增益状态
Buffs are positive status modifiers that can provide benefits from additional healing to invisibility. Some buffs are completely unexpected, and some are the result of using an item.
英雄特有增益状态
These buffs help the Hero in a positive way, usually acquired by the use of items, like potions.
影溶 Shadowmelded
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在阴影花园中获得。
于区域中停留的英雄将进入隐身状态,只有身周视野,饥饿值累积得更慢。若此时发生接战,状态效果将消失。 | |
免疫毒气 Immune to gases
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When drinking a Potion of Purification, the Hero/ine will be immune to Paralytic gas and Toxic gas for 5 turns.
The Hero/ine will also be immune to any other form of paralyzation, be it from avalanches or enemy attacks. | |
隐身 Invisible
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When drinking a Potion of Invisibility or eating a frozen carpaccio (1/5 probability), the Hero/ine will be turned invisible to all enemies.
Reading a scroll, using a wand or attacking an enemy will dispell the buff. However, drinking a potion, eating food, or throwing an item or ranged weapon will not make the Hero/ine visible to enemies.
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漂浮 Levitating
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When levitating, the Hero/ine does not trigger any traps, is immune to the Rooted debuff, and has a higher chance of not being spotted by sleeping mobs. However, the Hero/ine also won’t be able to trample vegetation, or step on water.
When drinking a Potion of Levitation, the Hero/ine will levitate for 20 turns. | |
灵视 Mind vision
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When drinking a Potion of Mind Vision, the Hero/ine will be able to see all the enemies on the level, and see through walls, for 20 turns. | |
照明 Illuminated
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The Hero/ine will receive this buff when carrying a torch, or on fire.
让英雄在恶魔领地关卡里获得4格远的视野范围。 | |
草药愈疗 Herbal healing
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Heals the Hero/ine as long as he stays still, by 1/10 of his total HP every 5 turns. Herbal healing is not affected by the Hero/ine’s hunger.
Acquired when stepping on a Sungrass plant. | |
树皮甲 Herbal armor
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Makes the Hero/ine temporarily immune to physical attacks as long as s/he stays still (whatever the buff cause), for a total damage absorption equals to his/her total HP (if from Earthroot), or equals to 5×(entanglementLevel+1) if from entanglement.
Acquired when stepping on a Earthroot, or from the glyph of entanglement. | |
连击 Combo
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Combo is a buff that only the Gladiator sub-class can experience.
If the Hero/ine hits an enemy 3 or more times in a row, each of this hits will be more powerful than the previous, the damage multiplier increasing by 0.2 each time. The 2 first hits have their damage multiplied by 1 (i.e. no change) while the 3rd hit is multiplied by 1.2, the 4th by 1.4, the 5th by 1.6, etc. However, the number of turns between successful hits in order to keep the buff active is decreasing. There should be at most 1.1 turns between 1st and 2nd successful hit, 1.1 turns again between 2nd and 3rd, 1.01 between 3rd and 4th, 0.91 between 4th and 5th, 0.81 between 5th and 6th, etc. A weapon fast enough allows to keep the buff active even in case of dodged hit, as long as the maximal delay between successful hits is met. As there should be a negative time (-0.09 turns) between the 14th and 15th successful hits, a 14-hit combo is the absolute maximum attainable. Reaching the 14-hit combo requires an attack speed of 100 (as maximum delay between the 13th and 14th successful hits is 0.01 turns), which can be reached only with a knuckleduster (speed = 2) and haste level of 42 at least (speed multiplier > 50), which is in practice impossible even with Hero's remains. Haste level of 16 is enough for reaching 13-hit combo with a knuckleduster. | |
狂怒 Fury
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If the Hero is at low health, he’ll inflict more damage.
Fury is a buff that only the Berserker sub-class can experience. | |
树肤术 Barkskin
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The Hero/ine’s armor absorption will be increased by a fraction of his/her total health (initially a third when trampling vegetation or plant; a fourth when eating frozen carpaccio), but the armor bonus decreases by one each turn, until reaching 0.
Acquired by Warden when trampling vegetation, or plant; or by any class, by eating frozen carpaccio (1/5 probability).
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伤害延迟 Defered damage
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由粘性盔甲刻纹触发,将所受的伤害分摊为每回合1点的持续伤害,在人物信息里会显示剩余的回合数。因持续伤害而死亡可获得“死于刻纹效果”勋章。 Acquired from the glyph of viscosity. Displays the amount of remaining damage to be incurred, on the character window. |
敌人特有增益状态
These buffs are acquired by some enemies under given conditions.
负面状态
Debuffs are negative status modifiers that can hinder the Hero or enemies by dealing damage, slowing actions, or worse. Some debuffs are completely unexpected, and some are the result of using an item or stepping on a Trap.
通用负面状态
缠绕 Rooted
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The character is rooted to the floor, unable to move.
Can be caused by:
Can be dispelled by drinking a Potion of Levitation. 免疫该状态的敌人:
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麻痹 Paralyzed
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The character is paralyzed for a few turns, unable to do anything. If the character is hit, it is possible for the character to snap out of paralysis; the harder the hit, the more likely for the paralysis to end.
Can be caused by:
免疫该状态的敌人:
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缓慢 Slowed
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The character’s general speed is divided by 2.
Can be caused by:
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中毒 Poisoned
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The character receives poison damage every turn.
Can be caused by:
免疫该状态的敌人:
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燃烧
Burning
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The character receives fire damage every turn, with a chance for a random scroll or mystery meat in your inventory to burn up. Can be caused by eating Mystery Meat, getting hit by a Fire elemental, stepping on a Fire trap, stepping on a Firebloom plant, stepping on a burning tile, using a Wand of Firebolt, being hit while wearing an armor inscribed with the Anti-entropy glyph, or hitting/being hit by an enemy with a Blazing weapon. Burning lasts up to 8 turns. Can be dispelled by stepping into water, or drinking a Potion of Frost.
免疫该状态的敌人:
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冻结 Frozen
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The character in the area of effect is frozen for 5— 7.5 turns. Can be caused by drinking a Potion of Frost, stepping on an Icecap plant, or being hit while wearing an armor inscribed with the Anti-entropy glyph.
免疫该状态的敌人:
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狂乱 Amok
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Under this debuff, the enemy will hit everything in its way without noticing if it is another enemy, a NPC, or the hero. In addition, an affected character will not avoid any detected traps present on its shortest path. Amok lasts 3+level turns. Cast from a Wand of Amok.
免疫该状态的敌人:
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魅惑 Charmed
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The character won't be able to perform melee attacks (bare hands, or weapon in first slot). Magic & missile weapon attacks are recommended.
Can be caused by:
免疫该状态的敌人:
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目盲 Blinded
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The character's vision is limited to 3x3 tiles, similar to the shadowmelded buff. In addition, the hero/ine cannot read scrolls & (as of 1.7.0) the Tome of Mastery.
Can be caused by:
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残废 Crippled
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The character's walk speed is divided by 2. Can be caused by hitting an enemy with a Javelin, stepping on a Gripping trap, being hit by a Scorpio, or falling into a chasm. Crippled lasts up to 10 turns. Can be dispelled by drinking a Potion of Healing, or (with a 20% probability) by eating a piece of frozen carpaccio. | |
流血 Bleeding
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The character will be damaged over time, like the poisoned debuff. Can be caused by:
Can be dispelled by drinking a Potion of Healing, or (with a 20% probability) by eating a piece of frozen carpaccio. | |
眩晕 Vertigo
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The character's movement becomes erratic, causing them to wander randomly when attempting to walk.
Can be caused by:
Can be dispelled by drinking a Potion of Healing, or (with a 20% probability) by eating a piece of frozen carpaccio. |
英雄特有负面状态
以下负面状态仅适用于英雄。
敌人特有负面状态
以下负面状态仅适用于敌人。
昏睡 Sleep
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Under this debuff, the enemy sleeps. The Hero/ine can also sleep if the Wait turn button is held, but only if they are not starving. Can be cast from Scroll of Lullaby.
免疫该状态的敌人:
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恐惧 Terror
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Under this debuff, the enemies run in fear from the Hero/ine. If the hero/ine attacks the victim, the debuff will be dispelled. Terror lasts up to 10 turns. Can be cast from Scroll of Terror, or from the Eldritch enchantment.
免疫该状态的敌人:
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狙击手标记 Sniper's mark
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The speed of all ranged attacks against an enemy with this debuff will be twice as fast as usual.
Cast by a Sniper when using a ranged attack on an enemy. The debuff lasts 1.1 times the attack delay of the missile weapon that cast the debuff (i.e. 0.6 turns with shuriken and 1.1 turns with other missile weapons). It’s by consequence, impossible to maintain the debuff on two enemies at the same time, because attacking a non-debuffed enemy lasts too long, for the debuff on the first enemy to still be active, when that first enemy will be attacked again. |