中文译文
精英勇士是敌人的强化变体,必定携带名贵装备。他们的底座上有骷髅标记,并拥有独特的名字。只有特定敌人能成为精英勇士。
机制
每种敌人都有各自的基础概率,以精英变体替代普通个体生成。某些条件会改变这一概率,各项修正相加计算。
| 条件 | 修正值 |
|---|---|
| 1骷髅难度委托 | -99% |
| 3骷髅难度委托 | +5% |
| 第90天之前 | -1% |
| 赏金猎人 | +3% |
属性提升实际由特殊的“精英勇士”特长提供,所用加成组取决于敌人的基础防御:近战或远程防御有一项达到 20,或两项均达到 15,就使用偏重防御的加成;否则使用偏重生命值的加成。
这些修正以乘法计算。例如,普通剑术大师的基础近战防御为 80,精英变体则为 80*1.5625 = 125。敌人原有的伤害修正也会参与乘算,最终数值向下取整。
这些倍率在盾牌、闪避、快速适应、武器额外命中等加成之后生效,因此上述加成也会一起放大!例如,一名精英骑士拥有 20 基础近战防御,携带在盾牌精通加持下提供 25 防御的熨斗形盾。其防御不是 20*1.5625+25 = 56,而是 (20+25)*1.5625 = 70。它会使你的命中率降低 60,而非 70,因为超过 50 的防御只按一半生效。闪避则会同时受益于先攻提升和防御提升。
名贵武器、护甲和头盔必定掉落,耐久归零也不例外;但名贵盾牌一旦被击碎,就会永久损毁!
单位
括号内的数值表示受“精英勇士”特长加成后的属性,或可能出现的名贵护甲耐久。
| 图标 | 名称 | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 古代荣誉卫士 | 65 (118) | 180 | 180-210 | 75 (86) | - | 5 (6) | 5 (6) | 110 (165) | 70 (80) | - | - | 9 | 1% | 350 (525) | |
| 蛮族神选战士 | 130 (236) | 145-190 (231-375) | 140-230 (143-350) | 75 (86) | 60 (69) | 15 (18) | 10 (12) | 90 (135) | 115 (132) | 140 (210) | 20 | 9 | 1% | 350 (525) | |
| 蛮族之王 | 150 (273) | 250 | 270 | 80 (92) | 65 (74) | 15 (18) | 10 (12) | 110 (165) | 115 (132) | 150 (225) | 25 | 9 | 10% | 500 (750) | |
| 剑舞者 | 90 (121) | 60 | 120-140 (126-143) | 90 (103) | 50 (57) | 50 (78) | 30 (46) | 90 (135) | 125 (143) | 130 (195) | 20 | 9 | 2% | 450 (675) | |
| 强盗头目 | 100 (182) | 90-250 (137-362) | 90-210 (126-400) | 75 (86) | 65 (74) | 15 (18) | 10 (12) | 70 (105) | 125 (143) | 130 (195) | 20 | 9 | 1% | 375 (562) | |
| 沙漠潜猎者 | 80 (108) | 0-45 | 105 (126-143) | 65 (74) | 85 (97) | 15 (23) | 25 (39) | 70 (105) | 140 (161) | 135 (202) | 20 | 9 | 2% | 450 (675) | |
| 陨落英雄 | 180 (328) | 0-255 | 85-260 | 60-65 (69-74) | - | 5 (6) | 0 | 110 (165) | 60 (69) | - | - | 7 | - | 250 (375) | |
| 角斗士 | 110 (148) | 0-225 (137-362) | 100-155 (126-400) | 75 (86) | 65 (74) | 20 (31) | 10 (15) | 90 (135) | 125 (143) | 135 (202) | 20 | 9 | 2% | 350 (525) | |
| 地精伏击手 | 40 (54) | 25 | 35 | 60 (69) | 75 (86) | 10 (15) | 20 (31) | 45 (67) | 140 (161) | 100 (150) | 15 | 9 | 1% | 250 (375) | |
| 地精游击兵 | 40 (54) | 40-90 | 45-90 | 75 (86) | 65-70 (74-80) | 20-25 (31-39) | 10-15 (15-23) | 55 (82) | 130 (149) | 100 (150) | 20 | 9 | 1% | 200 (300) | |
| 流浪骑士 | 150 (202) | 280-300 | 210-320 (264-400) | 85 (97) | 50 (57) | 25 (39) | 15 (23) | 90 (135) | 105 (120) | 160 (240) | 25 | 9 | 2% | 450 (675) | |
| 骑士 | 135 (182) | 300-320 (291-350) | 210-360 (231-400) | 90 (103) | 60 (69) | 20 (31) | 10 (15) | 90 (135) | 115 (132) | 140 (210) | 20 | 9 | 2% | 450 (675) | |
| 神射手 | 80 (108) | 0-30 | 35-115 (126-175) | 65 (74) | 85 (97) | 15 (23) | 25 (39) | 70 (105) | 140 (161) | 135 (202) | 20 | 9 | 2% | 450 (675) | |
| 亡灵法师 | 50 (91) | 30-40 | 55-80 | 50 (57) | - | 5 (6) | 10 (12) | 90 (135) | 90 (103) | 90 (135) | 15 | 9 | 1% | 400 (600) | |
| 游牧刽子手 | 170 (229) | 125-290 | 230-285 (231-362) | 85 (97) | 50 (57) | 30 (46) | 20 (31) | 90 (135) | 115 (132) | 160 (240) | 25 | 9 | 2% | 450 (675) | |
| 游牧首领 | 100 (135) | 125-200 (220-362) | 105-200 (231-362) | 75 (86) | 65 (74) | 20 (31) | 15 (23) | 75 (112) | 125 (143) | 130 (195) | 20 | 9 | 1% | 375 (562) | |
| 誓约使者 | 125 (168) | 250-300 | 300 (231-356) | 80 (92) | 50 (57) | 20 (31) | 5 (7) | 130 (195) | 135 (155) | 160 (240) | 25 | 9 | 1% | 375 (562) | |
| 军官 | 110 (148) | 200-290 (220-362) | 135-290 (231-362) | 85 (97) | 60 (69) | 25 (39) | 15 (23) | 80 (120) | 110 (126) | 130 (195) | 20 | 9 | 1% | 350 (525) | |
| 兽人军阀 | 300 (546) | 500 | 500 | 80-85 (92-97) | 40 (46) | -10 (-8) | -10 (-8) | 90 (135) | 125 (143) | 250 (375) | 30 | 8 | 10% | 500 (750) | |
| 兽人战士 | 200 (364) | 240-360 | 280-400 | 70-75 (80-86) | 40 (46) | -10 (-8) | -10 (-8) | 75 (112) | 120 (138) | 200 (300) | 30 | 8 | 1% | 400 (600) | |
| 剑术大师 | 70 (94) | 0-200 | 115-190 (126-143) | 100 (115) | 50 (57) | 80 (125) | 15 (23) | 90 (135) | 115 (132) | 115 (172) | 20 | 9 | 2% | 450 (675) |
技巧
- 多数精英勇士的意志极高,威慑几乎难以奏效。非亡灵精英在目睹敌人死亡时,也很容易变得斗志昂扬,让本已很高的属性再乘上一层士气加成。
- 他们命中很高,即使面对擅长闪避的角色,也能稳定击中。
- 凭借伤害加成、名贵武器和致残打击,他们往往很快就能打出伤势。钢铁意志药剂可以使角色免受伤势效果影响。
- 不屈可以减轻无法避免的伤害。
- 准备好脱身手段,例如换位、灵活步法或烟雾罐。
- 精英勇士可分为以下类型:
- 闪避型。
- 重击型。
- 持盾型。
- 远程型。
- 较易对付的类型。
- 威胁较低、防御也不突出的精英都归入这一类。
说明
精英勇士是各非野兽势力中技艺与经验格外出众的个体。他们必定携带一件名贵装备,属性明显强于同类,也可通过特殊底座和独特名字轻易辨认。从某种意义上说,他们就是小型首领:要夺取他们的宝物,必须经历一场苦战。他们为战局增添变数,战胜后则能获得所携带的名贵装备,可能是武器、盾牌、护甲或头盔。
到哪里找精英勇士?最可靠的办法,是完成难度为
三颗骷髅的委托。这类委托一向风险很高,如今也提供了额外回报:有机会遭遇精英敌人,夺取名贵装备。另一种办法是把战役推进到后期。战役进行得越久,越可能在委托之外,遇见游荡于世界或守卫据点的精英勇士。
精英勇士虽然难对付,但仍比某些传奇地点的战斗容易得多。因此,他们也填补了从第一次渡过后期危机,到挑战黑色巨石等传奇地点之间的难度空档。[1]
英文原文
Champions are stronger versions of enemies that always have a named item. They have a skull mark on their tokens, and generate with unique names. Only certain enemies can become champions.
Mechanics
Each type of enemy has its own base chance to spawn a champion instead of a regular enemy. However, there are conditions that can affect this chance. These modifiers are additive.
| Condition | Modifier |
|---|---|
| 1 skull contract | -99% |
| 3 skulls contract | +5% |
| Before day 90 | -1% |
| Bounty Hunter赏金猎人 | +3% |
Most champions have extra perks特长 in comparison to their regular counterparts, and their attributes are also increased.
Actually, it is the special Champion perk that is responsible for increasing stats. Modifiers are conditional, based on the enemy base defense values. 20 points in either melee or ranged defense, or 15 in both, cause the set with extra defense to apply, otherwise it will be the one with extra HP.
Modifiers are multiplicative. A regular Swordmaster剑术大师 has 80 base melee defense and a champion精英勇士 has 80*1.5625 = 125. If an enemy has a damage modifier, it is multiplied as well. Final values are rounded down.
It's important that these modifiers are applied after shields, Dodge闪避, Fast Adaptation快速适应, extra weapon accuracy and such. They are multiplied as well! So if you attack a champion Knight with 20 base melee defense and a Heater Shield熨斗形盾 that gives 25 with Shield Expert盾牌精通, don't expect it to be 20*1.5625+25 = 56. It is (20+25)*1.5625 = 70, so your accuracy will be reduced by 60 (not 70, because all defense above 50 has half effect). Dodge闪避 benefits from both initiative and defense increase.
Named weapons, armors and helmets always drop, even with zero durability, but named shields are destroyed if they break!
Units
Values in parentheses represent stats modified by Champion perk, or possible named armor durabitity.
| Icon | Name | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Ancient Honor Guard古代荣誉卫士 | 65 (118) | 180 | 180-210 | 75 (86) | - | 5 (6) | 5 (6) | 110 (165) | 70 (80) | - | - | 9 | 1% | 350 (525) | |
| Barbarian Chosen蛮族神选战士 | 130 (236) | 145-190 (231-375) | 140-230 (143-350) | 75 (86) | 60 (69) | 15 (18) | 10 (12) | 90 (135) | 115 (132) | 140 (210) | 20 | 9 | 1% | 350 (525) | |
| Barbarian King蛮族之王 | 150 (273) | 250 | 270 | 80 (92) | 65 (74) | 15 (18) | 10 (12) | 110 (165) | 115 (132) | 150 (225) | 25 | 9 | 10% | 500 (750) | |
| Blade Dancer剑舞者 | 90 (121) | 60 | 120-140 (126-143) | 90 (103) | 50 (57) | 50 (78) | 30 (46) | 90 (135) | 125 (143) | 130 (195) | 20 | 9 | 2% | 450 (675) | |
| Brigand Leader强盗头目 | 100 (182) | 90-250 (137-362) | 90-210 (126-400) | 75 (86) | 65 (74) | 15 (18) | 10 (12) | 70 (105) | 125 (143) | 130 (195) | 20 | 9 | 1% | 375 (562) | |
| Desert Stalker沙漠潜猎者 | 80 (108) | 0-45 | 105 (126-143) | 65 (74) | 85 (97) | 15 (23) | 25 (39) | 70 (105) | 140 (161) | 135 (202) | 20 | 9 | 2% | 450 (675) | |
| Fallen Hero陨落英雄 | 180 (328) | 0-255 | 85-260 | 60-65 (69-74) | - | 5 (6) | 0 | 110 (165) | 60 (69) | - | - | 7 | - | 250 (375) | |
| Gladiator角斗士 | 110 (148) | 0-225 (137-362) | 100-155 (126-400) | 75 (86) | 65 (74) | 20 (31) | 10 (15) | 90 (135) | 125 (143) | 135 (202) | 20 | 9 | 2% | 350 (525) | |
| Goblin Ambusher地精伏击手 | 40 (54) | 25 | 35 | 60 (69) | 75 (86) | 10 (15) | 20 (31) | 45 (67) | 140 (161) | 100 (150) | 15 | 9 | 1% | 250 (375) | |
| Goblin Skirmisher地精游击兵 | 40 (54) | 40-90 | 45-90 | 75 (86) | 65-70 (74-80) | 20-25 (31-39) | 10-15 (15-23) | 55 (82) | 130 (149) | 100 (150) | 20 | 9 | 1% | 200 (300) | |
| Hedge Knight流浪骑士 | 150 (202) | 280-300 | 210-320 (264-400) | 85 (97) | 50 (57) | 25 (39) | 15 (23) | 90 (135) | 105 (120) | 160 (240) | 25 | 9 | 2% | 450 (675) | |
| Knight骑士 | 135 (182) | 300-320 (291-350) | 210-360 (231-400) | 90 (103) | 60 (69) | 20 (31) | 10 (15) | 90 (135) | 115 (132) | 140 (210) | 20 | 9 | 2% | 450 (675) | |
| Master Archer神射手 | 80 (108) | 0-30 | 35-115 (126-175) | 65 (74) | 85 (97) | 15 (23) | 25 (39) | 70 (105) | 140 (161) | 135 (202) | 20 | 9 | 2% | 450 (675) | |
| Necromancer亡灵法师 | 50 (91) | 30-40 | 55-80 | 50 (57) | - | 5 (6) | 10 (12) | 90 (135) | 90 (103) | 90 (135) | 15 | 9 | 1% | 400 (600) | |
| Nomad Executioner游牧刽子手 | 170 (229) | 125-290 | 230-285 (231-362) | 85 (97) | 50 (57) | 30 (46) | 20 (31) | 90 (135) | 115 (132) | 160 (240) | 25 | 9 | 2% | 450 (675) | |
| Nomad Leader游牧首领 | 100 (135) | 125-200 (220-362) | 105-200 (231-362) | 75 (86) | 65 (74) | 20 (31) | 15 (23) | 75 (112) | 125 (143) | 130 (195) | 20 | 9 | 1% | 375 (562) | |
| Oathbringer誓约使者 | 125 (168) | 250-300 | 300 (231-356) | 80 (92) | 50 (57) | 20 (31) | 5 (7) | 130 (195) | 135 (155) | 160 (240) | 25 | 9 | 1% | 375 (562) | |
| Officer军官 | 110 (148) | 200-290 (220-362) | 135-290 (231-362) | 85 (97) | 60 (69) | 25 (39) | 15 (23) | 80 (120) | 110 (126) | 130 (195) | 20 | 9 | 1% | 350 (525) | |
| Orc Warlord兽人军阀 | 300 (546) | 500 | 500 | 80-85 (92-97) | 40 (46) | -10 (-8) | -10 (-8) | 90 (135) | 125 (143) | 250 (375) | 30 | 8 | 10% | 500 (750) | |
| Orc Warrior兽人战士 | 200 (364) | 240-360 | 280-400 | 70-75 (80-86) | 40 (46) | -10 (-8) | -10 (-8) | 75 (112) | 120 (138) | 200 (300) | 30 | 8 | 1% | 400 (600) | |
| Swordmaster剑术大师 | 70 (94) | 0-200 | 115-190 (126-143) | 100 (115) | 50 (57) | 80 (125) | 15 (23) | 90 (135) | 115 (132) | 115 (172) | 20 | 9 | 2% | 450 (675) |
Tips
- Most champions have resolve so high that Fearsome威慑 becomes useless. It also causes non-undead亡灵 champions to become confident if they see their enemy die. Confident morale applies an additional multiplier to their already high stats.
- Their high accuracy allows them to reliably hit evasive characters.
- With increased damage, named weapons and Crippling Strikes致残打击 they can inflict injuries very early no matter what. Iron Will Potion钢铁意志药剂 gives immunity to them.
- Indomitable不屈 allows to decrease unavoidable damage.
- Have some means of escape: Rotation换位, Footwork灵活步法 or a Smoke Pot烟雾罐.
- Champions can be grouped into types:
- Dodgers.
- These are nearly impossible to hit in melee.
- Examples: Swordmaster剑术大师, Blade Dancer剑舞者.
- Nets and ranged weapons, preferably throwing, are required to fight them. Poisons work well.
- Heavy hitters.
- These deal very high damage and sometimes are capable of killing a brother in one hit of a named two-handed weapon.
- Examples: Nomad Executioner游牧刽子手, Barbarian King蛮族之王.
- Stunlock is effective against them. Some champions require nets or disarm缴械.
- Shield carrying.
- These rely on a shield to achieve high defense values, and are usually heavily armored.
- Example: Knight骑士.
- Two-Handed Flail双手连枷 has both armor penetration and accuracy against shields, and you may want to use nets for extra hit chance. Alternatively, you can just break the shield, but you won't loot a named shield this way.
- Ranged.
- These can deal damage from range and pick targets.
- Examples: Master Archer神射手, Desert Stalker沙漠潜猎者.
- Engage them in melee as soon as you can. Prefer nighttime.
- Easy ones.
- Everyone who lacks threat and defense falls into this category.
- Dodgers.
Description
Champions are particularly skilled and experienced individuals of any non-beast faction. They’re guaranteed to carry one Named Item and have significantly increased stats over their brethren. You’ll be able to easily recognize them by their special base and unique name. They are, in a way, minibosses. They challenge you to fight hard to claim what is theirs, and they shake things up, but prevailing against them will always reward you with the Named Item they carry – be it weapon, shield, armor or helmet.
So where do you meet champions? The most reliable way is to complete Contracts with a difficulty rating of
three skulls. Those have always been a high risk proposition for any mercenary company, but they now come with more of a reward for taking that chance: the possibility of getting named gear by facing enemy champions. Another way is to simply play into the late game. The further along your campaign, the more likely that you’ll find champions roaming the world outside of Contracts or defending a location.
While champions may prove challenging to defeat, they are significantly easier to beat than some of the battles around Legendary Locations. This way, they can also fill the gap in challenge between defeating your first late game crisis and starting to take on Legendary Locations, like the Black Monolith, with your company.[1]



