Pixel Dungeon 维基
无编辑摘要
无编辑摘要
标签可视化编辑
第12行: 第12行:
 
=='''近战武器'''==
 
=='''近战武器'''==
   
===Tier-1===
+
==='''Tier-1'''===
 
{| class="article-table"
 
{| class="article-table"
 
|-
 
|-
第32行: 第32行:
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 40*(1+L)
 
| style="text-align: center;" | 40*(1+L)
| style="text-align: center;" | (1+N)-(10+N)
+
| style="text-align: center;" | (1+N)(10+N)
 
|}
 
|}
 
{| class="article-table"
 
{| class="article-table"
第71行: 第71行:
 
| style="text-align: center;" | 10-N
 
| style="text-align: center;" | 10-N
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
| style="text-align: center;" | 1
+
| style="text-align: center;" | 0.5
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 40*(1+L)
 
| style="text-align: center;" | 40*(1+L)
 
| style="text-align: center;" | (1+N)-(10+N)
 
| style="text-align: center;" | (1+N)-(10+N)
 
|}
 
|}
===Tier-2===
+
==='''Tier-2'''===
 
{| class="article-table"
 
{| class="article-table"
 
|-
 
|-
第91行: 第91行:
 
! style="text-align: center; width: 120px;"| 攻击力
 
! style="text-align: center; width: 120px;"| 攻击力
 
|-
 
|-
| style="text-align: center;" | 10-N
+
| style="text-align: center;" | 12-N
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
第112行: 第112行:
 
! style="text-align: center; width: 120px;"| 攻击力
 
! style="text-align: center; width: 120px;"| 攻击力
 
|-
 
|-
| style="text-align: center;" | 10-N
+
| style="text-align: center;" | 12-N
| style="text-align: center;" | 1
 
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1.5
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 40*(1+L)
 
| style="text-align: center;" | 40*(1+L)
 
| style="text-align: center;" | (1+N)-(10+N)
 
| style="text-align: center;" | (1+N)-(10+N)
 
|}
 
|}
===Tier-3===
+
==='''Tier-3'''===
 
{| class="article-table"
 
{| class="article-table"
 
|-
 
|-
第134行: 第134行:
 
! style="text-align: center; width: 120px;"| 攻击力
 
! style="text-align: center; width: 120px;"| 攻击力
 
|-
 
|-
| style="text-align: center;" | 10-N
+
| style="text-align: center;" | 14-N
| style="text-align: center;" | 1
 
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 0.8
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 40*(1+L)
 
| style="text-align: center;" | 40*(1+L)
第155行: 第155行:
 
! style="text-align: center; width: 120px;"| 攻击力
 
! style="text-align: center; width: 120px;"| 攻击力
 
|-
 
|-
| style="text-align: center;" | 10-N
+
| style="text-align: center;" | 14-N
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
第162行: 第162行:
 
| style="text-align: center;" | (1+N)-(10+N)
 
| style="text-align: center;" | (1+N)-(10+N)
 
|}
 
|}
===Tier-4===
+
==='''Tier-4'''===
 
{| class="article-table"
 
{| class="article-table"
 
|-
 
|-
第177行: 第177行:
 
! style="text-align: center; width: 120px;"| 攻击力
 
! style="text-align: center; width: 120px;"| 攻击力
 
|-
 
|-
| style="text-align: center;" | 10-N
+
| style="text-align: center;" | 16-N
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
第198行: 第198行:
 
! style="text-align: center; width: 120px;"| 攻击力
 
! style="text-align: center; width: 120px;"| 攻击力
 
|-
 
|-
| style="text-align: center;" | 10-N
+
| style="text-align: center;" | 16-N
| style="text-align: center;" | 1
+
| style="text-align: center;" | 1.2
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 200*L
第205行: 第205行:
 
| style="text-align: center;" | (1+N)-(10+N)
 
| style="text-align: center;" | (1+N)-(10+N)
 
|}
 
|}
===Tier-5===
+
==='''Tier-5'''===
 
{| class="article-table"
 
{| class="article-table"
 
|-
 
|-
第220行: 第220行:
 
! style="text-align: center; width: 120px;"| 攻击力
 
! style="text-align: center; width: 120px;"| 攻击力
 
|-
 
|-
| style="text-align: center;" | 10-N
+
| style="text-align: center;" | 18-N
| style="text-align: center;" | 1
+
| style="text-align: center;" | 1.2
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 200*L
第241行: 第241行:
 
! style="text-align: center; width: 120px;"| 攻击力
 
! style="text-align: center; width: 120px;"| 攻击力
 
|-
 
|-
| style="text-align: center;" | 10-N
+
| style="text-align: center;" | 18-N
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
第333行: 第333行:
 
| style="text-align: center;" | 10-N
 
| style="text-align: center;" | 10-N
 
| style="text-align: center;" | 1
 
| style="text-align: center;" | 1
| style="text-align: center;" | 1
+
| style="text-align: center;" | 0.5
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 40*(1+L)
 
| style="text-align: center;" | 40*(1+L)
第378行: 第378行:
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 40*(1+L)
 
| style="text-align: center;" | 40*(1+L)
| style="text-align: center;" | (1+N)-(10+N)
+
| style="text-align: center;" | (1+N)(10+N)
 
|}
 
|}
 
{| class="article-table"
 
{| class="article-table"
第399行: 第399行:
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 200*L
 
| style="text-align: center;" | 40*(1+L)
 
| style="text-align: center;" | 40*(1+L)
| style="text-align: center;" | (1+N)-(10+N)
+
| style="text-align: center;" | 1+N — 4+2N
 
|}
 
|}
 
{| class="article-table"
 
{| class="article-table"

2014年3月27日 (四) 08:46的版本

概述

Weapons are your main source of damage. There are two categories of weapons; Melee weapons and Ranged weapons. The Melee weapons are rated on a tier system. When a Scroll of Upgrade is used on a weapon, the damage goes up and the strength requirement goes down. The tier, accuracy and delay values will remain the same.

If the required strength is less than the hero's, an additional damage uniformly distributed between Template:Code and Template:Code is applied to the attack. That bonus only happens:

  • with missile weapons for Huntress,
  • with melee weapons for other classes.

A weapon will become identified after 20 successful hits.

注:N为武器当前等级,L为商店所在层数。

近战武器

Tier-1

短剑 Short sword
只比匕首长几英寸的金属短剑。
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
10-N 1 1 200*L 40*(1+L) (1+N) — (10+N)
匕首 Dagger
A simple iron dagger with a well worn wooden handle.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
10-N 1.2 1 200*L 40*(1+L) (1+N)-(10+N)
指虎 Knuckleduster
A piece of iron shaped to fit around the knuckles.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
10-N 1 0.5 200*L 40*(1+L) (1+N)-(10+N)

Tier-2

棍 Quarterstaff
A staff of hardwood, its ends are shod with iron.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
12-N 1 1 200*L 40*(1+L) (1+N)-(10+N)
枪 Spear
A slender wooden rod tipped with sharpened iron.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
12-N 1 1.5 200*L 40*(1+L) (1+N)-(10+N)

Tier-3

流星锤 Mace
The iron head of this weapon inflicts substantial damage.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
14-N 1 0.8 200*L 40*(1+L) (1+N)-(10+N)
长剑 Sword
The razor-sharp length of steel blade shines reassuringly.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
14-N 1 1 200*L 40*(1+L) (1+N)-(10+N)

Tier-4

巨剑 Longsword
This towering blade inflicts heavy damage by investing its heft into every cut.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
16-N 1 1 200*L 40*(1+L) (1+N)-(10+N)
战斧 Battle axe
The enormous steel head of this battle axe puts considerable heft behind each stroke.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
16-N 1.2 1 200*L 40*(1+L) (1+N)-(10+N)

Tier-5

战锤 War hammer
Few creatures can withstand the crushing blow of this towering mass of lead and steel, but only the strongest of adventurers can use it effectively.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
18-N 1.2 1 200*L 40*(1+L) (1+N)-(10+N)
大刀 Glaive
A polearm consisting of a sword blade on the end of a pole.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
18-N 1 1 200*L 40*(1+L) (1+N)-(10+N)

武器附魔

File:Vampiric.jpg

Vampiric War hammer

近战武器可拥有附魔属性。

附魔武器的升级

When using a standard Scroll of Upgrade on a +N enchanted weapon, the weapon has a probability Template:Code (1 if N=0) to keep its enchantment while becoming a +(N+1) weapon (still enchanted or not). Consequently, using a standard Scroll of Upgrade:

  • a +0 or a +1 enchanted weapon will never lose its enchantment,
  • a +2 enchanted weapon has a 50Template:Pc probability to lose its enchantment when becoming a +3 weapon,
  • a +3 enchanted weapon has a 66.66…Template:Pc probability to lose its enchantment when becoming a +4 weapon,
  • etc.

In order to avoid this loss, use a Scroll of Weapon Upgrade. If you are a Warrior still having your Short sword, you can use the reforging trick described below.

重铸(Reforge)与褪魔(Disenchant)

As a Warrior you can reforge your upgraded Short sword in order to upgrade (+1) another melee weapon (the Short sword will be destroyed). You can safely upgrade an enchanted weapon by reforging an upgraded Short sword, the enchantment cannot be lost during that upgrade (but, in contrary to a Scroll of Weapon Upgrade, a new enchantment won’t be added to a non-enchanted weapon).

As a Mage you can disenchant your upgraded Wand of Magic Missile in order to upgrade (+1) another wand (the Wand of Magic Missile will be destroyed).

If you plan to later reforge/disenchant your Short sword/Wand of Magic Missile, do not upgrade it above +1, as the melee weapon/wand you upgrade this way will only gain +1, and the additional levels of upgrade will be wasted.

投掷武器

飞镖 Short swordDart
These simple metal spikes are weighted to fly true and sting their prey with a flick of the wrist.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
10-N 1 1 200*L 40*(1+L) (1+N)-(10+N)
火镖 Incendiary dart
The spike on each of these darts is designed to pin it to its target while the unstable compounds strapped to its length burst into brilliant flames.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
10-N 1 1 200*L 40*(1+L) (1+N)-(10+N)
手里剑 Shuriken
Star-shaped pieces of metal with razor-sharp blades do significant damage when they hit a target. They can be thrown at very high rate.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
10-N 1 0.5 200*L 40*(1+L) (1+N)-(10+N)
毒镖 Curare dart
These little evil darts don't do much damage but they can paralyze the target leaving it helpless and motionless for some time.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
10-N 1 1 200*L 40*(1+L) (1+N)-(10+N)
标枪 Javelin
This length of metal is weighted to keep the spike at its tip foremost as it sails through the air.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
10-N 1 1 200*L 40*(1+L) (1+N) — (10+N)
回力标 Boomerang
Thrown to the enemy this flat curved wooden missile will return to the hands of its thrower
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
17-N 1 1 200*L 40*(1+L) 1+N — 4+2N
飞斧 Tomahawk
This throwing axe is not that heavy, but it still requires significant strength to be used effectively.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
14-N 1 1 不可售出 3-12

其它

镐 Pickaxe
This is a large and sturdy tool for breaking rocks. Probably it can be used as a weapon.
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
10-N 1 1 200*L 40*(1+L) (1+N)-(10+N)
魔杖 Wand
只比匕首长几英寸的金属短剑。
力量需求 精准度 攻击耗时 购入价 售出价 攻击力
10-N 1 1 200*L 40*(1+L) (1+N)-(10+N)

武器的系统生成

Weapon generation follows three steps:

  1. two weapons are created, their type being randomly and independently selected from the table at Weapon/probabilities,
  2. each weapon is randomized according to its type:
    1. a melee weapon has its level randomized following the table at Weapon/random, then acquires an enchantment with a Template:Code probability, following the table at Enchantment/probabilities,
    2. a missile weapon has its quantity randomized,
  3. the weapon which required strength is closest to Template:Code (theoretical Hero strength, except for Warriors) is selected and dropped on the floor (75Template:Pc), put in an unlocked chest (20Template:Pc) or hidden in skeletal remains (5Template:Pc).
  • In flooded vaults and rooms of traps, the generation is more complicated, as it involves armor generation too.