powerful monster that has appeared due to the Cleansing process. This monster has dangerous abilities but greatly increased rewards.
禁錮之怒是在淨化過程中出現的強力怪物。這種怪物擁有更加危險的技能,但獎勵也會大幅增加。
A Fractured Modifier is locked onto the item permanently. It cannot be removed or altered.
破裂詞綴會永久鎖定在物品上。該詞綴無法移除或變更。
Your character has two Weapon Sets that can be used independently by equipping items into both sets. By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel. In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
為兩組套裝裝備道具後,你的角色便可使用兩組獨立的武器套裝。 預設情況下,你的技能會盡可能使用當前啟動的武器套裝。若該技能需要另一組武器套裝,便會自動切換成另一組。你也可以在該技能的資訊面板中自訂每個技能要自動切換成哪一組武器套裝。 除了變更啟動的道具之外,武器套裝也有專屬天賦點數,可分配到不同的武器套裝上。 兩組武器套裝的可能因為武器賦予的精魂(如權杖)、武器套裝天賦點或在特定武器套裝中生效的持續技能,導致可用的精魂數量不同。
Monster has 100% Increased Area of Effect.
怪物增加 100% 效果範圍。
Monster Breaks Armour equal to 1000% of Physical Damage dealt.
Monster has +50% to Cold Resistance and +10% to Maximum Cold Resistance.
Monster creates an Aura that grants 20% of Maximum life as added Energy Shield to Allies within 5 metres.
Monster gains 25% of Maximum life as added Energy Shield.
怪物獲得相當於最大生命 25% 的附加能量護盾。
Monster has +50% to Fire Resistance and +10% to Maximum Fire Resistance.
Monster creates circular walls of Fire that deal damage to enemies standing in them.
怪物製造一道環形的火焰之牆,對接觸牆面的敵人造成傷害。
Monster creates an Aura that removes 3 Flask and Charm charges from enemies every 3 seconds within 3.6 metres.
Monster releases a nova that reduces Enemy Life and Energy Shield Recovery Rate by 60% and causes Allies to Regenerate 5.5% of Maximum Life per second for 4 seconds within 5 metres every 8 seconds.
怪物釋放一道新星,使敵人的生命和能量護盾恢復率降低 60%,且每 8 秒使 5 公尺內的友方每秒回復 5.5% 最大生命,持續 4 秒。
Monster releases a nova that makes Allies invulnerable for 5 seconds while the monster is alive within 5 metres every 12 seconds.
怪物釋放一道新星,在怪物存活的情況下每 12 秒使 5 公尺內的友方免疫傷害,持續 5 秒。
Monster releases a nova that makes Allies invulnerable for 5 seconds while the monster is alive within 5 metres every 12 seconds.
怪物釋放一道新星,在怪物存活的情況下每 12 秒使 5 公尺內的友方免疫傷害,持續 5 秒。
Monster has 50% increased Life.
怪物增加 50% 生命。
Monster creates an Aura that grants 20% increased Attack and Cast speed and 10% increased Movement speed to Allies within 5 metres.
Monster Regenerates 2% of Maximum Life per second.
怪物每秒回復 2% 最大生命。
Monster creates a Mirage when Hit that moves towards enemies and explodes when it gets close enough, dealing Lightning Damage.
Monster creates Mirages when Hit that move towards enemies and explode when they get close enough, dealing Lightning Damage.
Monster has +50% to Lightning Resistance and +10% to Maximum Lightning Resistance.
Monster creates Volatile Crystals when Hit, which explode upon the Monster's death, dealing Chaos damage.
Monster creates a 90% damage absorption barrier that explodes after taking a certain amount of damage, dealing Fire Damage
怪物製造一個 90% 的傷害吸收屏障,並在承受一定量的傷害後爆炸,造成火焰傷害
Monster creates a circular effect that drains Mana and deals Lightning Damage over time to enemies near the edge of the circle.
怪物製造一個環形效果,對靠近圓圈邊緣的敵人吸取魔力並造成閃電持續傷害。
Monster creates a circular effect that drains Mana and deals Lightning Damage over time to enemies near the edge of the circle. Additionally, Monster will periodically create separate circles that drain Mana and deal Lightning Damage over time to enemies standing in them.
怪物製造一個環形效果,對靠近圓圈邊緣的敵人吸取魔力並造成閃電持續傷害。 此外,怪物會定期製造獨立的圓圈,對其中的敵人吸取魔力並造成閃電持續傷害。
50% of damage taken from Monster is taken from Monster's Pack Minions instead
Monster has 25% increased Damage and 50% increased Life
怪物增加 25% 的傷害和 50% 的生命
Hits against this Monster have 80% reduced Critical Damage Bonus.
Monster periodically Enrages; gaining 30% increased Damage, 25% increased Skill and Movement Speed and 33% less damage taken for 5 seconds every 10 seconds.
怪物定期受到激怒,每 10 秒增加 30% 傷害、25% 技能和移動速度,且承受 33% 更少傷害,持續 5 秒。
Monster is Enraged; gaining 30% increased Damage, 25% increased Skill and Movement Speed and 33% less damage taken.
怪物受到激怒,增加 30% 傷害、25% 技能和移動速度,且承受 33% 更少傷害。
Monster creates an Aura that grants 40% increased Physical Damage to Allies within 5 metres.
Monster creates an Aura that Debuffs enemies within 4.2 metres, causing their Life and Energy Shield to not be able to recover past 50%.
Monster cannot be damaged by enemies any further than 3 metres from them.
怪物無法被與其距離 3 公尺以上的敵人傷害。
Monster creates an Aura that grants +35% to all Elemental Resistances to Allies within 5 metres.
Monster periodically teleports to an enemy they can see, creating a Smoke Cloud where they leave and where they teleport to.
怪物定期傳送至一名它能看見的敵人身邊,並在其離開和傳送至的位置製造雲煙。
Monster periodically teleports to an enemy they can see, creating a Smoke Cloud where they leave and where they teleport to.
怪物定期傳送至一名它能看見的敵人身邊,並在其離開和傳送至的位置製造雲煙。
Monster creates an Aura that Debuffs Enemies within 3.2 metres; Slowing by 25%, making effects expire 40% slower and reducing Cooldown Recovery Rate by 60%.
怪物製造一個光環,對 3.2 公尺內的敵人施加減益效果,使其緩速 25%,且效果失效的速度減緩 40% 並降低 60% 冷卻時間恢復率。
Monster periodically creates Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing Chaos Damage.
怪物定期製造易爆植物,釋放出朝敵人移動的球體,在夠靠近時引爆,造成混沌傷害。
Monster periodically creates Powerful Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing Chaos Damage.
怪物定期製造強力易爆植物,釋放出朝敵人移動的球體,在夠靠近時引爆,造成混沌傷害。
Monster periodically creates Volatile Crag that moves towards enemies; exploding when they get close enough; dealing Fire Damage.
怪物定期製造會朝敵人移動的易爆燃彈,在夠靠近時引爆,造成火焰傷害。
Monster periodically creates Powerful Volatile Crag that moves towards enemies; exploding when they get close enough; dealing Fire Damage.
怪物定期製造會朝敵人移動的強力易爆燃彈,在夠靠近時引爆,造成火焰傷害。
A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes. Monsters or Minions created by other Monsters do not count as Pack Monsters or Minions.
怪物群怪物或手下是在區域中作為怪物群的一部分自然生成或透過像保險箱等機制生成的怪物。 由其他怪物所創造的怪物或手下不會被視為怪物群怪物或手下。
Crescendo Arrows Chain 6 additional times and deal 60% increased Damage for each time they have Chained.
All Hits with Diamond Arrows are Critical Hits with 60% increased Critical Damage Bonus.
Enemies killed with Covetous Arrows drop items with 600% increased Rarity.
以貪婪箭擊殺的敵人掉落物品時,稀有度增加 600%。
Some effects can cause Barrageable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill. Skills take 5% longer to perform for each time they Repeat.
某些效果會使可施展彈幕的技能重複,使你使用該技能一次,便可快速地以該技能發射投射物或其他效果多次。 每重複一次,技能施展費時延長 5%。
Meteors rain down around you when in range of enemies.
敵人處於接戰範圍時,在你周圍降下隕石。
Lightning bolts strike the ground around you when in range of enemies.
敵人處於接戰範圍時,在你周圍降下雷彈。
Freezing shards fire around you in a spiral when in range of enemies.
敵人處於接戰範圍時,在你周圍刮起霜寒碎片。
Slain enemies explode, dealing Chaos damage equal to a quarter of their maximum Life.
遭擊殺的敵人爆炸,造成相當於其最大生命四分之一的混沌傷害。
Abyssal Wasting reduces Life Regeneration Rate by 50% for 6 seconds
深淵耗損使生命回復降低 50%,持續 6 秒
These are Augments which have powerful singular effects, but are more limited. You may not have more than one Augment of this type socketed at a time.
Equippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, Shields and Foci.
Caster Weapons are Sceptres, Staves and Wands.
法術武器為權杖、長杖和法杖。
Targets affected by a Spectral Fire Debuff do not take damage from Ignite. Instead that damage feeds the Spectral Fire. When the Spectral Fire Debuff expires or the target dies, the Spectral Fire explodes, dealing all the damage it has absorbed to all enemies within 1.8m, including the affected target. Damage modifiers do not apply to the explosion.
受到靈體火焰減益效果影響的目標不會受到點燃的傷害。相反地,該傷害會轉化為靈體火焰的能量。當靈體火焰的減益效果結束或目標死亡時,靈體火焰會爆炸,將其累積的所有傷害對 1.8 公尺內的所有敵人造成傷害,包括原先受影響的目標。此傷害不會受傷害詞綴影響。
Sanctifying an item will randomise the numeric values of its modifiers, then multiply the values of those modifiers by a random value ranging from 80% to 120%. The resulting item will now be Sanctified. Most methods of item crafting and modification cannot be used on Sanctified items.
將物品聖化會使其詞綴的數值隨機化,再將詞綴數值乘以 80% 至 120% 的隨機數值,形成聖化物品。 大部分物品製作和改造方法無法用於聖化物品。
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.
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。
Stats that refer to an item's Armour, Evasion Rating and/or Energy Shield use the exact value of those Defences 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 Defence actually granted to your character are not considered.
物品的護甲值、閃避值及/或能量護盾數值採計該物品的防禦標示值,代表會計入物品的品質和本身詞綴,但來自其他來源、會實際改變賦予你角色的防禦加成的數值則不予考慮。
Fire Spells Convert 100% of Fire Damage to Chaos Damage Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
火焰法術將 100% 的火焰傷害轉換為混沌傷害 來自火焰法術的混沌傷害會貢獻至易燃和點燃幅度 以火焰法術造成的點燃會造成混沌傷害,而非火焰傷害
Invocation Skills instead Trigger Spells every 2 seconds. Invocation Skills cannot gain Energy while Triggering Spells. Invoked Spells consume 50% less Energy.
Elemental Weakness is a Curse that lowers Elemental Resistances. If not otherwise specified, it lowers Elemental Resistances by 30% and has a duration of 20 seconds.
Debilitate is a Debuff that inflicts 20% reduced movement speed and 10% reduced damage dealt. Unless specified, Debilitate lasts 1 second.
虛弱是一種減益效果,會減少 20% 移動速度和 10% 造成的傷害。若沒有特別註明,虛弱持續 1 秒。
Every Support Gem falls into one or more Categories. Support Gems from the same Category cannot be socketed into the same skill simultaneously, but can be used across multiple skills.
Added random modifiers are at least this level or higher, except if a specific modifier type would be excluded entirely from being able to roll. You cannot use this currency on items with item level below the minimum modifier level.
被增加的詞綴等級至少為此等級或以上,除非有特定詞綴被完全排除於骰出的範圍之外。你無法對等級低於最小詞綴等級的物品使用此通貨。
You cannot use this currency on items above this level.
你無法對此等級以上的物品使用此通貨。
Heat is gained from using specific Crossbow Skills, and can be either beneficial or detrimental depending on the Skill.
熱能可以透過使用特定的十字弓技能獲得,根據技能不同可能會帶來增益或減益效果。
Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
有些技能在達成條件後會生成元素灌注的痕跡。拾起痕跡會賦予你灌注效果 20 秒,或是直到被其他技能消耗為止。預設情況下,你每種灌注最多可擁有 3 個。 可消耗灌注的技能會提及其可消耗的灌注種類及效果。如果技能重複或再次發生,它們必須各自消耗一個灌注才能獲得效果。
Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls. Items with Desecrated Modifiers cannot be Desecrated again.
褻瀆一件物品可為其增加一條未揭露的褻瀆詞綴。如果物品的詞綴已滿則會隨機取代其中一條詞綴。這些詞綴可以在靈魂深井揭露。 具有褻瀆詞綴的物品無法再次被褻瀆。
This item can be Desecrated using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is Desecrated.
Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers. Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
從深淵中生成的深淵怪物會偷取在坑洞附近死亡的怪物的詞綴,這些詞綴可以被升級成深淵詞綴。 深淵詞綴有低概率成為更加強大的巫妖詞綴。
Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area. The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier. At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby. The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports. At higher levels the Abyssal Depths can lead to powerful Boss Fights.
無盡深淵是偶爾會在完成區域內的最後一個深淵時發現的一種地下地牢。 無盡深淵中包含多深淵怪物,且所有稀有怪物都有一條深淵詞綴。 在無盡深淵的最後會遭遇一名更加強大、同時持有一條巫妖和深淵詞綴的稀有怪物。擊敗此稀有怪物會解鎖周遭含有豐厚獎勵的寶箱。 無盡深淵最後的寶箱會掉落保存良好的骨頭,同時有低機率掉落額外限定徵兆和族裔輔助寶石。 在高等級的無盡深淵中也有機率通往強大的頭目戰。
Marked for Death is a Debuff that causes you to take 50% increased damage.
死亡印記是會使你承受傷害增加 50% 的減益效果。
Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss. You may only Socket one copy of any given Lineage Support across all of your Skills at once.
族裔輔助為強力的特殊效果輔助寶石,可在地圖中掉落,或從特定頭目等來源取得。 你同一時間只能在所有技能中鑲嵌一個相同的族裔輔助。
Naturally Spawning Monsters are those who are spawned upon entering an area for the first time. Monsters that spawn from Secondary Mechanics like Strongboxes or Expedition do not count as Naturally Spawning.
Monsters in a Union of Souls transfer their soul to other Monsters when slain, granting the receiving Monster 20% Toughness, 5% increased damage and 10% increased Rarity of items dropped.
聚魂中的怪物在被擊殺後會將他們的靈魂轉移給其他怪物,賦予接收靈魂的怪物 20% 堅韌、增加 5% 傷害及增加 10% 掉落物品的稀有度。
Monster Packs in a Union of Souls transfer their soul to other Monsters in their Pack when slain, granting the receiving Monsters 20% Toughness, and 5% increased damage.
聚魂中的怪物群在被擊殺後會將他們的靈魂轉移給怪物群中的其他怪物,賦予接收靈魂的怪物 20% 堅韌,以及增加 5% 傷害。
While Thaumaturgical Dynamism is active, you passively generate a Power, Frenzy or Endurance Charge once every five seconds. The kind of Charge you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total Strength Requirement total of your socketed Skill Gems, the more likely you will be to generate an Endurance Charge. Higher total Dexterity Requirement corresponds to a higher chance for Frenzy Charges, and Intelligence to Power Charges.
在奇術活力生效期間,你每五秒會被動地生成暴擊球、狂怒球或耐力球一次。 你生成的能量球種類會因你嵌入技能寶石插槽中的技能之需求能力值而定。你插槽中技能寶石的總力量需求越高,你就越有可能生成一個耐力球。敏捷需求越高則會生成狂怒球,而智慧則是暴擊球。
Depending on the type of Armour equipped, Players will have a less Movement Speed penalty applied depending on what Attribute the Armour requires. These penalties only apply to equipped Body Armours and Shields. For Body Armour, pure Strength has a 5% penalty, hybrid Strength and Dexterity or Intelligence has a 4% penalty and pure Dexterity or Intelligence has a 3% penalty. For Shields, pure Strength has a 3% penalty, hybrid Strength and Dexterity or Intelligence has a 1.5% penalty and pure Dexterity or Intelligence has no penalty.
視裝備的護甲類型,玩家會根據該護甲要求的能力值而承受更少的移動速度懲罰。這些懲罰只會套用於裝備中的身體護甲和盾牌。 以身體護甲而言,僅要求力量的護甲會給予 5% 懲罰、同時要求力量和敏捷或智慧的護甲會給予 4% 懲罰,而僅要求敏捷或智慧的護甲會給予 3% 懲罰。 就盾牌而言,僅要求力量的盾牌會給予 3% 懲罰、同時要求力量和敏捷或智慧的盾牌會給予 1.5% 懲罰,而僅要求敏捷或智慧的盾牌不會給予懲罰。
Merging Crossbow bolts have fragments that can hit the same target at the same time to combine their damage into a single Hit.
Pacified Enemies cannot deal damage.
平靜的敵人無法造成傷害。
Archons are a type of Buff that augment your prowess with Spells. There is an Archon Buff for all Elemental Damage, Elemental Archon. By default each Archon Buff lasts 10 seconds, but will be removed early if you use any non-instant Attack. You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
統治者是一種強化法術效力的增益效果。每一種個別元素以及元素統治者都有其對應的增益效果。 預設情況下,每種統治者增益效果會持續 10 秒,但如果你使用任何非立即的攻擊,統治者就會提早移除。 如果你已經擁有一種統治者效果,或是處於失去統治者後的恢復期(預設為 20 秒),你就無法再次獲得統治者效果。
Ice Archon is a type of Archon Buff. Ice Archon grants: 25% more Cold Damage with Spells Convert 100% of Elemental Damage with Spells to Cold Damage Cannot deal Non-Cold Damage with Spells Hits with Spells cause 100% more Freeze Buildup
寒冰統治者是一種統治者增益效果。 寒冰統治者賦予: 25% 更多法術寒冰傷害 將 100% 的法術元素傷害轉換為冰冷傷害 法術無法造成非冰冷傷害 法術擊中時造成 100% 更多冰凍累積
Flame Archon is a type of Archon Buff. Flame Archon grants: 25% more Fire Damage with Spells Convert 100% of Elemental Damage with Spells to Fire Damage Cannot deal Non-Fire Damage with Spells Spells have 100% more Flammability Magnitude
火焰統治者是一種統治者增益效果。 火焰統治者賦予: 25% 更多法術火焰傷害 將 100% 的法術元素傷害轉換為火焰傷害 法術無法造成非火焰傷害 法術具有 100% 更多易燃幅度
Lightning Archon is a type of Archon Buff. Lightning Archon grants: 25% more Lightning Damage with Spells Convert 100% of Elemental Damage with Spells to Lightning Damage Cannot deal Non-Lightning Damage with Spells Hits with Spells have 100% more Shock chance
閃電統治者是一種統治者增益效果。 閃電統治者賦予: 25% 更多法術閃電傷害 將 100% 的法術元素傷害轉換為閃電傷害 法術無法造成非閃電傷害 法術擊中時具有 100% 更多感電機率
Elemental Archon is a type of Archon Buff. Elemental Archon grants: 25% more Elemental Damage with Spells Cannot deal Non-Elemental Damage with Spells Hits with Spells cause 100% more Freeze Buildup Spells have 100% more Flammability Magnitude Hits with Spells have 100% more Shock chance
元素統治者是一種統治者增益效果。 元素統治者賦予: 25%更多法術元素傷害 法術無法造成非元素傷害 法術擊中造成 100%更多冰凍累積 法術有100%更多易燃幅度 法術擊中造成 100%更多感電機率
Minion Reforming is similar to Minion Reviving, but only occurs at the end of the "Minion Reforming" Buff Timer that is granted while Persistent Minions are dead, as opposed to other effects that may revive Minions.
召喚物重塑與召喚物復甦類似,但只會在持續召喚物死亡時所賦予的「召喚物重塑」增益效果的倒數計時結束時發生,與可能復甦召喚物的其他效果相反。
Gigantic Minions have 20% more Maximum Life, 20% more Damage and 20% increased size.
極大的召喚物具有 20% 更多最大生命、20% 更多傷害,並增加 20% 體型
Desecrating an item with the Mark of the Abyssal Lord modifier always removes that modifier, replacing it with an Unrevealed Desecrated modifier of a higher tier.
深淵領主印記為一項物品詞綴,在你褻瀆物品時必定移除,並以一個高一階級的未揭露褻瀆詞綴替換之。
Riven Armour is a Debuff inflicted by Hits, which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude. The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude. Enemies with Riven Armour cannot get their Armour Broken further.
碎甲是一種擊中時造成的減益效果,保存該次擊中 5% 的減免前物理擊中傷害,做為其幅度。 施加者接下來對目標攻擊擊中時,會額外獲得相當於該幅度的獨立附加物理傷害。 受碎甲影響的敵人無法進一步受到破甲。
Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks. Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.
熔岩裂縫為某些重擊後引起餘震的重擊技能所產生、持續時間長的裂縫。 以熔岩裂縫以外的重擊擊中熔岩裂縫時,會在路徑上發散出餘震,對裂縫上的敵人再次造成該裂縫的傷害。該餘震也會擴散至其他交會的熔岩裂縫。每道熔岩裂縫每 0.2 秒才可引起一次餘震。
Sands of Time grants 60% increased Cast Speed, scaling down to 1% over 10 seconds, at which point it will then scale back up to 60%. It also grants 1% increased Area of Effect, scaling up to 60% over 10 seconds, at which point it will then scale back down to 1%.
時間之沙賦予增加 60% 施放速度,在 10 秒內遞減至 1%,接著再遞增至 60%;其也賦予增加 1% 效果範圍,在 10 秒內遞增至 60%,接著再遞減至 1%。
While affected by Unravelling, your Chaos Damage randomly either also contributes to Freeze buildup, Flammability and Ignite Magnitudes, or Shock chance - changing which it contributes to every two seconds.
Totems you place which grant Embankment Auras give a different Aura Buff to Players in range depending on the kind of Totem, as follows: Artillery Ballista grants 20% increased Skill Speed. Siege Ballista grants 25% more Damage against Immobilised Enemies. Mortar Cannon grants 25% of Damage Gained as extra Fire. Shockwave Totem grants 30% increased Area of Effect. Ancestral Warrior Totem grants 40% increased Glory Generation. Dark Effigy grants 40% increased Damage over Time. Spell Totem grants 50% increased Critical Hit Chance.
你設置的圖騰會賦予陣地光環。依據圖騰種類,會給予範圍內玩家不同的光環增益效果: 火砲砲塔賦予增加 40% 禁錮累積。 攻城炮台賦予增加 25% 對受禁錮敵人的傷害。 迫擊砲所賦予為獲得相當於 15% 傷害的額外火焰傷害。 震波圖騰賦予增加 30% 效果範圍。 先祖戰士圖騰賦予增加 40% 榮耀生成。 黑暗雕像賦予增加 40% 持續傷害。 法術圖騰賦予增加50%暴擊率。
Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy. Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
寒冰碎片會由多種技能產生,引爆時對一定範圍內造成冰冷傷害。如果一個技能會同時創造複數寒冰碎片,僅有一枚可以對同一名敵人造成傷害。 部分技能可以和寒冰碎片互動。除非特別註明,每個寒冰碎片在效果期間只能與一次技能使用產生互動。
Broken Stance is a Debuff inflicted by Hits, which stores 10% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude. The inflicter's subsequent Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
卸防姿態是一種擊中時造成的減益效果,保存該次擊中 10% 的減免前物理擊中傷害,做為其幅度。 施加者接下來對目標攻擊擊中時,會額外獲得相當於該幅度的獨立附加物理傷害。 受卸防姿態影響的敵人無法再次受到目眩。
Umbral Souls grant varying Buffs depending on the kind of Skeletal Minion being replaced, as follows - Umbral Souls from: • Skeletal Warriors grant 15% increased Attack Damage. • Skeletal Snipers grant 15% increased Projectile Speed. • Skeletal Clerics grant 30% increased Energy Shield Recharge Rate. • Skeletal Arsonists grant 15% increased Area of Effect. • Skeletal Storm Mages grant 25% increased Spell Damage. • Skeletal Frost Mages grant 35% increased maximum Energy Shield. • Skeletal Brutes grant 60% increased Stun buildup. • Skeletal Reavers grant 6% increased Skill Speed.
幽暗之魂會根據被取代的骷髏召喚物種類提供不同的增益效果,具體如下: 幽暗之魂取代: 骷髏戰士:增加 15% 攻擊傷害。 骷髏狙擊手:增加 15% 投射物速度。 骷髏牧師:增加 30% 能量護盾充能率。 骷髏縱火者:增加 15% 效果範圍。 骷髏風暴法師:增加 25% 法術傷害。 骷髏霜寒法師:增加 35% 最大能量護盾。 骷髏巨獸:增加 60% 暈眩累積。 骷髏掠奪者:增加 6% 技能速度。
Deadly Map Bosses are specific Powerful Map Bosses that appear in specific Maps and are more difficult and drop better rewards. These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or Lineage Supports. Deadly Map Bosses can also drop items that grant access to Pinnacle Bosses.
致命地圖頭目屬於一種特殊的強大地圖頭目且只出現在特定地圖中,其具有更高的難度和更好的獎勵。 這些獎勵常伴隨特定物品,往往選自一個物品池,如傳奇物品或族裔輔助。 致命地圖頭目也可能掉落用來挑戰巔峰頭目的物品。
Invocation Skills are Persistent Skills that gain Energy through some condition and can be used once sufficient Energy has been gathered to Invoke socketed Skills, expending the Energy to Trigger them. Invocations can Trigger socketed Skills multiple times if enough Energy is expended, unless otherwise specified.
祈願技能為持續性技能,在某些條件下可獲得能量,在達到足夠能量來祈求插槽中的技能時,可消耗能量觸發。如無另外說明,在有足夠能量可供消耗時,可觸發插槽中的技能多次。
Sundered Armour is a Debuff that can be applied to enemies with Fully Broken Armour that increases the Physical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken Armour. Unless otherwise specified, modifiers to Fully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
破碎護甲為一種減益效果,可對受到完全破甲效果的敵人施加,使得遭擊中時受到的物理傷害額外增加 20%。該效果可與目標一般的完全破甲效果疊加。 如無另外說明,完全破甲的詞綴也會套用於破碎護甲。擁有破碎護甲的敵人無法再被進一步破甲。
Withering Ground applies Withered every second to enemies standing in it.
凋零地面會每秒對位於其中的敵人施加凋零。
Default Attacks are the innate Attack skills provided by Martial Weapons, and the innate Unarmed Attack skill "Punch". The skill level of your Default Attacks is determined by your character level, and in turn determines the Attack Damage scaling of the skill, which is the percentage of your Weapon's damage the Default Attack deals. Default Attacks never have any cost.
普通攻擊是由軍用武器提供的先天攻擊技能,以及先天的空手攻擊技能「正拳」。 普通攻擊的技能等級取決於角色等級,並進而決定該技能的攻擊傷害調幅,亦即普通攻擊會造成武器傷害的一定百分比。 普通攻擊不會有任何消耗。
Your Default Attack Damage is the expected damage of a Default Attack, and is determined by the damage of your Weapon and an Attack Damage scaling value based on your character level. Your Default Attacks will always deal Default Attack Damage unless modifiers are applied to change their damage or skill level. Some Attack skills provided by Support Gems do not determine their Attack Damage scaling from skill level, but instead deal a percentage of Default Attack Damage.
你的普通攻擊傷害為普通攻擊的預期傷害,該數值由你的武器傷害以及隨角色等級變化的攻擊傷害調幅決定。 你的普通攻擊在未受到任何改變其傷害或技能等級之詞綴影響時,始終會造成普通攻擊傷害。 某些由輔助寶石提供的攻擊技能,並不是依據技能等級來決定攻擊傷害調幅,而是造成一定百分比的普通攻擊傷害。
Khatal's Rejuvenation stacks up to 8 times and grants 5% increased Cooldown Recovery Rate per stack. Each stack of Khatal's Rejuvenation lasts for 10 seconds.
卡塔爾的回春可以疊加最多8層,每層賦予5%冷卻時間回復速度。每一層卡塔爾的回春持續10秒。
Two gems are considered Connected if one is socketed into the other, or if both are socketed into a third gem. A Support Gem socketed in a Meta Skill is still Connected to that Meta Skill and to all other Skills socketed in that Meta Skill, even if it cannot Support some of those skills.
兩個寶石被視為連接的情況是:其中一個鑲嵌到另一個之中,或是它們都鑲嵌在同一顆第三寶石之中。 一顆輔助寶石若鑲嵌在主要技能內,依然與該主要技能及鑲嵌在其中的所有其他技能保持連接,即使它無法輔助其中部分技能。
Activating a Summoning Circle will cause a Boss to be spawned
觸發召喚法陣會生成頭目。
Adaptations are gained by taking Elemental Damage from Hits and cause you to take less damage of that Type from subsequent Hits. Unless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.
適應是一種會使你從接下來的擊中中根據適應種類而承受更少傷害的增益效果。 除非特別說明,否則你可以同時擁有5層適應,且適應沒有持續時間。
Shapeshifting into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering Rage. While in Bear form, you gain: • +10 to Armour per level • 30% of Armour also applies to Elemental Damage • an Endurance Charge for every 15 Rage you spend
變形 成巨熊型態能使你能以盛怒驅動自身,並施展毀滅性的重擊和火焰 攻擊 。 當你處於熊型態時,你會獲得: • 每等級 +10 護甲 • 30%的護甲同時套用至元素傷害 • 每消耗 15 盛怒 即獲得一顆耐力球
Shapeshift into a Werewolf to draw power from the Cold light of the moon, leading your pack with rabid Attacks. While in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.
變形 成狼人型態,並從冰冷的月光中汲取力量,引領你的狼群發起狂亂的攻擊。 當你處於狼人型態時,你會在移動後的短時間內改為四足奔跑, 在未衝刺的狀態下增加 30% 移動速度。
Shapeshift into a Wyvern to bombard your enemies with Fire and Lightning, then close in for the kill. While in Wyvern form, you gain: • 50% increased Stun Threshold • 50% increased Elemental Ailment Threshold • 50% faster start of Energy Shield Recharge
變形成飛龍型態以利用 火焰和閃電轟炸你的敵人,隨後貼近距離擊殺。 在飛龍型態時,你會獲得: • 增加50%暈眩門檻 • 增加50%元素異常狀態門檻 • 能量護盾更快開始充能速度加快50%
Plants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow.
由植物技能所創造的植物可以過度生長,根據植物技能敘述中的方式獲得力量。這通常無法被創造該植物的技能觸發,而需要額外的技能或效果才得以使它們過度生長。
Hits which could potentially be a Critical Hit but do not roll a Critical Hit will re-roll Critical Hit chance until they succeed. Hits have 30% less Critical Damage Bonus for each time Critical Hit chance was re-rolled.
Monster Effectiveness provides more monster life, experience granted and quantity of items dropped.
怪物效用會增加怪物生命、造成傷害、經驗獲取、和掉落物品數量。
100% more Maximum Rage Regenerate 1 Rage per second per 4 Rage spent Recently No Rage effect
Unique items may be closely tied to certain cultures as indicated by an icon in their tooltip. These cultures may hold secrets to manipulating these unique items.
傳奇物品可能會與某文化擁有緊密關聯,該文化會以圖標形式顯示於提示框中。這些文化可能擁有能影響這些傳奇物品的秘密。
Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
疾風技能會與其他特定技能產生額外互動,特別是火焰技能。
You see what is and what might have been. Reveal a suite of Oracle-only passive tree nodes after Ascending as an Oracle. On taking The Unseen Path Ascendancy Notable, gain the ability to allocate these nodes.
你能看見事物的本質和可能性。在昇華為天啟先知後揭露一系列先知專屬的天賦樹節點。 在配置「未見之道」昇華天賦後,即可選擇這些天賦點。
Some modifiers on Runes and Idols are available only to players who have allocated the Shaman's Wisdom of the Maji Ascendancy Notable.
An item with a Vaal Siphoner will require a set number of kills to complete. Once complete the tier of a random modifier on the item will be downgraded and all other modifiers will have their numeric values improved. These improved modifier will have their values randomised between their current value and 10% above their maximum value.
擁有瓦爾汲取者的物品匯需求一定數量的擊殺以完成。在完成後,該物品的隨機一條詞綴會降低階級,但其他的詞綴會提升數值。 受到數值提升的詞綴會從原數值和高於最大值10%的數值之間隨機選擇。
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.
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。
The default maximum Quality 20%. Maximum Quality cannot be raised above 30%.
默認最高品質為20%。最高品質無法被提升至30%以上。
Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
荊棘地面會在創造後對敵人造成荊棘傷害, 並持續地對在其中移動的敵人造成傷害。
Strike Skills can be made to deal Splash damage when hitting an enemy, causing additional Hits to other enemies around the one hit by the Strike. The base radius of Splash damage is 1.5 metres.
Marks all have a condition that makes them Activate. When a Mark Activates, it will cause an extra effect and then be Consumed.
Any mechanic where the calculation of a single Hit would roll Critical Hit Chance more than once is considered to be Rerolling. This includes anything that makes Critical Hit Chance Lucky, Unlucky, Bifurcated, or Inevitable. Sustained Skills using an independent Critical Hit Chance roll for each different time they deal damage is not Rerolling.
任何單次擊中計算會骰取暴擊率超過一次的機制都被視為重骰。這包含任何使暴擊率幸運、不幸、分岔暴擊或絕對暴擊等。 每次造成傷害都使用獨立暴擊率骰取的持續技能不屬於重骰。
When Igniting a target which has already been Ignited by the same use of this Skill, the existing Ignite is removed to boost the new Ignite, multiplying its Magnitude by the total number of Ignites compounded this way.
Storm Skills are long-duration weather-based Skills that have special interactions with other effects.
風暴技能是長時間的氣候類技能,與其他效果有特殊的互動。
The maximum value of this modifier is applied to the whole modifier, including the constant part.
此詞綴的最大值套用於整個詞綴,包含固定部分。
Storm and Plant Spells deal 50% more damage Storm and Plant Spells have 75% less duration Storm and Plant Spells have 50% less cost
Energised Crystals are collected by energising Beacons throughout Wraeclast, and are required to access Atziri's Temple. 6 Energised Crystals are required to power the Temple Console. More Energised Crystals may be stored by collecting Medallions from those of royal Vaal blood.
在瓦爾克拉斯的各處充能烽塔以獲得充能水晶,這些水晶對解鎖阿茲里的神廟來說不可或缺。 神廟主控台需要6顆充能水晶提供動力。 從瓦爾的皇家血脈之中收集聖徽即可儲存更多充能水晶。
This refers to the base amount of time to perform an Attack Skill, accounting only for the Attacks per Second value of the relevant Weapon and the percentage of Base Attack Speed listed on the Attack gem.
Each time you enter the Temple a random selection of non-Restricted Rooms are Destabilised, removing them permanently when you next exit. In addition to the randomly selected rooms, some rooms are Destabilised upon completion. Defeating the Architect or Atziri causes greater Destabilisation.
你每次進入神廟時,一小部分的非限制房間會失去穩定,在你下一次離開時永久的移除它們。 擊敗建築師或是阿茲里會造成更劇烈的不穩定。
Restricted Rooms are those that are placed by using Xipocado's Console in the Architect's Chamber
限制房間為透過賽匹卡托的主控台於建築師之室放置的房間
Juatalotli's Medallion prevents the next Destabilisation of a Room
瓦爾羅特聖徽能防止下一次房間不穩定
Quipolatl's Medallion increases the Tier of a Room (up to a maximum of 3)
克特帕托聖徽能提升一間房間的階級(最大階級為3)
Uromoti's Medallion allows you to place a specific Room in the Temple
烏爾摩堤聖徽能在神廟中放置特定房間
Xopec's Medallion increases your Maximum Crystal Capacity by 6 (up to 60)
柔派克聖徽能增加6最大水晶容量(最多60)
Azcapa's Medallion increases your Maximum Medallion Capacity by 1 (up to 6)
阿茲卡帕聖徽能增加最大聖徽容量(最多6)
Estazunti's Medallion allows you to place an additional Restricted Room Card after defeating the Architect
艾斯祖太聖徽能使你在擊敗建築師後放置一個額外限制房間
Puhuarte's Medallion allows you to reroll the Room Cards available for placement
普希瓦爾聖徽能重骰可供放置的房間
Zantipi's Medallion adds one to the number of random Waystone Modifiers added to your Temple.
善堤比聖徽能為你的神廟增加一條隨機換界石詞綴。
Power is provided to nearby rooms by the Dynamo, Shrine of Empowerment and Solar Nexus rooms. The Smithy, Synthflesh Lab, Transcendent Barracks and Golem Works rooms can be upgraded in Tier (up to 3) by receiving Power.
發電機房、恩賜神殿、和日耀匯流之間會為周遭的房間提供電力。 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提升階級(最高3級)。
Limb Modification can be performed by using a Transcension Device. Limb Modification will replace a chosen body part with a modified version, granting you an additional stat. Limb Modifications are lost when you resurrect after dying.
肢體改造可以透過使用超凡裝置來執行。肢體改造會取代選擇的肢體部位,並以改造版本的取代它,使你獲得額外屬性。肢體改造會在你死亡並復活後失去。
Medallions are obtained from Atziri's Temple and can be used to modify the Temple in various ways.
聖徽能在阿茲里的神殿之中取得,用於透過多種的方式改造神殿。