中文译文
独特护甲与头盔的概念设计图
名贵装备(抱负中也称知名装备,玩家通常俗称“红装”)是一类稀有物品,具有独特外观、随机属性和随机名称,名字往往来自过去的主人。[1]它们带有红色光晕。[2]
传奇装备是独一无二的物品,能力极其强大,有时近乎魔法。[3]它们带有蓝色光晕。[2]
名贵装备
下列表格依据游戏脚本整理了物品在游戏中可能出现的属性值,适用时列出最低和最高数值。将鼠标停在图标上可查看含义,点击物品图标可打开对应词条。由于表格宽度有限,武器名称以隐藏文字保留在耐久单元格中,便于使用Ctrl + F搜索。中文模式可按中文武器名称搜索,例如“战鞭”;英文模式下则省略“Named”,例如Named Battle Whip可从“battle”开始查找。原站说明中的武器和护甲排序入口位于对应列下方带箭头的单元格中;本站这类多层表头表格暂不支持排序。注意:多数单独的名贵武器词条尚未更新,主要是破盾伤害偏低,没有按x1.5-2的范围调整。
武器
耐久必定获得修正,此外还会随机提高以下属性中的两项:
- 伤害
- 基础伤害
- 穿甲伤害
- 护甲
- 破盾伤害(> 15时)
- 命中头部概率(> 0时)
- 疲劳上限惩罚(< −9时)
- 主动技能疲劳消耗
各项修正会在以下范围内随机取值:
| 耐久 | 伤害 | 破盾伤害 | 命中头部概率 | 疲劳上限惩罚 | 技能疲劳消耗 | ||
|---|---|---|---|---|---|---|---|
| 基础伤害 | 穿甲伤害 | 破甲效率 | |||||
| × 0.9 - 1.4 | × 1.1 - 1.3 | + 8% - 16% | + 10% - 30% | × 1.5 - 2 | + 10% - 20% | × 0.5 - 0.8 | − 1 - 3 |
基础伤害
分为两列:左列是未经修正的伤害范围,也就是对应普通武器的数值;右列分别列出名贵武器的最低伤害和最高伤害所能达到的最大值。
单手近战武器
双手近战武器
远程
远程武器还可能随机提升以下属性:
- 额外命中加成
- 弹药堆叠数量(投掷武器)
各项提升范围如下:
| 命中加成 | 弹药 |
|---|---|
| + 5% - 15% | + 1 - 3 |
盾牌
以下属性中有两项会随机获得提升:
- 耐久
- 防卫
- 近战
- 远程
- 疲劳上限惩罚
- 主动技能疲劳消耗
各项修正会在以下范围内随机取值:
| 耐久 | 防卫 | 疲劳上限惩罚 | 技能疲劳消耗 | |
|---|---|---|---|---|
| 近战 | 远程 | |||
| × 1.2 - 1.6 | × 1.2 - 1.4 | × 1.2 - 1.4 | × 0.7 - 0.9 | − 1 - 3 |
护甲
这两项属性都会获得修正:
- 耐久
- 疲劳上限惩罚
各项修正会在以下范围内随机取值:
| 耐久 | 疲劳 |
|---|---|
| × 1.1 至 1.25 | + 3 - 9(最终总疲劳惩罚最多改善至−8) |
头盔
除视野外,其他属性都会获得修正:
- 耐久
- 疲劳上限惩罚
各项修正会在以下范围内随机取值:
| 耐久 | 疲劳 |
|---|---|
| × 1.1 - 1.25 | + 1 - 4(最终总疲劳惩罚最多改善至−4) |
传奇装备
武器
护甲
| 名称 | |||||
|---|---|---|---|---|---|
| 达夫库尔化身 | 270 | −18 | 每回合自行恢复90点耐久 | 20000 | |
| 伊吉罗克之甲 | 320 | −32 | 每回合为佩戴者恢复10点生命值 | 12000 | |
| 帝王铠甲 | 400 | −30 | 将受到的近战伤害的25%反弹给攻击者 | 20000 |
头盔
| 名称 | |||||
|---|---|---|---|---|---|
| 獠牙乡 | 60 | −5 | 使佩戴者能在夜间视物,免受夜间惩罚 | 300 | |
| 达夫库尔一瞥 | 270 | −10 | 每回合自行恢复90点耐久 | 20000 | |
| 伊吉罗克之盔 | 310 | −20 | 每回合为佩戴者恢复10点生命值 | 13000 | |
| 帝王之容 | 400 | −20 | 将受到的近战伤害的25%反弹给攻击者 | 20000 |
盾牌
| 名称 | |||||||
|---|---|---|---|---|---|---|---|
| 镀金者的拥抱 | 786 | +25 | +25 | −16 | 击中此盾的攻击者都会受到 |
20000 |
获取地点
除精英勇士身上携带的装备外,可攻击的非传奇地点还可能藏有一件或两件名贵装备。生成名贵装备的概率为,其中由地点类型决定,代表该地点与最近定居点的距离。[4]
第二件名贵装备的生成概率,还会减去第一次掷骰的结果(1–100)。如果原概率低于100%,平均而言大约会减半;[注1]如果高于100%,则平均减少50.5%。
物品类型为武器、盾牌、头盔或护甲的概率几乎[注2]相同。类型确定后,该地点特有的每种物品,其被选中的权重是每种通用物品的两倍。
下表列出各地点生成名贵装备的基础概率,尚未计入加成。
| 名称 | % | 世界地图描述 |
|---|---|---|
| 强盗营地 | −1 | 一处设有防御工事的木制营寨。匪徒在这里藏匿赃物,在劫掠之间休息,也少不了喝酒作乐。 |
| 强盗藏身处 | −23 | 一座屋顶坍塌的废弃农庄。 |
| 强盗占据的废墟 | −7 | 一座曾经雄伟的堡垒,如今只剩废墟。 (南方版本)这片古老遗迹的阴影长长地投在四周的沙地上。 |
| 蛮族营地 | −1 | 几顶兽皮圆帐,是北方蛮族惯用的样式。 |
| 蛮族圣所 | 28 | 蛮族聚集于此,围绕着祭祀之地扎下营地。附近很可能有大量凶悍的北方战士。 |
| 蛮族庇护所 | −22 | 几间简陋的蛮族兽皮棚屋低矮地围成一圈。 |
| 地精营地 | −13 | 地精搭起的临时营地,用来栖身和囤积补给。 |
| 地精藏身处 | −23 | 一座屋顶坍塌的废弃农庄。 |
| 地精前哨 | 3 | 地精修筑的一处易于防守的前哨据点。 |
| 地精占据的废墟 | −7 | 一座曾经雄伟的堡垒,如今只剩废墟。 (南方版本)这片古老遗迹的阴影长长地投在四周的沙地上。 |
| 地精聚居地 | 33 | 这里通向一座庞大的地精地下城。迷宫般的坑道里,凶恶的绿皮成群出没。 |
| 游牧民隐秘营地 | −1 | 游牧民善于隐藏营地,以避开不速之客和城邦的追兵。 |
| 游牧民占据的遗迹 | −7 | 古老的废墟在四周沙地上投下长长的阴影。 |
| 游牧民帐篷城 | 23 | 大片色彩鲜艳的游牧民棚屋与帐篷,在沙漠中紧密相连。 |
| 游牧民帐篷 | −23 | 一处小型游牧民营地,帐篷可以迅速拆收,随时转移。 |
| 兽人营地 | −9 | 兽人搭起的小营地,可能隶属于附近的大部落,也可能自成一支小部落。迟早,它们会转往别处狩猎和劫掠。 |
| 兽人洞穴 | −17 | 这座洞穴已被绿皮占据,成了一处恶臭熏天的营地。 |
| 兽人藏身处 | −23 | 一座屋顶坍塌的废弃农庄。 |
| 兽人占据的废墟 | −7 | 一座曾经雄伟的堡垒,如今只剩废墟。 (南方版本)这片古老遗迹的阴影长长地投在四周的沙地上。 |
| 兽人聚居地 | 33 | 大片营帐散发着恶臭,正中央那顶最大,是军阀的居所与王座厅。整个部落暂居于此,直到前往别处狩猎和劫掠。 |
| 亡灵埋藏城堡 | 33 | 这座城堡沉陷于地下,早已被人遗弃,如今却成了邪恶生物的藏身之所。 |
| 亡灵地穴 | −1 | 一座早被遗忘的墓穴,往昔的幽魂在其中徘徊。死者在此无法安眠。 |
| 亡灵墓地 | −11 | 人们将死者埋葬于此,愿他们长眠不醒。至少,活着的人是这么希望的。 |
| 亡灵藏身处 | −21 | 一座屋顶坍塌的废弃农庄。 |
| 亡灵乱葬坑 | 3 | 一场惨烈战事、瘟疫或其他灾难留下的凄凉遗迹。幸存者挖出大坑,将尸体层层堆入,好尽快处理这些死者。 |
| 亡灵法师巢穴 | −7 | 一名亡灵法师以此为巢穴,在无人打扰的地方举行黑暗仪式。 |
| 亡灵之城 | 33 | 这里曾是繁荣的人类聚落,如今却遭亵渎、化为废墟,成了亡灵之城。成群的行尸不断涌出,将恐怖散播到周围各地。 |
| 亡灵遗迹 | −1 | 一座曾经雄伟的堡垒,如今只剩废墟。 (南方版本)这片古老遗迹的阴影长长地投在四周的沙地上。 |
| 吸血鬼密会 | 13 | 这处古老之地隐匿了数百年,成了一群嗜血生物的避难所。 |
注释
参考资料
- ↑开发日志#45:名贵装备
- ↑ 2.0 2.1开发者关于“獠牙乡盔没有红色光晕”的帖子
- ↑开发者关于独特的名贵魔法装备的帖子
- ↑ scripts\entity\world\location.nut: onSpawned
英文原文
Concept drawings of unique armor and helmets
Named Items (also known as Famed Items in Ambitions) are rare items with unique looks, randomized stats and names (oftentimes their former owner).[1] They have a red glow.[2]
Legendary Items are unique items with extremely powerful and sometimes almost magic-like abilities.[3] They have a blue glow.[2]
Named Items
The item tables contain in-game possible values (minima and maxima if applicable) extrapolated from the game scripts. Hovering over icons will show what they represent. Clicking on the items icons will open up specific pages. The weapons name could not fit into the tables (inherent width limitations) but was added over their durability values as an invisible overlay so they can be searched (Ctrl + F shortcut); when searching for a named weapon simply input the weapon type and omit the "named" word, e.g.: to successfully find the Named Battle Whip, the search query input needs to start from the word "battle". Sorting triggers for columns with weapon/armor parameters are placed in the corresponding column cells in a row below (with a golden arrow). (NOTICE: most of the individual named weapons pages have not been updated (primarily the shield damage stat is lower rather than being x1.5-2))
Weapons
Durability is always modified. Then two other random stats among the following are improved:
- Damage
伤害
- Regular
- Direct
- Armor护甲
- Shield damage (if > 15)
- Chance to hit head (if > 0)
- Maximum Fatigue penalty (if < −9)
- Fatigue cost for active skills
The modifiers are random values within these ranges:
| Durability | Damage 伤害 | Shield damage | Chance to hit head 命中头部概率 | Maximum Fatigue penalty | Skills Fatigue cost | ||
|---|---|---|---|---|---|---|---|
| Regular | Direct | vs Armor | |||||
| x 0.9 - 1.4 | x 1.1 - 1.3 | + 8% - 16% | + 10% - 30% | x 1.5 - 2 | + 10% - 20% | x 0.5 - 0.8 | − 1 - 3 |
Regular Damage
columns: the left column shows unmodified damage stat values (e.g. a regular, non-named weapon which the named weapon is derived from has these values), the right column shows the highest stat values both for the minimum and the maximum damage the weapon can have.
Melee one-handed
Melee two-handed
Ranged
Ranged weapons can roll on more stats:
- Additional accuracy
- Ammunition stack (throwing weapons)
The ranges are as follows:
| Accuracy | Ammo |
|---|---|
| + 5% - 15% | + 1 - 3 |
Shields
Two random stats among the following are improved:
- Durability
- Defense
- Melee
- Ranged
- Maximum Fatigue penalty
- Fatigue cost for active skills
The modifiers are random values within these ranges:
| Durability | Defense | Maximum Fatigue penalty | Skills Fatigue cost | |
|---|---|---|---|---|
| Melee | Ranged | |||
| x 1.2 - 1.6 | x 1.2 - 1.4 | x 1.2 - 1.4 | x 0.7 - 0.9 | − 1 - 3 |
Armors
Both stats are modified:
- Durability
- Maximum Fatigue penalty
The modifiers are random values within these ranges:
| Durability | Fatigue 疲劳 |
|---|---|
| x 1.1 to 1.25 | + 3 - 9 (up to a maximum of −8 total Fatigue) |
Helmets
All stats but Vision are modified:
- Durability
- Maximum Fatigue penalty
The modifiers are random values within these ranges:
| Durability | Fatigue 疲劳 |
|---|---|
| x 1.1 - 1.25 | + 1 - 4 (up to a maximum of −4 total Fatigue) |
Legendary Items
Weapons
Armors
Helmets
Shields
| Name | |||||||
|---|---|---|---|---|---|---|---|
| Gilder's Embrace 镀金者的拥抱 | 786 | +25 | +25 | −16 | Everyone striking this shield receives the |
20000 |
Locations
Non-legendary attackable locations can contain one or two named items (in addition to the items worn by the champions). The chance for a named item to appear is . are determined by the location type and is the distance to the nearest settlement.[4]
The chance for a second named item is further reduced by the result of the first roll (1–100). On average that halves the chance if it was under 100%,[note 1] or subtracts 50.5% from it if it was higher than 100%.
Item has an almost[note 2] equal chance to be a weapon, shield, helmet or armor. After the type has been determined, each item specific to a location is twice more likely to be chosen than any generic one.
The following table shows the base percentage chance of a location to contain a named item: , without the bonus.
| Name | % | World map description |
|---|---|---|
| Bandit Camp | −1 | A fortified wooden encampment used by outlaws to stash their loot, rest in between raids and play drinking games. |
| Bandit Hideout | −23 | An abandoned homestead with a collapsed roof. |
| Bandit Ruins | −7 | A once proud fortress now lying in ruins. (southern) These ancient ruins cast their shadows far over the surrounding sands. |
| Barbarian Camp | −1 | A set of fur jurts typical for the barbarians of the northern regions. |
| Barbarian Sanctuary | 28 | Barbarians have flocked to this place and set up camp around a site of worship. A lot of fierce northern warriors are likely to be found nearby. |
| Barbarian Shelter | −22 | A couple of simple barbarian fur huts huddled down in a circle. |
| Goblin Camp | −13 | A makeshift encampment erected by goblins for shelter and stashing supplies. |
| Goblin Hideout | −23 | An abandoned homestead with a collapsed roof. |
| Goblin Outpost | 3 | A defensible outpost erected by goblins. |
| Goblin Ruins | −7 | A once proud fortress now lying in ruins. (southern) These ancient ruins cast their shadows far over the surrounding sands. |
| Goblin Settlement | 33 | The gates to a great underground Goblin city, its maze-like tunnels teeming with vicious greenskins. |
| Nomad Hidden Camp | −1 | Nomads hide their camps well to avoid unwanted visitors or pursuing soldiers of the city states. |
| Nomad Ruins | −7 | These ancient ruins cast their shadows far over the surrounding sands. |
| Nomad Tent City | 23 | A large collection of colorful nomad huts and tents huddled together in the desert. |
| Nomad Tents | −23 | A small camp of nomad tents that can be packed up and moved quickly. |
| Orc Camp | −9 | A small camp erected by Orcs, either as part of a large horde in the vicinity or a small tribes of its own. They'll eventually move on to hunt and pillage elsewhere. |
| Orc Cave | −17 | This cave has been occupied by greenskins and turned into a foul-smelling camp. |
| Orc Hideout | −23 | An abandoned homestead with a collapsed roof. |
| Orc Ruins | −7 | A once proud fortress now lying in ruins. (southern) These ancient ruins cast their shadows far over the surrounding sands. |
| Orc Settlement | 33 | A large and foul-smelling sea of tents, with a warlord's tent and throne-room in the middle, the largest of all. It's home to a whole tribe until they move on to hunt and raid elsewhere. |
| Undead Buried Castle | 33 | Sunken into the ground, this castle has been long abandoned, only to give refuge to much darker creatures. |
| Undead Crypt | −1 | A long forgotten crypt haunted by the ghosts of the past. The dead won't find sleep here. |
| Undead Graveyard | −11 | A place where people have buried their dead, placing them down for their last rest. Or at least they hoped so. |
| Undead Hideout | −21 | An abandoned homestead with a collapsed roof. |
| Undead Mass Grave | 3 | The sad remains of a merciless battle, an epidemic or other catastrophe. The survivors dug a large hole and piled all the corpses into it to get rid of them quickly. |
| Undead Necromancers Lair | −7 | A necromancer has made this lair his refuge for practicing dark rituals undisturbed. |
| Undead Necropolis | 33 | Once a thriving human settlement, this place has been defiled and fallen into ruin, turned into a necropolis of the undead. Waves of walking corpses pour forth to spread terror and fear in the surrounding lands. |
| Undead Ruins | −1 | A once proud fortress now lying in ruins. (southern) These ancient ruins cast their shadows far over the surrounding sands. |
| Undead Vampire Coven | 13 | Hidden for centuries, this ancient place became a safe haven for a coven of hemovores. |
Notes
References
- ↑ Dev Blog #45 - Named Items
- ↑ 2.0 2.1 Developer post on Fangshire Has No Reddish Glow
- ↑ Developer post on Unique named magical equipment
- ↑ scripts\entity\world\location.nut: onSpawned









































































































