Stun Ref /48
Stun
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 10% 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).
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
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 10% 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).
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Supports Melee Attack Skills. Supported Skills deal more Damage against Heavily Stunned Enemies, but cannot themselves Stun.
Supports any skill that you can use, triggering a blast of wind that Knocks Back enemies if you are Stunned while using it.
Supports any skill that you can use, causing Energy Shield recharge to begin immediately if you are Stunned while using it.
While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.
召唤多个攻击势大力沉且[可复活的]魔侍蛮兵,可以[晕眩]可被晕眩的敌人。
若你近期内用双手近战武器使一名敌人眩晕,则效果区域扩大 30%
Stun
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 10% 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).
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
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 10% 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).
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Skill Gem /49
持续吟唱向目标方向冲锋。撞击路径上的敌人后停止冲锋,并对区域内的敌人造成伤害。
射出一个移动缓慢的天雷之珠,将会周期性的对周围的敌人施放闪电并造成伤害.
召唤一个弩炮图腾,朝空中猛烈发射一连串箭矢。这些箭矢以一条直线击中地面,每一支都对周围的敌人造成范围伤害。需要弓类武器。
在地上放置法印,当你和友军站在其中时候给你们提供增益效果,并持续一段时间。你在其中消耗魔力会给法印积累层数,强化增益效果。同时只能有一个威能法印。
复制你的战矛并将其掷出,击中一名敌人后爆发,向其周围大片区域内的其他多个敌人发射闪电。
召唤霹雳闪电轰击一名敌人。
召唤一场闪电风暴,在一段时间内,霹雳闪电会反复打击范围内的敌人。
发射一枚弹跳的榴弹,在较长的延迟后产生毁灭性的爆炸。
发射一枚弹跳的榴弹,在延迟后产生致盲与晕眩的冲击。
发射一枚弹跳的榴弹,在停止弹跳时散发出弥漫的剧毒云雾。火焰伤害会引爆云雾并产生炽焰冲击。
发射一枚弹跳的榴弹。在延迟后产生一滩黏油,并令周围的敌人黏油缠身。燃烧或火焰区域可以点燃黏油。
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
引爆一个当前生命低于一定阈值的友方[召唤生物],对周围的敌人造成高额伤害。
立起一个[图腾],对敌人施加造成持续[混沌]伤害的减益。
Load your Crossbow with Piercing bolts that can consume Fully Broken Armour on enemies to deal extra damage.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this skill again reloads the clip.
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target.
Load your Crossbow with a large clip of heavily modified bolts that cause Heat to build up on your crossbow, before unleashing a stream of flaming bolts that gain Fire Damage based on your Heat. Heat also grants bonus damage to Grenades you fire, but dissipates rapidly when not building up. Using this skill again reloads the clip.
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location unless the bolt hits an enemy. The ice shards shatter when enemies step on them, dealing damage to nearby enemies. Using this skill again reloads the clip.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Load your Crossbow with a clip of charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. Using this skill again reloads the clip.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this skill again reloads the clip.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this skill again reloads the clip.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Skill Gem 画质 /4
Minions cause (0–20)% more Stun buildup
Marked target receives Heavy Stun buildup equal to
(0–50)% of Blood Loss
(0–50)% of Blood Loss
Support Gem /14
Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
Supports Crossbow Skills, granting them more damage for each bolt reloaded by that Skill in the last 6 seconds.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
Supports Melee Attack Skills. Supported Skills deal more Damage against Heavily Stunned Enemies, but cannot themselves Stun.
[DNT-UNUSED] Stun CDR
物品 词缀 /61
名字 | 等级 | Pre/Suf | Description | Weight |
---|---|---|---|---|
甲虫的 | 10 | 前缀 | 护甲提高 (6–13)% +(8–13) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力) 1 Normal 0 |
螃蟹的 | 19 | 前缀 | 护甲提高 (14–20)% +(14–24) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力) 1 Normal 0 |
犰狳的 | 30 | 前缀 | 护甲提高 (21–26)% +(25–40) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力) 1 Normal 0 |
犀牛的 | 44 | 前缀 | 护甲提高 (27–32)% +(41–63) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力) 1 Normal 0 |
大象的 | 60 | 前缀 | 护甲提高 (33–38)% +(64–94) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力) 1 Normal 0 |
长毛象的 | 78 | 前缀 | 护甲提高 (39–42)% +(95–136) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力) 1 Normal 0 |
蚊子的 | 10 | 前缀 | 闪避值提高 (6–13)% +(8–13) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏) 1 Normal 0 |
飞蛾的 | 19 | 前缀 | 闪避值提高 (14–20)% +(14–24) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏) 1 Normal 0 |
蝴蝶的 | 30 | 前缀 | 闪避值提高 (21–26)% +(25–40) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏) 1 Normal 0 |
黄蜂的 | 44 | 前缀 | 闪避值提高 (27–32)% +(41–63) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏) 1 Normal 0 |
蜻蜓的 | 60 | 前缀 | 闪避值提高 (33–38)% +(64–94) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏) 1 Normal 0 |
蜂鸟的 | 78 | 前缀 | 闪避值提高 (39–42)% +(95–136) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏) 1 Normal 0 |
妖精的 | 10 | 前缀 | 该装备的能量护盾提高 (6–13)% +(8–13) 晕眩阈值 | 胸甲 0 头部 0 手套 0 focus 0 护甲(智) 1 Normal 0 |
小魔怪的 | 19 | 前缀 | 该装备的能量护盾提高 (14–20)% +(14–24) 晕眩阈值 | 胸甲 0 头部 0 手套 0 focus 0 护甲(智) 1 Normal 0 |
幻形怪的 | 30 | 前缀 | 该装备的能量护盾提高 (21–26)% +(25–40) 晕眩阈值 | 胸甲 0 头部 0 手套 0 focus 0 护甲(智) 1 Normal 0 |
纳迦的 | 44 | 前缀 | 该装备的能量护盾提高 (27–32)% +(41–63) 晕眩阈值 | 胸甲 0 头部 0 手套 0 focus 0 护甲(智) 1 Normal 0 |
巨灵的 | 60 | 前缀 | 该装备的能量护盾提高 (33–38)% +(64–94) 晕眩阈值 | 胸甲 0 头部 0 手套 0 focus 0 护甲(智) 1 Normal 0 |
六翼天使的 | 78 | 前缀 | 该装备的能量护盾提高 (39–42)% +(95–136) 晕眩阈值 | 胸甲 0 头部 0 手套 0 focus 0 护甲(智) 1 Normal 0 |
队长的 | 10 | 前缀 | 该装备的护甲与闪避提高 (6–13)% +(8–13) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力敏) 1 Normal 0 |
军官的 | 19 | 前缀 | 该装备的护甲与闪避提高 (14–20)% +(14–24) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力敏) 1 Normal 0 |
头目的 | 30 | 前缀 | 该装备的护甲与闪避提高 (21–26)% +(25–40) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力敏) 1 Normal 0 |
元帅的 | 44 | 前缀 | 该装备的护甲与闪避提高 (27–32)% +(41–63) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力敏) 1 Normal 0 |
将军的 | 60 | 前缀 | 该装备的护甲与闪避提高 (33–38)% +(64–94) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力敏) 1 Normal 0 |
督军的 | 78 | 前缀 | 该装备的护甲与闪避提高 (39–42)% +(95–136) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力敏) 1 Normal 0 |
守护者的 | 10 | 前缀 | 该装备的护甲与能量护盾提高 (6–13)% +(8–13) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力智) 1 Normal 0 |
保护者的 | 19 | 前缀 | 该装备的护甲与能量护盾提高 (14–20)% +(14–24) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力智) 1 Normal 0 |
庇护者的 | 30 | 前缀 | 该装备的护甲与能量护盾提高 (21–26)% +(25–40) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力智) 1 Normal 0 |
守卫者的 | 44 | 前缀 | 该装备的护甲与能量护盾提高 (27–32)% +(41–63) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力智) 1 Normal 0 |
监守者的 | 60 | 前缀 | 该装备的护甲与能量护盾提高 (33–38)% +(64–94) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力智) 1 Normal 0 |
护卫的 | 78 | 前缀 | 该装备的护甲与能量护盾提高 (39–42)% +(95–136) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(力智) 1 Normal 0 |
直觉的 | 10 | 前缀 | 该装备的闪避与能量护盾提高 (6–13)% +(8–13) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏智) 1 Normal 0 |
心思的 | 19 | 前缀 | 该装备的闪避与能量护盾提高 (14–20)% +(14–24) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏智) 1 Normal 0 |
传感的 | 30 | 前缀 | 该装备的闪避与能量护盾提高 (21–26)% +(25–40) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏智) 1 Normal 0 |
幻术师的 | 44 | 前缀 | 该装备的闪避与能量护盾提高 (27–32)% +(41–63) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏智) 1 Normal 0 |
卜算师的 | 60 | 前缀 | 该装备的闪避与能量护盾提高 (33–38)% +(64–94) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏智) 1 Normal 0 |
欺诈师的 | 78 | 前缀 | 该装备的闪避与能量护盾提高 (39–42)% +(95–136) 晕眩阈值 | 胸甲 0 头部 0 手套 0 护甲(敏智) 1 Normal 0 |
厚皮之 | 1 | 后缀 | +(6–11) 晕眩阈值 | 胸甲 1 鞋子 1 盾 1 腰带 1 Normal 0 |
韧皮之 | 8 | 后缀 | +(12–29) 晕眩阈值 | 胸甲 1 鞋子 1 盾 1 腰带 1 Normal 0 |
石皮之 | 15 | 后缀 | +(30–49) 晕眩阈值 | 胸甲 1 鞋子 1 盾 1 腰带 1 Normal 0 |
金属皮之 | 22 | 后缀 | +(50–72) 晕眩阈值 | 胸甲 1 鞋子 1 盾 1 腰带 1 Normal 0 |
钢皮之 | 29 | 后缀 | +(73–97) 晕眩阈值 | 胸甲 1 鞋子 1 盾 1 腰带 1 Normal 0 |
岩皮之 | 36 | 后缀 | +(98–124) 晕眩阈值 | 胸甲 1 鞋子 1 盾 1 腰带 1 Normal 0 |
铂金皮之 | 45 | 后缀 | +(125–163) 晕眩阈值 | 胸甲 1 鞋子 1 盾 1 腰带 1 Normal 0 |
金刚皮之 | 54 | 后缀 | +(164–206) 晕眩阈值 | 胸甲 1 鞋子 1 盾 1 腰带 1 Normal 0 |
玉皮之 | 63 | 后缀 | +(207–253) 晕眩阈值 | 胸甲 1 鞋子 1 盾 1 腰带 1 Normal 0 |
黑曜皮之 | 72 | 后缀 | +(254–304) 晕眩阈值 | 胸甲 1 鞋子 1 盾 1 腰带 1 Normal 0 |
钛金皮之 | 80 | 后缀 | +(305–352) 晕眩阈值 | 鞋子 1 Normal 0 |
冲击之 | 5 | 后缀 | 晕眩持续时间延长 (11–13)% | ranged 0 武器 1 Normal 0 |
晕眩之 | 18 | 后缀 | 晕眩持续时间延长 (14–16)% | ranged 0 武器 1 Normal 0 |
击晕之 | 30 | 后缀 | 晕眩持续时间延长 (17–19)% | ranged 0 武器 1 Normal 0 |
轰击之 | 44 | 后缀 | 晕眩持续时间延长 (20–22)% | ranged 0 武器 1 Normal 0 |
蹒跚之 | 58 | 后缀 | 晕眩持续时间延长 (23–26)% | ranged 0 武器 1 Normal 0 |
of the Concussion | 71 | 后缀 | 晕眩持续时间延长 (27–30)% | ranged 0 武器 1 Normal 0 |
拳击之 | 5 | 后缀 | 造成的晕眩积蓄值提高 (21–30)% | ranged 0 武器 1 Normal 0 |
打斗之 | 20 | 后缀 | 造成的晕眩积蓄值提高 (31–40)% | ranged 0 武器 1 Normal 0 |
格斗家之 | 30 | 后缀 | 造成的晕眩积蓄值提高 (41–50)% | ranged 0 武器 1 Normal 0 |
战斗之 | 44 | 后缀 | 造成的晕眩积蓄值提高 (51–60)% | ranged 0 武器 1 Normal 0 |
角斗士之 | 58 | 后缀 | 造成的晕眩积蓄值提高 (61–70)% | ranged 0 武器 1 Normal 0 |
冠军之 | 74 | 后缀 | 造成的晕眩积蓄值提高 (71–80)% | ranged 0 武器 1 Normal 0 |
1 | 已腐化 | 晕眩阈值提高 (20–30)% | 鞋子 1 | |
1 | 已腐化 | 造成的晕眩积蓄值提高 (20–30)% | 锤 1 warstaff 1 |
怪物 词缀 /29
名字 | 等级 | Pre/Suf | Description | Weight |
---|---|---|---|---|
打斗之 | 1 | 后缀 | [晕眩]积蓄值提高 100% | |
石皮之 | 1 | 后缀 | 免疫晕眩 | |
石皮之 | 1 | 后缀 | 晕眩阈值提高 250% | |
坚韧的 | 1 | 传奇 | 免疫晕眩 | |
1 | 传奇 | 免疫晕眩 | ||
1 | 传奇 | 你被晕眩的时间延长 100% | ||
1 | 传奇 | 你被晕眩的时间延长 (20–50)% | ||
1 | 传奇 | 你被晕眩的时间延长 (30–50)% | ||
1 | 传奇 | 无法被击退 免疫晕眩 not affected by action speed modifiers [1] | ||
1 | 传奇 | 免疫晕眩 base cannot be damaged [1] is hidden monster [1] stance movement speed +% final [-16] | ||
1 | 传奇 | 免疫晕眩 no movement speed [1] | ||
1 | 传奇 | 50% 攻击伤害格挡率 最大格挡几率 +5% 你格挡的击中无法将你晕眩 | ||
1 | 传奇 | 免疫晕眩 base cannot be damaged [1] is hidden monster [1] | ||
1 | 传奇 | 晕眩阈值提高 30% | ||
1 | 传奇 | 你的晕眩门槛由能量护盾计算,而不再基于生命 | ||
1 | 传奇 | 免疫晕眩 承受伤害降低 50% stance movement speed +% final [-41] 速度 | ||
丰沃之灵 | 20 | 猎魔 | 生命上限提高 50% 伤害提高 30% 免疫晕眩 你的行动速度无法被减速至基础以下 monster dropped item rarity +% [0] 生命 速度 | |
1 | 传奇 | base chance to stun % [25] | ||
1 | 传奇 | 无法被击退 免疫晕眩 你的行动速度无法被减速至基础以下 | ||
1 | 传奇 | cannot be stunned for ms after stun finished [0] cannot be stunned while stunned [1] | ||
1 | 传奇 | cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] | ||
1 | 传奇 | cannot be stunned for ms after stun finished [4000] cannot be stunned while stunned [1] | ||
1 | 传奇 | 晕眩阈值提高 300% | ||
1 | 传奇 | 无法被冰冻 免疫晕眩 base cannot be electrocuted [1] | ||
1 | 传奇 | 怪物的异常状态阈值提高 (80–100)% 怪物的晕眩阈值提高 (80–100)% | ||
1 | 传奇 | 怪物的晕眩积蓄提高 (30–50)% | ||
Bear-Touched | 1 | 责难 | 生命上限提高 20% [晕眩]积蓄值提高 60% 晕眩阈值提高 100% | |
Hunted by the Great Bear | 1 | 责难 | 生命上限提高 20% [晕眩]积蓄值提高 60% 晕眩阈值提高 100% dropped items are converted to str items [1] | |
Spirit Of The Bear | 1 | 责难 | 生命上限提高 20% [晕眩]积蓄值提高 60% 晕眩阈值提高 60% |
地心 Area 词缀 /1
名字 | 等级 | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | 怪物免疫晕眩 该区域物品掉落数量提高 (5–10)% 该地图的物品稀有度提高 (3–6)% 怪物群规模扩大 (3–6)% 生命 |
夺宝奇兵 Area 词缀 /5
名字 | 等级 | Pre/Suf | Description | Weight |
---|---|---|---|---|
坚定不移的 | 1 | 前缀 | 该区域物品掉落数量提高 13% 该地图的物品稀有度提高 8% 怪物生命总增 (5–9)% 怪物免疫晕眩 heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] 生命 | |
坚定不移的 | 46 | 前缀 | 该区域物品掉落数量提高 13% 该地图的物品稀有度提高 8% 怪物生命总增 (10–14)% 怪物免疫晕眩 heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] 生命 | |
坚定不移的 | 68 | 前缀 | 该区域物品掉落数量提高 13% 该地图的物品稀有度提高 8% 怪物生命总增 (15–19)% 怪物免疫晕眩 heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] 生命 | |
坚定不移的 | 73 | 前缀 | 该区域物品掉落数量提高 13% 该地图的物品稀有度提高 8% 怪物生命总增 (20–24)% 怪物免疫晕眩 heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] 生命 | |
坚定不移的 | 78 | 前缀 | 该区域物品掉落数量提高 13% 该地图的物品稀有度提高 8% 怪物生命总增 (25–30)% 怪物免疫晕眩 heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] 生命 |
其他属性 词缀 /21
名字 | 等级 | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | 传奇 | 当你被晕眩时使用 | ||
1 | Flask | 传奇 | 生效期间不会被晕眩 | ||
1 | Flask | 传奇 | 生效期间免疫冻结、冻缓、诅咒和晕眩 | ||
of Thumping | 1 | Jewel | 后缀 | 锤类的晕眩积蓄提高 (15–25)% 攻击 | strjewel 1 Normal 0 |
击晕之 | 1 | Jewel | 后缀 | [晕眩]积蓄值提高 (10–20)% | strjewel 1 Normal 0 |
of Withstanding | 1 | Jewel | 后缀 | 晕眩阈值提高 (6–16)% | strjewel 1 Normal 0 |
of Barriers | 1 | Jewel | 后缀 | Gain additional Stun Threshold equal to (5–15)% of maximum Energy Shield | intjewel 1 Normal 0 |
of Stoutness | 1 | Jewel | 后缀 | 若你[近期]未被晕眩,晕眩阈值提高 (15–25)% | dexjewel 1 Normal 0 |
of Biding | 1 | Jewel | 后缀 | (15–25)% increased Stun Threshold while Parrying | dexjewel 1 Normal 0 |
of Thumping | 1 | Jewel | 后缀 | 锤类的晕眩积蓄提高 (6–12)% 攻击 | str_radius_jewel 1 Normal 0 |
击晕之 | 1 | Jewel | 后缀 | [晕眩]积蓄值提高 (5–10)% | str_radius_jewel 1 Normal 0 |
of Withstanding | 1 | Jewel | 后缀 | 晕眩阈值提高 (1–2)% | str_radius_jewel 1 Normal 0 |
of Barriers | 1 | Jewel | 后缀 | Gain additional Stun Threshold equal to (1–2)% of maximum Energy Shield | int_radius_jewel 1 Normal 0 |
of Stoutness | 1 | Jewel | 后缀 | 若你[近期]未被晕眩,晕眩阈值提高 (2–3)% | dex_radius_jewel 1 Normal 0 |
of Biding | 1 | Jewel | 后缀 | (8–12)% increased Stun Threshold while Parrying | dex_radius_jewel 1 Normal 0 |
击晕之 | 1 | Jewel | 传奇 | 敌人的晕眩时间延长 (10–14)% | |
恢复之 | 1 | Jewel | 传奇 | 晕眩回复提高 (25–35)% | |
坚韧之 | 1 | Jewel | 传奇 | (6–8)% 几率避免被晕眩 | |
1 | Jewel | 传奇 | 图腾无法被击晕 | ||
1 | Jewel | 传奇 | 若范围内含有 40 点力量,【裂地之击】在晕眩敌人时有 35% 的几率获得耐力球 攻击 | ||
1 | MapDevice | 传奇 | 怪物生命总增 10% 怪物伤害提高 % 奖励强化 10% 怪物的眩晕避免率在每次再生时 +20% 怪物的生命在每次再生时每秒再生 1% 怪物的生命上限在每次再生时都提高 10% map fragment level + [2] 生命 伤害 |
物品 /9
不屈卡鲁印记
怪物在每次再生时生命上限都提高提高 10%
怪物的生命在每次再生时都每秒再生 1%
怪物在每次再生时避免眩晕的几率 +20%
奖励提高 10%
怪物的生命在每次再生时都每秒再生 1%
怪物在每次再生时避免眩晕的几率 +20%
奖励提高 10%
Blunt Quiver
需求: 等级 33
敌人晕眩阈值降低 (20–30)%
传奇 /28
该装备的护甲与闪避提高 (150–200)%
生命每秒再生 (20–25)
晕眩回复提高 200%
你被冰缓的持续时间缩短 (30–50)%
你被冰冻的持续时间缩短 (30–50)%
你被感电的持续时间缩短 (30–50)%
Passive /59
若你近期内用双手近战武器使一名敌人眩晕,则效果区域扩大 30%
能量护盾上限提高 28%
+5 全属性
眩晕门槛按照 30% 的能量护盾计算,而非按照生命
生命、魔力和能量护盾上限提高 3%
晕眩回复提高 80%
Cannot be Light Stunned
Cannot Dodge Roll
Cannot Dodge Roll
永恒珠宝 Passive /3



永恒珠宝 Passive Additions /3
Faction | Category | 显示物品素质 | Code |
---|---|---|---|
卡鲁 | 显著 | 敌人的晕眩时间延长 20% | karui_notable_add_stun_duration |
卡鲁 | 显著 | 敌人晕眩阈值降低 10% | karui_notable_add_reduced_stun_threshold |
马拉克斯 | 显著 | 20% 几率避免被晕眩 | maraketh_notable_add_ailment_avoid |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.