"lang" { "Language" "schinese" "Tokens" { //----------------------------------------------------------------------------- // Upgrades: Weapon //----------------------------------------------------------------------------- //Ammo Scavenger "upgrade_ammo_scavenger_desc" "每当从一个单位稳获或回收一个魂魄时,都会获得弹药,并可叠加元灵力量。
在达到最大叠加层数时,获得额外疾跑速度。" "AmmoPerSoul_prefix" "+" "AmmoPerSoul_label" "每个魂魄获得的弹药" "AmmoPerSoul_postvalue_label" "每个魂魄获得的弹药" "SpiritPowerPerSoul_prefix" "+" "SpiritPowerPerSoul_label" "每个魂魄获得的元灵力量" "SpiritPowerPerSoul_postvalue_label" "每个魂魄获得的元灵力量" "AmmoScavengerDuration_label" "持续时间" "AmmoScavengerDuration_postvalue_label" "持续时间" "AmmoScavengerDuration_postfix" "秒" //Melee Lifesteal "upgrade_lifestrike_gauntlets_desc" "下一次近战攻击会对自身进行治疗。

如果是对非英雄造成伤害,则治疗量为原本的{s:NonHeroHealPct}%。
近战轻击命中后的冷却时间为{s:LightMeleeCooldownMult}倍。
" "LifestrikeHeal_label" "近战命中时获得的治疗" "LifestrikeHeal_postvalue_label" "近战命中时获得的治疗" //Tesla Bullets "upgrade_chain_lightning_desc" "子弹有几率会电击目标。电击会跳到附近的敌人身上。" //Galvanic Storm "GalvanicBuffDuration_label" "持续时间" "GalvanicBuffDuration_postvalue_label" "持续时间" "GalvanicBuffDuration_postfix" "秒" //Silence Glyph "upgrade_targeted_silence_desc" "发射一波不断扩大的投射物,使敌人沉默短暂时间并受到冲击伤害。

沉默不会打断正在施法的技能。" "ResistReductionDuration_label" "抗性降低持续时间" "ResistReductionDuration_postvalue_label" "抗性降低持续时间" "ResistReductionDuration_postfix" "秒" //EMP Bullets "upgrade_proc_silence_desc" "子弹的累积效果会导致目标沉默。沉默结束后,目标将在{s:ImmunityDuration}秒内对累积效果免疫。" "upgrade_proc_silence_debuff_desc" "子弹会减少目标输出的元灵伤害。" "proc_silence_buildup" "正在累积沉默效果…" "modifier_citadel_silence_proc_tech_damage_reduction" "-元灵伤害" //Silencer "upgrade_silencer_active" "在接下来的{s:AbilityDuration}秒内,所有子弹都会立即施加沉默效果。沉默效果会阻止目标使用技能。" //Slowing Bullets "upgrade_slowing_bullets_desc" "子弹的累积效果会导致敌人移动减速。" "upgrade_slowing_bullets/modifier_slowing_bullets_proc/modifier_slow_base" "被减速" //Inhibitor "upgrade_inhibitor_desc" "子弹的累积效果可减少目标输出的伤害并造成治疗减少。" "OutgoingDamagePenaltyPercent_label" "伤害损失" "OutgoingDamagePenaltyPercent_postvalue_label" "伤害损失" "OutgoingDamagePenaltyPercent_postfix" "%" //Hunter's Aura "upgrade_bullet_armor_reduction_aura_desc" "降低附近敌人的子弹抗性和射速。若附近只有一名敌方英雄,则此效果将为原本的两倍。" //Heroic Aura "upgrade_dps_aura_active_desc" "为自身和附近的友军提供{g:citadel_inline_attribute:'MoveSpeed'}和{g:citadel_inline_attribute:'FireRate'}。小兵获得的值翻倍。" "upgrade_dps_aura_desc" "为附近的友方单位提供子弹抗性。" "modifier_dps_aura_active" "英雄主动" "modifier_dps_aura_player" "英雄射速" //"BonusBaseDamage_label" "Base Bullet and Melee Damage" "BonusBaseDamage_postfix" "%" //Warp Stone "upgrade_warp_stone_desc" "向前进行直接传送,获得子弹抗性。" "WarpStoneRange_label" "传送范围" "WarpStoneRange_postvalue_label" "传送范围" "WarpStoneRange_postfix" "米" "CasterBuffDuration_label" "加成持续时间" "CasterBuffDuration_postvalue_label" "增益持续时间" "CasterBuffDuration_postfix" "秒" "CasterSlowPercent_postfix" "%" //Torment Pulse "upgrade_tech_damage_pulse_desc" "周期性地对周围最近的两个敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。" //Mystic Burst "upgrade_magic_burst_desc" "随时间推移逐渐充能,让伤害值超过{s:MinimumDamage}的技能造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。" "MagicBurstDamage_label" "额外伤害" "MagicBurstDamage_postvalue_label" "额外伤害" //Improved Burst Tankbuster "upgrade_magic_shock_desc" "随时间推移逐渐充能,让伤害值超过{s:MinimumDamage}的技能造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。无视元灵抗性。" "MagicShockDamage_label" "当前生命值额外伤害" "MagicShockDamage_postvalue_label" "当前生命值额外伤害" "MagicShockDamage_postfix" "%" //Mystic Reverb "upgrade_tech_bleed_desc" "加强一项技能,使用该技能时具有生命吸取效果并对目标施加减速效果,同时在短暂延迟后,按技能所造成伤害的一定比例对目标周围的敌人造成额外伤害。" //Toxic Bullets "upgrade_toxic_bullets_desc" "子弹的累积效果会导致敌人流失生命,令其在一段时间内损失最大生命值的一定百分比。同时对流失生命的目标施加减少受疗量效果。" "upgrade_toxic_bullets_buildup" "正在累积毒性…" "upgrade_bleeding_bullets_buildup" "正在积累毒弹堆叠…" "modifier_item_burning_bullets_damageovertime" "正在流失生命" "upgrade_hemorrhage/modifier_item_hemorrhage/modifier_hemorrhage" "正在流失生命" // Weighted Shots "upgrade_weighted_shots_desc" "子弹的累积效果会导致敌人移动减速。" //"upgrade_slowing_bullets/modifier_slowing_bullets_proc/modifier_slow_base" "Slowed" //Spiritual Overflow "upgrade_tech_overflow_desc" "通过向敌方英雄射击充能,获得额外的射速,元灵力量和元灵吸取生命。" "modifier_tech_overflow_building" "正在累积元灵漫溢效果…" "OverflowTechPower_label" "元灵力量" "OverflowTechPower_postvalue_label" "元灵力量" "OverflowBonusDamage_postfix" "%" //Ricochet "upgrade_ricochet_desc" "子弹会反弹到目标附近的敌人身上,施加所有子弹特效并按原始伤害的一定百分比施加伤害。" "RicochetTargetsTooltipOnly_label" "反弹目标数" "RicochetTargetsTooltipOnly_postvalue_label" "反弹目标数" "RicochetDamagePercent_label" "反弹伤害" "RicochetDamagePercent_postvalue_label" "反弹伤害" "RicochetDamagePercent_postfix" "%" "RicochetRadius_label" "反弹范围" "RicochetRadius_postvalue_label" "反弹范围" "RicochetRadius_postfix" "米" "ModelScaleGrowthTooltip_label" "模型比例" "ModelScaleGrowthTooltip_postvalue_label" "模型比例" "ModelScaleGrowthTooltip_postfix" "%" "ShrinkDuration_label" "缩小持续时间" "ShrinkDuration_postvalue_label" "缩小持续时间" "ShrinkDuration_postfix" "秒" "BonusBaseHealth_prefix" "+" "BonusBaseHealth_label" "基础生命值" "BonusBaseHealth_postvalue_label" "基础生命值" "BonusBaseHealth_postfix" "%" //Close Quarters "upgrade_close_range_desc" "当和目标近距离作战时,造成额外的武器伤害。" "upgrade_close_quarter_combat/modifier_cqc_proc/modifier_slow_base" "减速" //Long Range "upgrade_long_range_desc" "当和目标距离大于某最低距离时,造成额外的武器伤害。" //Mystic Shot "upgrade_crackshot_desc" "下一颗子弹将造成额外{g:citadel_inline_attribute:'SpiritDamage'}。" "ProcBonusMagicDamage_prefix" "{s:sign}" "ProcBonusMagicDamage_label" "元灵伤害" "ProcBonusMagicDamage_postvalue_label" "元灵伤害" //Ethereal Bullets "upgrade_ethereal_bullets_desc" "得到加强的技能会逐渐充能,在使用时会获得{g:citadel_inline_attribute:'BonusSpiritDamage'}和{g:citadel_inline_attribute:'BonusFireRate'},并会装填子弹。在下次装填弹药前,子弹会根据元灵力量造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。" "BulletsBonusMagicDamage_label" "基础子弹伤害" "BulletsBonusMagicDamage_postvalue_label" "基础子弹伤害" "BulletsBonusMagicDamage_prefix" "+" "BulletsBonusMagicDamage_postfix" "%" //Restorative Shot "upgrade_medic_bullets_desc" "下一颗子弹将根据击中的目标治疗自身。" "HealFromHero_label" "来自英雄的治疗" "HealFromHero_postvalue_label" "来自英雄的治疗" "HealFromNPC_label" "来自非英雄角色/光球的治疗" "HealFromNPC_postvalue_label" "来自非英雄角色/光球的治疗" //Point Blank "upgrade_close_quarter_combat_desc" "与目标近距离交战时,武器伤害增加,并且子弹会施加移动减速效果。" //Headshot Booster "upgrade_headshot_booster_desc" "下一次命中敌方英雄头部会造成{g:citadel_inline_attribute:'BonusWeaponDamage'}。" //Weakening Headshot "upgrade_headshot_booster2_desc" "命中头部会降低其子弹抗性。" //Sharpshooter "upgrade_sharpshooter_desc" "当和目标距离大于某最低距离时,造成额外的武器伤害。" //Headhunter "upgrade_headhunter_desc" "下一次命中敌方英雄头部会造成{g:citadel_inline_attribute:'BonusWeaponDamage'},{g:citadel_inline_attribute:'Heal'}自身,并暂时获得{g:citadel_inline_attribute:'BonusMoveSpeed'}。" "HealPercentPerHeadshot_label" "每次头弹治疗量" "HealPercentPerHeadshot_postvalue_label" "每次头弹治疗量" "HealPercentPerHeadshot_postfix" "%" "BaseHealOnHeadshot_label" "每次头弹治疗量" "BaseHealOnHeadshot_postvalue_label" "每次头弹治疗量" //Spellslinger Headshots "upgrade_spellslinger_headshots_part1_desc" "子弹会施加一个减益效果,降低目标的元灵抗性,并让自身和友军可以对其进行元灵吸取生命。" "upgrade_spellslinger_headshots_part2_desc" "命中目标头部会进一步降低其元灵抗性" "SpiritPowerGainPct_label" "元灵力量" "SpiritPowerGainPct_postvalue_label" "元灵力量" "SpiritPowerGainPct_postfix" "%" "SpellSlingerHeadshots_SpiritShredPerStack_label" "头弹的元灵抗性" "SpellSlingerHeadshots_SpiritShredPerStack_postvalue_label" "命中头部的元灵抗性" "SpellSlingerHeadshots_SpiritShredPerStack_postfix" "%" //Crippling Headshot "upgrade_banshee_slugs_headshots_desc" "命中头部会减少其子弹,元灵抗性和受疗量。" //Berserker "upgrade_berserker_desc" "受到持续伤害时,武器伤害会增加。" //Frenzy "upgrade_fervor_passive" "当生命值低于{s:LowHealthThreshold}%时将在一段时间内获得属性加成,并且身上已有的减益效果将会减弱。" "FervorTechResist_postfix" "%" "modifier_fervor_aura_active" "背水一战" "FervorBulletResist_label" "子弹抗性" "FervorBulletResist_postvalue_label" "子弹抗性" "FervorBulletResist_prefix" "+" "FervorBulletResist_postfix" "%" //Soul Shredder Bullets "upgrade_tech_defense_shredders_desc" "子弹会施加一个减益效果,降低目标的元灵抗性,并让自身和友军可以对其进行元灵吸取生命。" "ShreddersTechAmp_label" "元灵增强" "ShreddersTechAmp_postvalue_label" "元灵增强" "ShreddersTechAmp_postfix" "%" //Hollow Point Ward "upgrade_hollow_point_rounds_desc" "当生命值高于{s:LifeThreshold}%时,造成额外的武器伤害,并且子弹会降低敌人的子弹抗性。" // Pristine Emblem "upgrade_pristine_emblem_desc" "攻击会对生命值高于{s:EnemyLifeThreshold}%的敌人造成额外的武器伤害。" "BaseAttackDamagePercentBonus_label" "武器伤害" "BaseAttackDamagePercentBonus_postvalue_label" "武器伤害" "BaseAttackDamagePercentBonus_prefix" "+" "BaseAttackDamagePercentBonus_postfix" "%" //Disarming Bullets //Glass Cannon "upgrade_glass_cannon_desc" "每次击败英雄都会获得永久射速(最多可叠加{s:MaxStacks}层)。如果被击倒,则会失去1层叠加。" "GlassCannon_SlowPercent_label" "子弹减速特效" "GlassCannon_SlowPercent_postvalue_label" "子弹减速特效" "GlassCannon_SlowPercent_postfix" "%" "GlassCannon_SlowPercent_prefix" "+" "upgrade_glass_cannon_plus1" "玻璃大炮 +1" //Fury Trance "upgrade_fury_trance_active" "获得射速,元灵抗性和移动速度,并且射击时移除移动速度惩罚,但会使自身沉默,并且无法使用和恢复耐力。" //Vampiric Burst "upgrade_surging_power_active" "提供生命吸取、射速和弹药。此额外弹药不受最大弹匣容量限制。" "ActiveBonusLifesteal_label" "子弹吸取生命" "ActiveBonusLifesteal_postvalue_label" "子弹吸取生命" "ActiveBonusLifesteal_postfix" "%" //Siphon Bullets "upgrade_siphon_bullets_desc_passive2" "你的子弹会暂时从敌人身上吸取一定量的最高生命值。当减益消失时,敌人会恢复被吸取的生命值。" "HealthSteal_label" "每发子弹吸取最大生命值" "HealthSteal_postvalue_label" "每发子弹吸取最大生命值" "SiphonBullets_HealthStealPctHero_label" "最大生命值吸取" "SiphonBullets_HealthStealPctHero_postvalue_label" "最大生命值吸取" "SiphonBullets_HealthStealPctHero_postfix" "%" //Overdrive Clip "BonusReloadSpeed_label" "装填时间" "BonusReloadSpeed_postvalue_label" "装填时间" "BonusReloadSpeed_Postfix" "%" "OverdriveClipDuration_Postfix" "秒" //Burst Fire Actuator "BurstFireShotsFromClipPercent_Postfix" "%" "BonusHeadshotDamage_label" "额外头弹伤害" "BonusHeadshotDamage_postvalue_label" "额外头弹伤害" "BonusHeadshotDamage_postfix" "%" "BaseBonusWeaponPower_prefix" "+" //Lifestrike "upgrade_boxing_glove_desc" "近战攻击会施加移动减速效果并对自身进行治疗,治疗量为所造成的近战伤害的一定百分比加上固定数值。

如果是对非英雄造成伤害,则治疗量为原本的{s:NonHeroHealPct}%。
近战轻击命中后的冷却时间为{s:LightMeleeCooldownMult}倍。
" "BonusMeleeSpeed_prefix" "+" "BonusMeleeSpeed_postfix" "%" "DisarmDuration_label" "缴械持续时间" "DisarmDuration_postvalue_label" "缴械持续时间" "DisarmDuration_postfix" "秒" "LifestealHeal_label" "近战命中时获得的治疗" "LifestealHeal_postvalue_label" "近战命中时获得的治疗" "LifestealHealPercent_label" "近战击中治疗" "LifestealHealPercent_postvalue_label" "近战击中治疗" "LifestealHealPercent_postfix" "%" "MeleeLifesteal_label" "近战吸取生命" "MeleeLifesteal_postvalue_label" "近战吸取生命" "MeleeLifesteal_postfix" "%" //Belt-Fed Magazine "SpinUpTime_postfix" "秒" "InitialFireRateDecrease_prefix" "-" "InitialFireRateDecrease_postfix" "%" "MaxFireRateIncrease_prefix" "+" "MaxFireRateIncrease_postfix" "%" "BonusReloadTime_postfix" "秒" //Stabilizing Tripod "StationaryRecoilReduction_postfix" "%" "StationaryWeaponPower_prefix" "+" "CasterHealthPercent_postfix" "%" //Burst Fire "upgrade_burst_fire_desc" "当子弹击中敌方英雄时,短暂地获得射速和移动速度的提升。" //Intensifying Magazine "upgrade_intensifying_clip_desc" "持续射击时增加武器伤害。" "BaseAttackDamagePercentAtMaxDuration_label" "最高武器伤害" "BaseAttackDamagePercentAtMaxDuration_postvalue_label" "最高武器伤害" "BaseAttackDamagePercentAtMaxDuration_postfix" "%" "ShootDurationForMax_label" "最高伤害所需时间" "ShootDurationForMax_postvalue_label" "最高伤害所需时间" "ShootDurationForMax_postfix" "秒" //Escalating Resilience "upgrade_reinforcing_casings_desc" "当子弹击中敌方英雄时,赋予子弹抗性。每次射击只能赋予一次抗性叠加。" "MaxArmorStacks_label" "最大子弹抗性" "MaxArmorStacks_postvalue_label" "最大子弹抗性" "MaxArmorStacks_postfix" "%" "BulletResistPerStack_label" "每层叠加的子弹抗性" "BulletResistPerStack_postvalue_label" "每层叠加的子弹抗性" "BulletResistPerStack_postfix" "%" "BulletResistDuration_label" "叠加持续时间" "BulletResistDuration_postvalue_label" "叠加持续时间" "BulletResistDuration_postfix" "秒" //Lucky Shot "upgrade_critshot_desc" "子弹有机会被强化,使其在击中目标时造成额外武器伤害。
额外伤害无法造成强击。" "CritDamagePercent_prefix" "+" "CritDamagePercent_label" "额外武器伤害" "CritDamagePercent_postvalue_label" "额外武器伤害" "CritDamagePercent_postfix" "%" //Veil Walker "upgrade_veil_walker_desc" "穿越宇宙玄幕会使自身获得隐身状态和治疗,并提升移动速度。" "VeilWalker_MoveSpeed_label" "隐身移动速度" "VeilWalker_MoveSpeed_postvalue_label" "隐身移动速度" "VeilWalker_MoveSpeed_postfix" "米" "VeilWalker_Heal_label" "治疗" "VeilWalker_Heal_postvalue_label" "治疗" //Glass Cannon2 "upgrade_glass_cannon2_desc" "每次击败英雄都会赋予永久武器伤害(最多{s:MaxStacks}层)。如果被击败,则会失去1层叠加。" //"upgrade_split_shot" "Split Shot" "upgrade_split_shot_desc" "使射击变为多重射击。

每次攻击命中多个英雄将获得可叠加的武器伤害加成。

每个目标在一次多重射击中只能被命中一次。" "upgrade_split_shot_desc_02" "裂光弹雨多重击中加成" "SpecialShotsBonusFireRate_label" "多重射击时的射速" "SpecialShotsBonusFireRate_postvalue_label" "多重射击时的射速" "SpecialShotsBonusFireRate_postfix" "%" "SpecialShotsBonusFireRate_prefix" "+" "SplitShotWeaponDuration_label" "叠加持续时间" "SplitShotWeaponDuration_postvalue_label" "叠加持续时间" "SplitShotWeaponDuration_postfix" "秒" // upgrade_blood_tribute // Blood Tribute "upgrade_blood_tribute_desc" "切换:持续消耗生命值来提升{g:citadel_inline_attribute:'FireRate'}、减益抗性和移动速度。" //"upgrade_non_player_bonus_sacrifice" "Cultlist Sacrifice" "upgrade_non_player_bonus_sacrifice_desc" "消除目标敌方非玩家角色,获得{s:BonusSoulsPct}%额外魂魄,并赋予强大持久的增益。" //"upgrade_capacitor" "Capacitor" "upgrade_capacitor_desc" "发射一个投射物,造成{g:citadel_inline_attribute:'SpiritIcon'}伤害,并施加会随时间逐渐失效的强力减速效果,阻止耐力的使用并沉默他们的位移类物品和技能。" //"upgrade_enchanted_holsters" "Enchanted Holsters" "upgrade_enchanted_holsters_desc" "每次在战斗中施放技能或物品时,都会获得提高射速和装填速度的可叠加增益。
每层叠加都会刷新持续时间。" // "upgrade_weapon_backstabber" "Stalker" "upgrade_weapon_backstabber_desc" "近距离造成{g:citadel_inline_attribute:'WeaponDamage'}会制造创伤,自身获得{g:citadel_inline_attribute:'BonusMoveSpeed'}。

受伤的敌人受到{g:citadel_inline_attribute:'SpiritDPS'},{g:citadel_inline_attribute:'BulletResist'}降低,并且可以透过墙壁看到他们。" "BackstabberRadius_label" "加成半径" "BackstabberRadius_postvalue_label" "加成半径" "BackstabberRadius_postfix" "米" "ProcRadius_label" "近距离" "ProcRadius_postvalue_label" "近距离" "ProcRadius_postfix" "米" //"upgrade_express_shot" "Express Shot" "upgrade_express_shot_desc" "下一次攻击会以更高的子弹速度快速连续发射两次,造成更多伤害。此攻击会消耗额外的弹药。" "ProcAmmoConsumed_label" "消耗的额外弹药" "ProcAmmoConsumed_postvalue_label" "消耗的额外弹药" //Melee Charge "upgrade_melee_charge_desc" "下一次对敌人的近战重击将造成额外伤害。" "MeleeDistanceScale_label" "近战重击距离" "MeleeDistanceScale_postvalue_label" "近战重击距离" "MeleeDistanceScale_prefix" "+" "MeleeDistanceScale_postfix" "%" "BonusHeavyMeleeDamage_prefix" "+" "BonusHeavyMeleeDamage_label" "额外重击伤害" "BonusHeavyMeleeDamage_postvalue_label" "额外重击伤害" "BonusHeavyMeleeDamage_postfix" "%" // "upgrade_crushing_fists" "Crushing Fists" "upgrade_crushing_fists_desc" "{g:citadel_inline_attribute:'MeleeDamage'}会恢复弹药并对敌人施加可叠加的子弹抗性减益。近战重击会叠加2层。

目标达到最大叠加层数后会被眩晕。" "notification_crushing_fists_stun" "碎骨重拳 - 眩晕!" //"upgrade_stackingdamageproc" "Hungering Blade" "upgrade_stackingdamageproc_desc" "对低生命值的英雄造成伤害会造成{g:citadel_inline_attribute:'BonusWeaponDamage'}。

这个效果每次触发时都会叠加,永久提升{g:citadel_inline_attribute:'BonusWeaponDamage'}。" //"upgrade_building_buster" "Explosive Demolition" "upgrade_building_buster_desc" "投掷一簇粘性炸药,经过较长时间的延迟后爆炸,造成{g:citadel_inline_attribute:'WeaponDamage'}

击中 首领则造成{g:citadel_inline_attribute:'BonusWeaponDamage'}。" "BossDamage_postvalue_label" "头目伤害" //----------------------------------------------------------------------------- // Upgrades: Tech //----------------------------------------------------------------------------- // "upgrade_mystic_regeneration" "Mystic Regeneration" "upgrade_mystic_regeneration_desc" "对敌方英雄造成{g:citadel_inline_attribute:'SpiritDamage'}将使自身获得额外{g:citadel_inline_attribute:'Regen'}。对不同英雄造成伤害时效果可以叠加。" //Spirit Lifesteal "NonHeroAbilityLifestealTooltipOnly_postfix" "%" //Mystic Vulnerability "upgrade_magic_vulnerability_desc" "敌人受到{g:citadel_inline_attribute:'SpiritDamage'}时,其{g:citadel_inline_attribute:'SpiritResist'}会被降低。" //Healbane "upgrade_healbane_desc" "{g:citadel_inline_attribute:'SpiritDamage'}会减少受疗量。如果敌方英雄在此效果下被击倒,自身将获得大量治疗。" "HealOnKill_label" "击败英雄时获得治疗" "HealOnKill_postvalue_label" "击败英雄时获得治疗" //Mystic Slow "upgrade_magic_slow_desc" "当目标受到{g:citadel_inline_attribute:'SpiritDamage'}时,其移动速度会被降低。" //Escalating Exposure "upgrade_escalating_exposure_desc" "造成{g:citadel_inline_attribute:'SpiritDamage'}时会施加可叠加的元灵增强效果,增加自身对目标的{g:citadel_inline_attribute:'SpiritDamage'}。" "EscalatingExposureProcCooldown_label" "每个目标的最高频率" "EscalatingExposureProcCooldown_postvalue_label" "每个目标的最高频率" "EscalatingExposureProcCooldown_postfix" "秒" "EscalatingExposureTechArmorDamageReduction_label" "受到元灵伤害时元灵抗性减少" "EscalatingExposureTechArmorDamageReduction_postvalue_label" "受到元灵伤害时元灵抗性减少" "EscalatingExposureTechArmorDamageReduction_postfix" "%" //Mystic Reach "upgrade_magic_reach_desc" "加强一个技能,扩大其范围和效果半径。" //Improved Reach "upgrade_tech_range_desc" "增加技能和物品的施放范围和效果半径。" //Omni Spirit "upgrade_long_range_slowing_tech/modifier_long_range_slowing_tech_proc/modifier_slow_base" "被减速" //Improved Cooldown "upgrade_magic_tempo_desc" "加强一个技能,减少其冷却时间。" //Superior Cooldown "upgrade_cooldown_reduction_desc" "减少技能的冷却时间。" //Transcendent Cooldown "upgrade_transcendent_cooldown_desc" "减少技能和物品的冷却时间。" //Extra Charge //"upgrade_extra_charge_desc" "Adds one to your ability max charges." "BonusSpiritForChargedAbilities_prefix" "+" "BonusSpiritForChargedAbilities_label" "充能技能的额外元灵力量" "BonusSpiritForChargedAbilities_postvalue_label" "充能技能的额外元灵力量" //Rapid Recharge "CooldownReductionOnChargedAbilities_label" "充能技能的冷却时间减少" "CooldownReductionOnChargedAbilities_postvalue_label" "充能技能的冷却时间减少" "CooldownReductionOnChargedAbilities_postfix" "%" "CooldownReductionOnChargedAbilities_prefix" "+" //Alchemical Fire "upgrade_thermal_detonator_desc" "投掷一个瓶子,触碰后爆炸并形成一个区域,该区域会造成逐渐增加的每秒{g:citadel_inline_attribute:'SpiritDamage'},并减少敌人的子弹抗性。

对非英雄目标造成的效果降低 {s:NonHeroReductionPercent}%。" "BonusBaseWeaponDamageTaken_prefix" "+" "BonusBaseWeaponDamageTaken_label" "武器伤害" "BonusBaseWeaponDamageTaken_postvalue_label" "武器伤害" "BonusBaseWeaponDamageTaken_postfix" "%" //Fleetfoot "upgrade_fleetfoot_boots_active_desc" "获得额外移动速度和减速抗性。" "upgrade_fleetfoot_boots_passive_desc" "射击时会消除移动速度损失。" //Kinetic Dash "upgrade_kinetic_sash_desc" "冲刺跳跃后会获得射速和额外的弹药,直到下次重新装填。效果最多持续{s:AbilityDuration}秒。" //Arcane Surge "upgrade_arcane_surge_desc" "冲刺跳跃后{s:ArcaneSurgeWindow}秒内使用的下一个技能将获得额外的范围、持续时间和元灵力量。" "modifier_arcane_surge_triggered" "秘法涌动!" "modifier_arcane_surge_ability" "技能涌动!" "ArcaneSurgeWindow_label" "施放窗口" "ArcaneSurgeWindow_postvalue_label" "施放窗口" "ArcaneSurgeWindow_postfix" "秒" //Active Reload "upgrade_active_reload_desc" "装填弹药时,在高亮的时间段内按下{g:citadel_binding:'Reload'}会瞬间完成装填并获得射速、子弹吸取生命和移动速度。" //Slowing Hex "upgrade_containment_desc" "降低敌方目标的移动速度。同时沉默其基于移动的物品和技能。
提升目标的重力。
不会影响目标的耐力使用。
" //Spirit Sap "upgrade_spirit_sap_desc" "减少目标敌人元灵抗性和元灵力量。" //Focus Lens "upgrade_focus_lens_desc" "使目标敌人沉默。沉默期间对其造成的所有伤害的一部分在沉默结束后会施加给目标。" "PercentDamage_label" "结束后伤害" "PercentDamage_postvalue_label" "结束后伤害" "PercentDamage_postfix" "%" //Withering Whip , Rusted Barrel "upgrade_withering_whip_desc" "降低敌方目标的射速和子弹抗性。" "modifier_withering_whip_debuff" "-射速" "MagicAmp_label" "元灵增强" "MagicAmp_postvalue_label" "元灵增强" "MagicAmp_postfix" "%" "WitheringWhipDisarmDuration_label" "持续时间" "WitheringWhipDisarmDuration_postvalue_label" "持续时间" "WitheringWhipDisarmDuration_postfix" "秒" "SpiritPower_label" "元灵力量" "SpiritPower_postvalue_label" "元灵力量" "SpiritPower_prefix" "+" // Disarming Hex "upgrade_greater_withering_whip_desc" "使敌方目标缴械并减少其子弹抗性。" "upgrade_greater_withering_whip_debuff" "被缴械" //Ethereal Shift "upgrade_self_bubble_desc" "进入虚空状态,在短时间内变得无敌。" "upgrade_self_bubble_desc2" "之后会获得若干临时增益:" "ShiftingVeil_channel_desc" "无敌" "ShiftingVeilDuration_label" "持续时间" "ShiftingVeilDuration_postvalue_label" "持续时间" "ShiftingVeilDuration_postfix" "秒" "BonusSpiritDuration_label" "额外元灵持续时间" "BonusSpiritDuration_postvalue_label" "额外元灵持续时间" "BonusSpiritDuration_postfix" "秒" "BonusTechPower_prefix" "{s:sign}" "BonusTechPower_label" "元灵力量" "BonusTechPower_postvalue_label" "元灵力量" "shifting_veil_bonus" "元灵力量、速度和元灵抗性" //Rescue Beam "upgrade_rescue_beam_desc" "治疗一个目标友方英雄和自身,治疗量为最大生命值的一定百分比。在治疗过程中,可以将目标拉向自己。可以对自身施放。" "SelfModifier_postfix" "%" "upgrade_rescue_beam_pull" "拉拽目标" //Slowing Spirit "upgrade_slowing_tech/modifier_slowing_tech_proc/modifier_slow_base" "被减速" //Refresher "upgrade_ability_refresher_desc" "重置所有技能的冷却时间并恢复所有充能。" //Cold Front "upgrade_cold_front_desc" "释放一个不断扩大的冰暴,对击中的目标造成{g:citadel_inline_attribute:'SpiritDamage'}并使其减速。" //Arctic Blast "upgrade_arctic_blast_desc" "释放一个不断扩大的冰暴,对其击中的目标造成{g:citadel_inline_attribute:'SpiritDamage'},使其冻结,随后减速。减速的目标会冻结耐力恢复。" "ArcticBlastSlowDuration_label" "减速持续时间" "ArcticBlastSlowDuration_postvalue_label" "减速持续时间" "ArcticBlastSlowDuration_postfix" "秒" "ArcticBlastPercentDamage_label" "冻结额外伤害" "ArcticBlastPercentDamage_postvalue_label" "冻结额外伤害" "ArcticBlastPercentDamage_postfix" "%" //Knockdown "upgrade_target_stun_desc" "{s:StunDelay}秒后施加眩晕效果。对空中目标的眩晕时间会增加。

在眩晕期间目标的重力会提升。" //Vortex Web "upgrade_aoe_root_active" "投掷一枚真空手雷,将所有敌人拉入一小片区域并施加减速魔咒。

副施放可以直接以单位为目标。
" //Curse "upgrade_glitch_desc" "干扰一个敌人——打断、沉默、缴械,并阻止其使用物品。移除所有非大招的增益效果。

你的伤害输出在持续时间内会减少。" "modifier_glitch_debuff" "受到干扰!" "modifier_glitch_self_penalty" "天谴圣物反噬" //Bullet Resist Shredder "upgrade_bullet_resist_shredder_desc" "造成{g:citadel_inline_attribute:'SpiritDamage'}时会减少敌人的子弹抗性。" "upgrade_bullet_resist_shredder/modifier_bullet_armor_shredder_proc/modifier_bullet_armor_shredder" "子弹护甲减少" //Echo Shard "upgrade_ability_power_shard_active" "重置已加强的非终极技能的冷却时间。

已加强技能的冷却时间会使这件物品的冷却时间增加。" //Duration Extender "upgrade_arcane_extension_desc" "加强一个技能,提高其持续时间。" //Superior Duration "upgrade_imbued_duration_extender_desc" "增加技能和物品的持续时间 。" //Diviner's Kevlar "upgrade_diviners_kevlar_desc" "施放终极技能后,获得屏障和临时的元灵力量。" "BonusChannelTechPower_prefix" "+" "BonusChannelTimePercentage_label" "施法持续时间" "BonusChannelTimePercentage_postvalue_label" "施法持续时间" "BonusChannelTimePercentage_prefix" "+" "BonusChannelTimePercentage_postfix" "%" "MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_label" "施法持续时间" "MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_postvalue_label" "施法持续时间" "MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_prefix" "+" "MODIFIER_VALUE_BONUS_CHANNEL_TIME_PERCENTAGE_postfix" "%" //Infuser "upgrade_infuser_desc" "获得元灵吸取生命和元灵力量。" //Spirit Strike "upgrade_acolytes_glove_desc" "对英雄进行近战轻/重攻击时,攻击会对其造成额外{g:citadel_inline_attribute:'SpiritDamage'}并降低目标的元灵抗性。

近战轻击命中后的冷却时间为{s:LightMeleeCooldownMult}倍。
" "SpiritDamage_label" "元灵伤害" "SpiritDamage_postvalue_label" "元灵伤害" //Spirit Snatch "upgrade_spirit_snatch_desc" "对英雄进行近战轻/重攻击时,攻击会对其造成额外{g:citadel_inline_attribute:'SpiritDamage'}并吸取其的元灵抗性和元灵力量。

近战轻击命中的效果减少{s:LightMeleeReduction}%。
" "SpiritSnatch_TechArmorSteal_label" "元灵抗性吸取" "SpiritSnatch_TechArmorSteal_postvalue_label" "元灵抗性吸取" "SpiritSnatch_TechArmorSteal_postfix" "%" "SpiritSnatch_TechPowerSteal_label" "元灵力量吸取" "SpiritSnatch_TechPowerSteal_postvalue_label" "元灵力量吸取" //Clarity //"upgrade_magic_clarity_desc" "On ability or item use, gain a move speed bonus for {s:AbilityDuration}s. Your next ability cast will remove the move speed bonus and apply a Spirit bonus to that ability." "ClarityBonusSpirit_prefix" "{s:sign}" //Surge of Power "upgrade_magic_storm_desc" "加强一个技能,使其获得永久元灵力量。当该技能被使用时,获得额外的移动速度并在攻击时维持全速。" //Suppressor "upgrade_suppressor_desc" "对敌人造成{g:citadel_inline_attribute:'SpiritDamage'}时还会降低其射速。" "suppressor_debuff" "-射速" //Quicksilver Reload "upgrade_quick_silver_desc" "得到加强的技能会逐渐充能,在使用时会拥有{g:citadel_inline_attribute:'BonusSpiritDamage'}、{g:citadel_inline_attribute:'BonusFireRate'}并装填子弹。" //Resonant Healing "upgrade_resonant_healing_desc" "施放技能时会在一小段时间内获得治疗和额外移动速度。" "HealingPerCast_Label" "技能施放时治疗" "HealingPerCast_postvalue_label" "技能施放时治疗" // Magic carpet "upgrade_magic_carpet_desc" "召唤魔毯,带你飞走。在飞行过程中对减速免疫,但采取任何操作都会让魔毯消失。
在召唤魔毯期间无法使用技能。
" "modifier_summon_magiccarpet" "正在召唤魔毯" "MagicCarpetMoveSpeed_prefix" "+" "MagicCarpetMoveSpeed_label" "飞行速度加成" "MagicCarpetMoveSpeed_postvalue_label" "飞行速度加成" "MagicCarpetMoveSpeed_postfix" "米" "MagicCarpetShieldDuration_label" "护盾持续时间" "MagicCarpetShieldDuration_postvalue_label" "护盾持续时间" "MagicCarpetShieldDuration_postfix" "秒" "MagicCarpetSummoning_channel" "召唤中" // Hex-Sealed Knuckles "upgrade_superacolytes_glove_desc" "在累积造成{s:StoredSpiritDamage}元灵伤害后,下一次近战重击会额外造成{s:StoredSpiritDamage}元灵伤害。" "StoredSpiritDamage_label" "储存的元灵伤害" "StoredSpiritDamage_postvalue_label" "储存的元灵伤害" "upgrade_superacolytes_glove/modifier_superacoloytes_glove" "铁拳解封!" //SpiritBurn "upgrade_spirit_burn_desc" "在 {s:DamageThresholdDuration}秒内对敌人造成严重{g:citadel_inline_attribute:'SpiritDamage'}会引发爆炸,令该敌人受到伤害并燃烧。燃烧期间,敌人会持续受到伤害,且治疗量减少。
冷却时间是根据敌人而定,每个目标在每次冷却时只能燃烧一次。对非英雄目标使用时,造成半额伤害。" "modifier_spirit_burn_immunity" "元灵燃烧免疫" "MinDPS_label" "最低每秒伤害" "MinDPS_postvalue_label" "最低每秒伤害" //Lightning Scroll "upgrade_ultimate_burst_desc" "终极技能造成的伤害会在短暂延迟后施加{g:citadel_inline_attribute:'Stun'}并造成{g:citadel_inline_attribute:'BonusSpiritDamage'}。" "upgrade_ultimate_burst_upgrade" "秘术缓速效果" "upgrade_ultimate_burst_hint" "每个终极技能对每个目标只会触发一次本效果。" "LightningScrollMysticSlow_label" "造成元灵伤害时的移动速度" "LightningScrollMysticSlow_postvalue_label" "造成元灵伤害时的移动速度" "LightningScrollMysticSlow_prefix" "-" "LightningScrollMysticSlow_postfix" "%" "DelayBeforeStun_label" "造成效果前延迟" "DelayBeforeStun_postvalue_label" "造成效果前延迟" "DelayBeforeStun_postfix" "秒" "MaxHealthDamage_label" "最大生命值伤害" "MaxHealthDamage_postvalue_label" "最大生命值伤害" "MaxHealthDamage_postfix" "%" "CurrentHealthDamage_label" "当前生命值伤害" "CurrentHealthDamage_postvalue_label" "当前生命值伤害" "CurrentHealthDamage_postfix" "%" "UltimateTechPower_label" "终极元灵力量" "UltimateTechPower_postvalue_label" "终极元灵力量" //Corpse Explosion "upgrade_corpse_explosion_desc" "击败或助攻会在受害者击败之处造成爆炸。若击败英雄,则具有更大的半径和伤害。" "HeroMultiplier_label" "英雄爆炸系数" "HeroMultiplier_postvalue_label" "英雄爆炸系数" "HeroMultiplier_postfix" "%" //Golden Goose Egg "upgrade_goose_egg_desc" "持续获得魂魄,只要没有被击倒。" "upgrade_goose_egg_active_desc" "孵化鹅蛋,获得魂魄和永久增益。

持有的时间越长,鹅蛋的价值越高。

孵化时每积累{s:BonusBuffsPerGold}个魂魄都会获得一个永久增益。" "upgrade_goose_egg_stacklabel" "可获得魂魄" "GoldPerMinute_postvalue_label" "每分钟收集魂魄" "GoldPerMinute_prefix" "{s:sign}" "BonusGoldPerMinute_postvalue_label" "每分钟魂魄价值" "SellBonusSouls_label" "积累额外灵魂:" //"SellBonusSouls_postvalue_label" "Sell Bonus Souls:" //"SellBonusSouls_postvalue_prefix" "{g:citadel_inline_attribute:'SoulsIcon'}" //----------------------------------------------------------------------------- // Upgrades: Armor //----------------------------------------------------------------------------- //Healing Rite "upgrade_health_stimpak_desc" "赋予目标生命值恢复和冲刺速度。如果受到敌方玩家或目标物的伤害,效果会被解除。可以对自身施放。" //Shrink Ray "upgrade_shrink_ray_desc" "减少目标的模型大小并提供移动速度。在这个模式下允许使用隧道。可以对自身施放。" //Guardian Ward "upgrade_guardian_ward_desc" "为目标提供屏障和短暂的移动速度。
可以对自身施放。
对他人施放时冷却时间减半。
" //Divine Barrier "upgrade_divine_barrier_desc" "移除目标身上的所有非眩晕减益并为其提供屏障和移动速度。
可以对自身施放。对他人施放时冷却时间减半。
" //Restorative Locket "upgrade_restorative_locket_active_desc" "敌人在距你{s:Radius}米范围内使用技能时,添加一层恢复叠加。

消耗所有叠加可以治疗自身并恢复最多{s:MaxStaminaRestore}个耐力值点数,取决于拥有的叠加层数。" "HealPerStack_label" "每层叠加治疗量" "MinStaminaRestore_label" "最低耐力恢复" "MinStaminaRestore_postvalue_label" "最低耐力恢复" "MaxStaminaRestore_label" "最高耐力恢复" "MaxStaminaRestore_postvalue_label" "最高耐力恢复" "HealPerStack_postvalue_label" "每层叠加治疗量" //Cheat Death "upgrade_cheat_death_unkillable_passive" "遭受致命伤害时,会变得暂时对击败免疫,并移除所有非眩晕的减益效果。

在对击败免疫期间,造成的伤害会减少,获得的治疗量会减少。" "DeathImmunityDuration_label" "击败免疫持续时间" "DeathImmunityDuration_postvalue_label" "击败免疫持续时间" "DeathImmunityDuration_postfix" "秒" "DeathImmunityDamageReduction_label" "伤害降幅" "DeathImmunityDamageReduction_postvalue_label" "伤害降低" "DeathImmunityDamageReduction_postfix" "%" //Healing Booster "upgrade_healing_booster_desc" "使你的治疗效果提升。" //Debuff Reducer "upgrade_debuff_reducer_desc" "减少对自身施加的所有减益效果的持续时间。" //Debuff Remover | Dispel Magic "upgrade_reduce_debuff_duration_active_desc" "清除当前对自身施加的所有非终极技能减益效果。如果有效果被移除,那么会得到治疗并获得移动速度加成。
在眩晕或睡眠状态下无法使用。" "HealOnActivate_label" "激活时治疗量" "HealOnActivate_postvalue_label" "激活时治疗量" "damage_reduction_postfix" "%" //Decay "upgrade_rupture_desc" "对目标造成持续伤害,根据其生命值造成伤害。
衰变的伤害不会致命,也不会施加物品触发效果。" "HealReductionDuration_label" "治疗降低持续时间" "HealReductionDuration_postvalue_label" "治疗降低持续时间" "HealReductionDuration_postfix" "秒" //Discord | Scourge "upgrade_discord_desc" "给予一个友方目标元灵抗性,减益抗性和一个光环,光环会按敌人最大生命值的一定比例对其造成{g:citadel_inline_attribute:'SpiritIcon'}伤害。目标身上的现有减益效果也会减少。
可以对自身施放。" "MaxHealthPercentAsDPS_label" "每秒最大生命值" "MaxHealthPercentAsDPS_postvalue_label" "每秒最大生命值" "MaxHealthPercentAsDPS_postfix" "%" //Fortitude "upgrade_chonky_desc" "在一段时间内未受到伤害后,获得生命恢复。" "upgrade_chonky_high_health_passive_desc" "生命值高于{s:HealthThreshold}%时将获得额外的移动速度。" //Leech "upgrade_damage_recycler_desc" "降低敌人施加的治疗减少效果。" "LeechHealOnKill_prefix" "+" "LeechHealOnKill_label" "击败时最大生命值治疗" "LeechHealOnKill_postvalue_label" "击败时最大生命值治疗" "LeechHealOnKill_postfix" "%" //Rebirth "upgrade_personal_rejuvenator_desc" "让英雄在其被击败的地方重生。" "RespawnDelay_postfix" "秒" "SpawnTimePenalty_prefix" "+" "SpawnTimePenalty_label" "重生时间增加" "SpawnTimePenalty_postvalue_label" "重生时间增加" "SpawnTimePenalty_postfix" "秒" //Phantom Strike "upgrade_phantom_strike_desc" "传送至一个敌方目标前,并将其拉向地面。造成伤害,使其移动速度减缓并缴械。" "PhantomStrikeDebuffDuration_label" "减益持续时间" "PhantomStrikeDebuffDuration_postvalue_label" "减益持续时间" "PhantomStrikeDebuffDuration_postfix" "秒" "modifier_phantom_strike_bulletshield" "子弹护盾" //Soul Rebirth "upgrade_rebirth_passive" "如果被击倒,{s:RespawnDelay}秒后将在击败地点重生,并恢复部分生命值。" //Return Fire "upgrade_return_fire_desc" "自动射出一发子弹,目标是任何使用技能或武器对你造成伤害的攻击者。" "ActiveFireRate_label" "射速" "ActiveFireRate_postvalue_label" "射速" "ActiveFireRate_postfix" "%" //Metal Skin "upgrade_metal_skin_desc" "获得对子弹的免疫。" "AbilityApplyDelay_postfix" "秒" //Battle Vest "upgrade_regenerating_bullet_shield_desc" "生命值高于{s:LifeThreshold}%时获得{g:citadel_inline_attribute:'WeaponDamage'}和{g:citadel_inline_attribute:'BonusFireRate'}。" //Enchanter's Emblem "upgrade_magic_shield_desc" "生命值高于{s:LifeThreshold}%时获得额外{g:citadel_inline_attribute:'Spirit'}和冷却时间减少。" // "upgrade_weapon_shielding" "Weapon Shielding" "upgrade_weapon_shielding_desc" "短时间内受到敌方英雄的高额{g:citadel_inline_attribute:'WeaponDamage'}时将获得屏障。" "DamageWindow_label" "时间范围" "DamageWindow_postvalue_label" "时间范围" "DamageWindow_postfix" "秒" // "upgrade_spirit_bubble" "Spirit Bubble" "upgrade_spirit_bubble_desc" "短时间内受到敌方英雄的高额{g:citadel_inline_attribute:'SpiritDamage'}时将获得屏障。" // "upgrade_grit" "Grit" "upgrade_grit_desc" "短时间内获得屏障。" //Unstoppable "upgrade_unstoppable_desc" "暂时抑制负面状态效果,并对眩晕、沉默、睡眠、缠绕和缴械效果免疫。
处于眩晕或睡眠效果之下时无法使用。" //Colossus "upgrade_colossus_desc" "增加模型大小,获得{g:citadel_inline_attribute:'BulletResist'},{g:citadel_inline_attribute:'SpiritResist'}和{g:citadel_inline_attribute:'MeleeDamage'}。

附近敌人被{g:citadel_inline_attribute:'Slow'},并且冲刺速度减少。" "BuffBulletResist_label" "子弹抗性" "BuffBulletResist_postvalue_label" "子弹抗性" "BuffBulletResist_postfix" "%" "BuffTechResist_label" "元灵抗性" "BuffTechResist_postvalue_label" "元灵抗性" "BuffTechResist_postfix" "%" // Rebuttal - upgrade_melee_rebuttal "upgrade_melee_rebuttal_desc" "成功格挡敌方英雄时,以被格挡的伤害量治疗自己并将相同伤害量反弹给该英雄,此外暂时提高伤害。" // Counterspell "upgrade_counterspell_desc" "下一次格挡将保护自身不受敌方技能和物品带来的伤害和效果。成功进行法术格挡将获得{g:citadel_inline_attribute:'Heal'}、{g:citadel_inline_attribute:'MoveSpeed'}和{g:citadel_inline_attribute:'Spirit'}。" "ParrySuccessHealPercentage_label" "转化为治疗的格挡伤害量" "ParrySuccessHealPercentage_postvalue_label" "转化为治疗的格挡伤害量" "ParrySuccessHealPercentage_postfix" "%" // "upgrade_tech_purge_desc" "生命值低于{s:HealthThreshold}%时,获得额外元灵抗性。" "upgrade_improved_bullet_armor_desc" "生命值低于{s:HealthThreshold}%时,获得额外子弹抗性。" // Spellbreaker "upgrade_spellbreaker_desc" "下一次受到高额的{g:citadel_inline_attribute:'SpiritDamage'}会显著降低。" "SpiritDamageReductionProc_label" "元灵伤害降低" "SpiritDamageReductionProc_postvalue_label" "元灵伤害降低" "SpiritDamageReductionProc_postfix" "%" "upgrade_juggernaut_slow_desc" "向你射击的敌人的射速会减缓。" "FireRateSlowDuration_label" "持续时间" "FireRateSlowDuration_postvalue_label" "持续时间" "FireRateSlowDuration_postfix" "秒" "upgrade_trophy_collector_desc" "助攻或击败时获得额外疾跑、技能有效范围和被动魂魄生成。此效果可叠加,被击倒不会导致失效。" "StackingGoldPerMinute_label" "每分钟收集的魂魄" "StackingGoldPerMinute_postvalue_label" "每分钟收集魂魄" // Indomitable "upgrade_upgrade_auto_cleanse_desc" "下一个眩晕、禁锢、定身、睡眠或沉默效果会被自动净化。净化时获得屏障并且所有的技能冷却时间减少{s:CooldownReductionOnProc}%。" //----------------------------------------------------------------------------- // Upgrades: Utility //----------------------------------------------------------------------------- //Superior Stamina "upgrade_superior_stamina_passive" "在落地前允许额外使用一次空中跳跃或空中冲刺。" //Enduring Speed "upgrade_cardio_calibrator_desc" "减少敌方移动速度损失效果。" //Health Nova "upgrade_health_nova_desc" "对自己和附近友军进行治疗。" //Shadow Weave "upgrade_cloaking_device_active_desc" "进入隐身状态。在隐身状态下受到伤害时会短暂现形。" "upgrade_cloaking_device_active_ambush_desc" "
攻击或使用技能将结束隐身状态,并发动一次伏击,暂时提供额外的射速、元灵力量和近战伤害。" "modifier_cloaking_device_active_stealth" "来去无踪 - 潜行" "modifier_cloaking_device_active_ambush" "来去无踪 - 伏击" "AmbushBonusTechPower_prefix" "+" "AmbushBonusTechPower_label" "伏击元灵力量" "AmbushBonusTechPower_postvalue_label" "伏击元灵力量" "AmbushBonusFireRate_prefix" "+" "AmbushBonusFireRate_label" "伏击射速" "AmbushBonusFireRate_postvalue_label" "伏击射速" "AmbushBonusFireRate_postfix" "%" "AmbushBonusMeleeDamage_label" "伏击近战伤害" "AmbushBonusMeleeDamage_postvalue_label" "伏击近战伤害" "AmbushBonusMeleeDamage_postfix" "%" "AmbushDuration_label" "伏击持续时间" "AmbushDuration_postvalue_label" "伏击持续时间" "AmbushDuration_postfix" "秒" "StealthDuration_label" "潜行持续时间" "StealthDuration_postvalue_label" "潜行持续时间" "StealthDuration_postfix" "秒" "SpottedRadius_label" "有效半径" "SpottedRadius_postvalue_label" "有效半径" "SpottedRadius_postfix" "米" //Majestic Leap "upgrade_rocket_booster_desc" "将自己发射到高空中,使自己获得屏障。在空中时,可以再次使用该主动技能以更快下降。

若受到敌方英雄攻击,则在{s:InterruptCooldown}秒内无法使用。" "upgrade_rocket_booster_drop_down" "迅速下降" //Drain Will "SpiritStealDuration_postfix" "秒" //Reactive Barrier "upgrade_vex_barrier_desc" "在晕眩、禁锢、定身、睡眠或沉默时获得屏障。" //Spell Shield "upgrade_spellshield_desc" "阻挡下一次{g:citadel_inline_attribute:'SpiritDamage'}或减益效果,防止其生效。仅能在战斗外恢复。" "upgrade_spellshield_shield" "反灵符" "upgrade_spellshield/modifier_spellshield_linger_buff" "六叶结界破损!" "SpellShieldFlavorText_label" "标签!" "SpellShieldFlavorText_postvalue_label" "标签!" //Heal On Level "upgrade_heal_on_level_desc" "收到恩赐时会自动治疗。" "upgrade_heal_on_level_buff" "升级时治疗" "HealOnlevelHealAmount_label" "治疗量" "HealOnlevelHealAmount_postvalue_label" "治疗量" "upgrade_heal_on_level/heal_on_level_buff" "升级时治疗" //Absorbing armor / witchmail "upgrade_absorbing_armor_desc" "遭到敌人的严重{g:citadel_inline_attribute:'SpiritDamage'}时会降低一项随机技能的冷却时间。" //Healing Buff "upgrade_healbuff_desc" "对自己或友军施加{g:citadel_inline_attribute:'Heal'}会使自己或友军获得{g:citadel_inline_attribute:'BonusFireRate'}和{g:citadel_inline_attribute:'BonusMoveSpeed'}。

不适用于自发的恢复或被动的子弹/元灵吸取生命。" //Infinite Magazine "upgrade_infinitemagazine_desc" "获得无限弹药和{g:citadel_inline_attribute:'BonusFireRate'}。" //APRounds "upgrade_aprounds_desc" "子弹有几率变得无法躲避,可以穿透敌人并忽视其子弹抗性。" //Deflecting Armor "upgrade_deflecting_armor_desc" "有概率使射来的子弹转向,阻止所有{g:citadel_inline_attribute:'WeaponDamage'},或者阻止子弹所有的命中效果。" "DeflectionPercent_label" "转向几率" "DeflectionPercent_postvalue_label" "转向几率" "DeflectionPercent_postfix" "%" "BulletProcDeflectionPercent_label" "命中效果阻止几率" "BulletProcDeflectionPercent_postvalue_label" "命中效果阻止几率" "BulletProcDeflectionPercent_postfix" "%" // Shadow Step Active "upgrade_shadow_step_desc" "向正前方传送。" //Shadow Step Passive "upgrade_shadow_step_passive_desc" "周期性地对附近所有敌人造成{g:citadel_inline_attribute:'SpiritDamage'}。" "upgrade_haunting_scream_desc" "释放一个不断扩大的投射物,会短时间扰动敌人。" "upgrade_apex_combat_desc" "子弹会反弹到目标附近的敌人身上,施加所有子弹特效并按原始伤害的一定百分比施加伤害。" "upgrade_aerial_supremacy_passive" "在落地前允许无限次使用空中跳跃或空中冲刺。" "upgrade_infinite_rounds_desc" "拥有不限量弹药。" // BulletShredImbue Ballistic Enchantment "upgrade_bulletshredimbue_desc" "增强一个技能,使其距离提升。使用该技能每次击中不同英雄后造成伤害都会提升武器伤害。对非英雄的效果会减少。" // Recharging Bullets "upgrade_rechargingbullets_desc" "造成高额的{g:citadel_inline_attribute:'WeaponDamage'}会使每个充能技能均回复一点能量。" "CooldownReductionOnProc_postvalue_label" "冷却时间减少" "CooldownReductionOnProc_label" "冷却时间减少" "CooldownReductionOnProc_postfix" "秒" "CooldownReductionOnProc_prefix" "{s:sign}" //----------------------------------------------------------------------------- // Street Brawl Tier5 //----------------------------------------------------------------------------- "upgrade_icarus_wings_desc" "在空中时,造成的伤害提升,受到的伤害减少。在落地前允许无限次使用空中跳跃或空中冲刺。" "upgrade_mystical_piano_desc" "短暂延迟后,目标区域内的敌人将被眩晕并耗尽耐力。眩晕后他们会暂时发呆。" "upgrade_nullification_aura_desc" "移除所有增益效果,并阻止敌人使用耐力和获得治疗效果。" "upgrade_nullification_aura_deathdamage_desc" "被击倒时造成大量元灵伤害。" "upgrade_celestial_guidance_desc" "施加极其强力的净化效果,为全城的友军提供补给。" "upgrade_eternal_gift_desc" "周期性地获得一项随机的永久属性增益。" "upgrade_eternal_gift_respawn_desc" "减少下次被击倒后的复活时间。" "upgrade_patrons_blessing_desc" "为自身和友军提供强大的精神集中光环。对友军的数值有所降低。" "upgrade_patrons_blessing_proc_desc" "在 {s:DamageThresholdDuration}秒内对敌方英雄造成高额伤害会使你治疗自己和附近的友军。" "AllyPercentage_postvalue_label" "友军百分比" "AllyPercentage_label" "友军百分比" "AllyPercentage_postfix" "%" "AllyPercentage_prefix" "{s:sign}" "RespawnTime_postvalue_label" "重生时间" "RespawnTime_label" "重生时间" "RespawnTime_postfix" "%" "RespawnTime_prefix" "{s:sign}" "upgrade_eldritch_shot_desc" "你的下一颗子弹会施加一个强力的减益效果,降低敌人的伤害输出、治疗和移动速度。还会根据目标的当前生命值造成{g:citadel_inline_attribute:'BonusSpiritDamage'}伤害。

子弹体积更大,可以穿透目标。" "upgrade_cloak_of_opportunity_desc" "下一个施加移动锁定、眩晕、连锁、定身或睡眠的减益效果会被抵挡,并变为势不可挡。还会获得屏障和额外{g:citadel_inline_attribute:'MoveSpeed'}" "upgrade_runed_gauntlets_desc" "每次你成功使出近战重击,现有技能的冷却时间都会减少。" "upgrade_runed_gauntlets_parry_desc" "会穿透格挡。" "upgrade_electric_slippers_desc" "滑行时,可以躲避子弹,提升射速并对周围敌人造成伤害。

对每个目标的冷却时间相互独立。
" "upgrade_prism_blast_desc" "进入虚空状态,在短时间内变为无法选中且无敌 ,在此期间,激光会不断释放并围绕你旋转。" "upgrade_unstable_concoction_desc" "服下一种药剂,获得势不可挡,并且速度、生命值、元灵和武器伤害提高。短暂持续时间后会倒下并爆炸,使附近的敌人眩晕,并根据自身的最大生命值造成伤害。这种情况下倒下会减少{s:RespawnTimeMod}%复活时间。" "upgrade_shivas_bracelet_desc" "加强的技能拥有冷却时间减少并获得元灵力量。技能造成伤害时,冻结目标并施加额外伤害。

对每个目标的冷却时间相互独立。
" "upgrade_shadow_strike_desc" "使用耐力时会变为隐身,没有显隐距离。隐身时发动近战攻击可以吸取子弹和元灵抗性,并造成持续伤害。" "upgrade_omnicharge_pendant_desc" "加强任意主动非终极技能,使其获得额外技能充能点数。充能的技能会获得更多额外充能点数。" "upgrade_omnicharge_pendant_charges" "额外充能点数" //----------------------------------------------------------------------------- // Cosmetic //----------------------------------------------------------------------------- "cosmetic_ability_snowball" "雪球" "cosmetic_ability_snowball_desc" "向你的朋友和敌人投掷雪球。随着你在2025年假日挑战获得进度,距离和其他属性都会得到提升。

向盟友投掷雪球不会造成伤害,并且会重置其冷却时间。" "SnowballSpeed_label" "投掷速度" "SnowballSpeed_postvalue_label" "速度" "SnowballSpeed_postfix" "米/秒" "SnowballCount_label" "扔雪球次数" "SnowballCount_postvalue_label" "投射物数量" "cosmetic_item_voting_poster" "地点海报" } }