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Ildru, Starcaller Hexapede
星裔六足兽
Boss.StarspawnHexapede.nameNeeds updating
Store 10% more Ultimate Charge per level. Casting spends all charge; excess above 100% adds equal effectiveness.
每个区域使你额外储存10%的终极技充能。施放终极技会消耗100%的充能。
Blessing.BlessingIce.descNeeds updating
Attacks gain damage as they pierce through enemies.
每击中一个敌人,伤害都会提升。
Rune.RuneAvalanche.descNeeds updating
Repeated hits on the same enemy build damage, resetting after one second without a hit. Reduces base damage.
连续命中时伤害提升。
Rune.RuneBarrage.descNeeds updating
Using this skill spends all Barrier to add damage or shield absorption capacity.
攻击时消耗所有屏障,每消耗1点屏障便会造成额外伤害。
Rune.RuneBitterness.descNeeds updating
Curses enemies with Condemnation and Retribution.
诅咒敌人,使其受到“天谴”。
Rune.RuneJudgement.descNeeds updating
Greatly reduces hit damage, but inflicts massive Burning.
不造成伤害,但施加大量灼烧层数。
Rune.RuneMadness.descNeeds updating
Increase damage for each Electrified stack on your target.
对“触电”敌人的伤害提升。
Rune.RuneOverstimulation.descNeeds updating
Enemies explode when killed. Damage increases when the enemy is Burning.
击杀敌人时发生爆炸。对“灼烧”状态的敌人伤害提升。
Rune.TindersoulRune.descNeeds updating
Call down a Divine Sword applying Condemnation and Retribution.
召唤一柄神圣之剑从天而降,并对敌人施加天谴。
Spell.Castigladius.descNeeds updating
Exchange daggers with a shadowy clone. The returning dagger tracks you.
投掷一把暗影浸染的匕首。它会持续追踪目标,每次穿透目标都会使其陷入致盲状态。
Spell.Foras.descNeeds updating
Astral Tear drop chance multiplier for elite enemies.
敌人死亡时掉落星空泪滴的概率。
Stat.astral_tear_drop_rate.descNeeds updating
Aim precision. Higher values reduce random deviation and tighten attack spread.
攻击命中目标的概率。
Stat.attack_accuracy.descNeeds updating
Movement speed supplied by moving attacks, separate from normal Dashes.
冲刺后突刺攻击的速度。
Stat.attack_dash.descNeeds updating
Attack Movement Speed
冲刺攻击
Stat.attack_dash.nameNeeds updating
Speed multiplier for attacks, skill reuse, and moving projectiles. Faster Weapon attacks have proportionally weaker on-hit effects and Energy gains.
攻击速度修正。
Stat.attack_speed.descNeeds updating
Damage or shield absorption capacity added per Barrier point consumed. Using this skill spends all available Barrier.
每消耗一点屏障所附加的伤害值。
Stat.barrier_consume_damage.descNeeds updating
Enables instant kills at max Blind. Bosses lose 5% Max Health, increased by excess application. Consumes Blind.
致盲达到最大层数时,立即击败非首领敌人,并移除首领 10% 的生命值。
Stat.blinded_max_void.descNeeds updating
Direct chance for slain enemies to drop a Botyl.
药瓶掉落频率修正。
Stat.botyl_drop_rate.descNeeds updating
Free Spell chance per direct Weapon hit, shared across split attacks.
攻击命中时有概率无消耗释放法术。
Stat.cast_on_hit.descNeeds updating
Chain Blood Spirit damage as a percentage of the triggering attack's damage.
加入连锁攻击的爆炸伤害。
Stat.chain_chaser.descNeeds updating
Extra Armor. Damage reaching Health also adds this fraction of the damage as Health Corruption.
伤害大幅降低,但转化为腐蚀值。
Stat.corruption_armor.descNeeds updating
Flat Health Corruption change per kill. Negative removes Corruption.
每次击杀祛除大量生命腐蚀。
Stat.corruption_per_kill.descNeeds updating
Corruption Change per Kill
击杀净化
Stat.corruption_per_kill.nameNeeds updating
Attack damage multiplier. 150% means 1.5 times damage before other modifiers.
额外造成的伤害。
Stat.damage_mod.descNeeds updating
Damage Multiplier
伤害加成
Stat.damage_mod.nameNeeds updating
Immediate damage per Poisoned stack actually added. Adds no damage for stacks blocked by the cap.
每层中毒造成的伤害。
Stat.damage_per_poisoned.descNeeds updating
Poison Application Damage
每层中毒伤害
Stat.damage_per_poisoned.nameNeeds updating
Homing Spirit damage as a percentage of Health lost. Damage fully absorbed by Barrier grants none.
受到伤害时生成的灵魂造成的反击伤害(基于所受伤害的百分比)。
Stat.damage_retribution.descNeeds updating
Dash duration in seconds, including its automatic Evasion window.
冲刺移动距离。
Stat.dash_length.descNeeds updating
Dash Duration
冲刺距离
Stat.dash_length.nameNeeds updating
Condemnation and Retribution stacks applied per hit, shared across split attacks.
每次攻击附加的天谴层数。
Stat.divine_strike.descNeeds updating
Electrified stacks per second to nearby enemies, before Aura Power and Status Application.
周围触电的敌人每秒获得的电击层数。
Stat.electrified_aura.descNeeds updating
Holy Dagger emission strength. Increases output and shared emission duration, rather than fixed projectile count.
发射的圣光匕首数量。
Stat.emit_dagger_count.descNeeds updating
Fire Bolt emission strength. Increases output and shared emission duration, rather than fixed projectile count.
发射火球的数量。
Stat.emit_fire_count.descNeeds updating
Ice Shard emission strength. Increases output and shared emission duration, rather than fixed projectile count.
发射冰晶的数量。
Stat.emit_ice_count.descNeeds updating
Lightning Jolt emission strength. Increases output and shared emission duration, rather than fixed projectile count.
发射的闪电数量。
Stat.emit_lightning_count.descNeeds updating
Energy capacity for casting Spells. Weapon hits replenish Energy.
能量通过武器攻击积攒,用于释放法术。
Stat.energy.descNeeds updating
Increases Energy from direct Weapon hits and draining effects, and healing from draining auras.
物品生成能量的速度。
Stat.energy_generation.descNeeds updating
Essence drop chance multiplier. Enemies with more Max Health get more rolls.
敌人死亡时掉落精华的概率。
Stat.essence_drop_rate.descNeeds updating
Bonus damage per previous hit on the same enemy. Resets after one second without a hit; split attacks share buildup.
对已命中敌人造成的额外伤害。
Stat.follow_damage_mod.descNeeds updating
Extra Armor for five seconds after losing Health or gaining Harden, before Armor caps.
受到攻击后获得的额外护甲。
Stat.hardening.descNeeds updating
Damage bonus scaling with missing Health. At half Health, half the listed bonus applies.
低血量时的伤害加成(仅剩1%血量时获得100%加成)。
Stat.health_damage_mod.descNeeds updating
Health pickup drop chance multiplier.
敌人死亡时掉落回血物品的概率。
Stat.health_drop_rate.descNeeds updating
Number of orbiting Holy Hammers. Each deals 5 base damage per hit, modified by your damage and Aura Power. Attack Speed increases orbit speed; Attack Range and Aura Radius increase orbit distance. Summoned groups share the hammer budget.
环绕自身的圣锤数量。
Stat.orbit_divine_count.descNeeds updating
Lifetime multiplier for projectiles, defensive fields, and timed skill effects.
射弹能持续的时间。
Stat.proj_duration.descNeeds updating
Effect Duration
射弹持续时间
Stat.proj_duration.nameNeeds updating
Projectile returns after it would end. Positive fractions allow another return.
射弹可弹射的次数。
Stat.proj_rebound.descNeeds updating
Rune drop chance multiplier, rather than a direct drop chance.
敌人死亡时掉落符文的概率。
Stat.rune_drop_rate.descNeeds updating
Shatter chance on Crit, increased by Frozen. Kills non-bosses; bosses lose 5% Max Health.
暴击有概率粉碎敌人,将其瞬间击杀。对“冻结”状态敌人的触发概率更高。
Stat.shatter_chance.descNeeds updating
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