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伊多:破碎世界的主人,——魔法详解

时间:2025-03-12 14:15:32 作者:兔宝宝游戏网 浏览:8

伊多:破碎世界的主人,伊多:破碎世界的主人——魔法详解,兔宝宝游戏网给大家整理了详细的内容介绍,伊多:破碎世界的主人——弓兵和弩兵用法。

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补充下这是前代genesis的设定,估计还是能适用这代

一个士兵最多只能拥有3个

一个士兵一场战斗只能拿一个勋章,若随机出来结果可以拿多个的话,以此表顺序高低决定优先权

一场战斗可以有多个士兵拿勋章

注解:

(1)RangedKills,RangedDamage: 含魔法攻击(Magic Shot)

(2)Attack,CounterAttack,RangedAttack,Ammos,MapMorale: 开战前的数值,不含来自英雄和士气的加成

(3)

Random(x)>=y:随机值,即先满足前面条件后再用这算式随机算出能否拿到

以HERO'S CROSS为例,须先满足

MeleeKills + RangedKills > 4

DamageReceived >= MaxLife * 2 / 3

这两条件后,再用下面算式去取决是否能拿到

如果Random(11+4)>=13就是(11+4-13)/(11+4)=13% ("="部分估计得无视)

Random(NumXXXX + 1) == 0:已有一个相同勋章难度提高2倍(估计是机率再除2),已有两个相同勋章难度提高3倍(估计是机率再除3)

(4)undead生物如:Ghoul,Skeleton,Vampire,Zombie,Ghost无法拿到勋章

(5)"Simplified description:"部分为俄文机翻

伊多:破碎世界的主人

HERO'S CROSS: 英雄十字勋章

Attack+2,Counterattack+2,Armor+1,Resistance+1.Gold Unkeep+10. 攻击+2 反击+2 装甲+1 抵抗+1黄金获得+10

MeleeKills + RangedKills > 4 近战杀敌+远程射杀>4

DamageReceived >= MaxLife * 2 / 3 遭受的伤害>=最大生命值的2/3

Random(11 + MeleeKills + RangedKills) >= 13 随机(11+近战杀敌+远程射杀)>=13

Simplified description:(简单说明)

Unit can get a medal if he kills at least 5 enemies in battle and take damage no less than 2/3 of the maximum number of lives.Chance obtain, depending on the number of deaths:如果单位在战斗中至少击杀了五人就有可能获得这个勋章,并且要受到大于或等于自己生命值三分之二的伤害,获得的机会大小取决于杀人数量。

Kills Ver%

5 19

6 24

7 28

8 32

9 35

1038

1652

2058

伊多:破碎世界的主人

STAR OF THE MAGE:魔法之星勋章

Ranged Attack+1,Energy Control+1.Gold Unkeep+5,Gem Unkeep+1.远程攻击+1 能力控制+1 黄金获得+5 钻石获得+5

MagicShotAbility > 0 魔法射击能力>0

RangedDamage >= 3 * RangedAttack 造成的远程伤害>=3倍远程攻击

RangedKills > 1 远距离击杀>1

Random(21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammos) >= 30 随机(21+远程伤害+5*远程击杀-3*远程攻击*装甲)

Random(NumMageMedals + 1) == 0随机(数字法师奖牌+1)=0【没玩过游戏这个NumMageMedals到底是啥··】

Simplified description:(简单说明就不翻译了··和上面的计算公式差不多一个意思就是修饰了一下)

The medal may receive unit-magician, who killed at least one enemy and inflicted the damage to 3 times its range attack.

The more damage done and the number of enemies killed, the higher the probability of getting a medal.

Also, the probability depends on the amount already received by this business unit of medals "Star Magician": for 1 coin the probability of getting a medal less than a factor of 2, with 2 medals - 3 times.

伊多:破碎世界的主人

ORDER OF THE MARKSMAN:秩序的射手勋章

Accuracy+1,Ranged Attack+1.Gold Unkeep+8.精确度+1 远程攻击+1 黄金获得+8

Ammos > 2 弹药数>2

MagicShotAbility == 0 魔法射击能力=0

RangedDamage >= 3 * RangedAttack 造成的远程伤害>=3倍远程攻击力

RangedKills > 1 远程击杀>1

Random(21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammos) >= 30 随机(21+远程伤害+5*远程击杀-3*远程攻击*装甲)

Random(NumSniperMedals + 1) == 0随机(数字射手奖牌+1)=0

Simplified description:

The medal may receive unit-arrows (not a magician, not a barbarian / spear), who killed at least one enemy and inflicted the damage to 3 times its range attack. The more damage done and the number of enemies killed, the higher the probability of getting a medal. Also, the probability depends on the amount already received by this business unit medal "Order of the Sniper": for 1 coin the probability of getting a medal less than a factor of 2, with 2 medals - 3 times.

伊多:破碎世界的主人

HEALER'S MEDAL:治疗者勋章

Healing+2,Ammo+1.Gold Unkeep+3,Gem Unkeep+1.治疗量+2 装甲+1 黄金获得+3 钻石获得+1

HealingAbility > 0 治疗能力>0

HealedLife >= 3 * HealingAbility 已治疗量>=3倍治疗能力(也就是说你biu一下能加10滴血·这一场战斗你至少要给别人加30滴血)

Random(21 + HealedLife - HealingAbility * 3) >= 20 随机(21+已治疗量-3倍治疗能力)>=20

Random(NumHealingMedals + 1) == 0 随机(数字射治疗奖牌+1)=0

Simplified description:

The medal is available to any physician, heal number of health at 3 times the value of its healing abilities. The more health healed - the higher the probability of getting a medal. Also, the probability depends on the amount already received by this business unit of medals "Medal Healer": for 1 coin the probability of getting a medal less than a factor of 2, with 2 medals - 3 times.

伊多:破碎世界的主人

WILL FOR VICTORY ORDER: 胜利秩序之愿勋章

Attack+2,Counterattack+2.Gold Unkeep+5.攻击+2 反击+2 黄金获得+5

MeleeDamage > 3 * (Attack + CounterAttack) 近战伤害>3倍(攻击+反击)

Random(21 + MeleeDamage - 3 * (Attack + CounterAttack)) >= 20 随机(21+近战伤害-3(攻击+反击))>=20

Simplified description:

The medal is available to any unit that inflicted the damage total of 3 times the amount of his attacks and counterattacks. The greater the damage inflicted - the greater the probability of getting a medal

伊多:破碎世界的主人

MEDAL FOR RESILIENCE:坚韧勋章

Hit Points+4,Defense+1,Counterattack+1.Gold Upkeep+4.生命点+4 防御+1 反击+1 黄金获得+4

TotalDamageReceived >= MaxLife 总生命恢复量>=最大生命值

MeleeKills + RangedKills > 0 近战击杀+远程击杀>0

Random(21 + TotalDamageReceived - MaxLife) >= 20 随机(21+总生命恢复量-最大生命值)>=20

Simplified description:

The medal is available to any unit, won the battle damage exceeding its maximum HP. The more damage that you receive - the more the likelihood of the coin.

伊多:破碎世界的主人

ORDER OF THE VICTOR:秩序的胜利勋章

Hit Points+5,Morale+3,Attack+2,Counterattack+1.Gold Unkeep+10.生命点+5 士气+3 攻击+2 反击+1 黄金获得+10

floor(TotalAllies / AliveAllies) > 5 击到(总友军数/存活友军数)>5(不知道是不是这么个意思···)

MeleeKills + RangedKills > 0 近战击杀+远程击杀>0

Random(21 + TotalAllies + MeleeKills + RangedKills) >= 20 随机(21+总友军数+近战击杀+远程击杀)>=20

Simplified description:

The medal can get a unit, a survivor in the battle, killing at least 80% of his army (for example, in the army of 5 units + hero survived only 1 unit + character). The more enemies killed the unit and the larger units was in the army before the battle - the higher the probability of getting a medal.

伊多:破碎世界的主人

MEDAL FOR RESOLUTION:决心勋章

Resistance+2,Morale+2.Gold Unkeep+3.抵抗+2 士气+2 黄金获得+3

SpellDamageReceived > CurrentLife/2 受到的法术伤害>现存生命值/2

MeleeKills + RangedKills > 0 近战击杀+远程击杀>0

Random(21 + SpellDamageReceived - CurrentLife/2) >= 20 随机(21+受到的法术伤害>现存生命值/2)>=20

Simplified description:

The medal is available to any unit that has received a lot of damage from spells in battle and killed at least one enemy. The more damage that you receive and the less is left of life of the unit - the greater the probability of getting a medal. Bug?? Perhaps in the implementation of this and the next two medals is a bug - instead of max. The Meaning of Life is the current value of Life. The condition of receipt would look logical if a certain type of damage was beaten out half of life.

伊多:破碎世界的主人

ORDER OF THE DEFENDER:秩序的防御者勋章

Defense+2,Counterattack+1.Gold Unkeep+4. 防御+2 反击+1 黄金获得+4

MeleeDamageReceived > CurrentLife/2 受到的近战伤害>现在生命值/2

MeleeKills > 0 近战击杀>0

Random(21 + MeleeDamageReceived - CurrentLife/2) >= 20 随机(21+受到的近战伤害>现存生命值/2)>=20

Simplified description:

The medal is available to any unit that has received a lot of melee damage and killed in the melee at least one enemy. The more damage that you receive and the less is left of life of the unit - the greater the probability of getting a medal.

伊多:破碎世界的主人

MEDAL FOR AGILITY:敏捷勋章

Ranged Defense+2,Stamina+2.Gold Unkeep+3.远程攻击防御+2 耐力+2 黄金获得+3

RangedDamageReceived > CurrentLife/2 受到的远程伤害>现在生命值/2

MeleeKills + RangedKills > 0 近战击杀+远程击杀>0

Random(21 + RangedDamageReceived - CurrentLife/2) >= 20 随机(21+受到的远程伤害>现存生命值/2)>=20

Simplified description:

The medal is available to any unit that has received a lot of damage from ranged attacks and killed at least one enemy. The more damage that you receive and the less is left of life of the unit - the greater the probability of getting a medal.

伊多:破碎世界的主人

MEDAL FOR COURAGE:勇气勋章

Morale+4,Attack+1.Gold Upkeep+3.士气+4 攻击+1 黄金获得+3

CurrentMorale - MaxMorale - MapMorale/2 > 5 现存士气-最大士气-地图士气/2>5

MeleeKills + RangedKills > 0 近战击杀+范围击杀=0

Random(21 + CurrentMorale - MaxMorale) >= 30 随机(21+现存士气-最大士气)>=30

Simplified description:

The medal is available to any unit that has collected morale in battle by 5 or more above the maximum value and killed at least one enemy.

The more scored above the high morale - the greater the likelihood of the coin.

伊多:破碎世界的主人

MEDAL FOR ZEAL:热忱勋章

Stamina+3,Counterattack+1.Gold Unkeep+3.耐力+3 反击+1 黄金获得+3

UsedStamina >= MaxStamina 已使用的耐力>=最大耐力

Random(21 + UsedStamina - MaxStamina) >= 20 随机(21+已使用的耐力-最大耐力)>=20

Simplified description:

The medal is available to any unit and spent a total of more endurance than he was before the battle. The more endurance spent - the more the likelihood of the coin.

伊多:破碎世界的主人

BATTLEMAGE'S BADGE:战斗法师徽章

Ammo+2,Stamina+2.Gold Unkeep+4,Gem Unkeep+1.弹药+2 耐力+2 黄金获得+4 钻石获得+1

SpellsStamina >= 3

RangedKills > 0

Random(10 + SpellsStamina + RangedKills) >= 10

Random(NumBattlemageBadges + 1) == 0

Simplified description:

The medal can get a unit, having spent a spell book to use at least 3 stamina and killed at least one enemy in long-range combat. The more spent stamina and make a killing, the higher the chance. Also, the probability depends on the amount already received by this business unit of medals "Sign Wizard": for 1 coin the probability of getting a medal less than a factor of 2, with 2 medals - 3 times.

伊多:破碎世界的主人

FIRE PENNANT:火之战旗

Ammo+1,Resistance+1,and +3 to the Fire Arrow Skill.Gold Unkeep+7,Gem Unkeep+1.弹药+1 抵抗+1 火焰箭技能+3 黄金获得+7 钻石获得+1

Ammo > 2 弹药>@

RangedAttack > 0 远程攻击>0

RangedDamage >= RangedAttack * 3 造成的远程伤害>=3倍远程攻击力

MagicShot == 0 魔法设计=0

RangedKills > 1 远程击杀>1

DamageReceived >= MaxLife * 2 / 3 受到的远程伤害>最大生命值得3分之2

Random(21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammo) >= 30 随机(21+远程伤害+5倍远程击杀-3*范围攻击力*弹药)>=30

Random(NumFirePennants + 1) == 0 随机(数字火之战旗+1)=0(还是不知道啥玩意····)

Simplified description:

The medal is available to any infantry unit with a non-magical attacks, and at least three shells, not including the bonus from the skill of the hero, who inflicted the damage no less than three times the value of the shooting attack without bonuses character and morality, has committed at least two murders and get hit by at least 2 / 3 health

Also, the probability depends on the amount already received by this business unit of medals "pennant Fire": with one coin the probability of getting a medal less than a factor of 2, with 2 medals - 3 times.

伊多:破碎世界的主人——魔法详解

《伊多:破碎世界的主人》是一款非线性的游戏,所以玩家在游戏中的选择会影响到游戏的进程,而且游戏结尾也会因此而发生变化,游戏中的学派魔法也是这款游戏的特色之一。
魔法分6个学派,1级可造4个,2级3个,3级2个,4级1个。每集都要舍弃一些学派魔法。选择的时候考虑好咯。魔法是事前记忆的,可以记忆若干个火球术,并不是每个法术记忆一个然后释放消耗魔法值。释放魔法需要宝石。除了0级魔法外,每个等级有4个魔法,第一个是地图魔法,0级没有地图魔法。高级栏位可以记忆低级魔法,譬如2级空位可以记忆魔法飞弹,3级空位可以记忆火球,但是不能记忆白魔慧碰法。
图书馆0级:
1、火花:-4生命,威力随魔力增加。第一回合就应该记忆的魔法,出一级魔法就替换掉。
2、疲劳:-5体力,威力随魔力增加。个人不会用这个。
3、启示:+4士气,+2体力。威力随魔力增加。个人一般不会考虑。
巫师学院1级:
1、给予:+金产量,-愉悦。
2、魔法飞弹:-8H平,威力随魔力增加。由于2级魔法塔出的比较晚,这个魔法初期是撑场面的进攻性魔法。耗宝石少。
3、魔法盔甲:+3近战、远程防御,持续4回合。持续时间随魔力增加。初期3防效果很明显,后期完全没用。
4、魔法武器:+2进攻,消耗4弹药,持续3回合。持续时间随魔力增加。战士单甩有先攻武器在高地上可以考虑使用。
法师学院2级:
1、创造:在国库随机制造一个物品。
2、闪电:-12生命,威力随魔力增加。大威力单体魔法,中期对付少量高级兵。
3、火球:-7生命,范围为中间及周边1格,威力随魔力增加。第一个优秀魔法,后期也会用到。法师有了这个魔法就出头了。
4、火刃:+4攻,攻击转为魔法攻击,持续3回合。持续时间随魔力增加。对付幽灵啊神马的不错。所有单位普遍抗性比防御要低,还是有可取之处。
高级魔法学院3级:
1、魔法防护:阻止地图魔法3回合。
2、传送:传送到任意位置。传送敌人需要计算抗性。
3、抗魔:+10抗,魔法免疫,持续5回合。持续时间随魔力增加。
4、群体驱散:-3回合buff持续时间,对召唤单位造成9伤害。效果取决于释放魔法的英雄魔力差值。
秘社4级:
1、光渣碧谨塔:+宝石产量,伤害敌军,需要有建筑空位且没有光塔。
2、时间停止:所有己方单位再次行动,仅对本回合已经行动过的单位有效。
3、龙形:将一个己方单位变龙3回合。持续时间随魔力增加。
4、变形:将一个敌人变成地精,持续4回合。持续时间随魔力增加。
1、2级魔法不错,3、4级魔法适合指挥官+法师的升级路线,如果不是,就不推荐。
术士学院1级:
1、表演:+1愉悦。
2、驱散:-3回合buff持续时间,对召唤单位造成9伤害。效果取决于释放魔法的英雄魔力差值。
3、星能:+3抗,持续3回合,+7体,单位再动。
4、网:+1防御,单位定身2回合,抗性3以上单位不起作用。持续时间随魔力增加。
幻术行会2级:
1、幻影战斗:无实际损失的战斗,但是会得到经验。
2、幻影形态:-10攻击,+10防御。
3、睡眠:4回合睡眠,持续时间随魔力增加。受到攻击醒来。机械亡灵无效。
4、幻觉:全体敌人-3攻击。
催眠塔3级:
1、疯狂:省份起义。
2、力量之言:控制敌人1回合,3抗以下有效。结束后-50%士气和抗性。高魔力可以控制高抗性的敌人。
3、群体加速:+2速度,3回合。持续时间随魔力增加。
4、群攻:+4近战+3远程攻击。持续3回合。持续时间随魔力增加。
石碑4级:
1、回城:回到首都。有人回到边上的省份。
2、群体自杀:4抗以下敌人双倍杀伤。机械亡灵无效。
3、催眠:控制3回合。亡灵、机械无效。
4、群体睡眠:释放格子周边1格敌人睡眠。持续3回合。持续时间随魔力如基增加。亡灵、机械无效。
都是控制性法术,后期敌人都是大群大群,高级兵有抗性,这个路线感觉不是很好。

伊多:破碎世界的主人——弓兵和弩兵用法

伊多里面远程弓兵和弩兵是一个优劣势非常明显的兵种,弓兵的射程远,但是攻击力低,而弩兵带破甲,可以起到战略作用,但是这个兵种移动速度和射程确是硬伤,所以对于他们的运用就要讲究一定的策略。
弓兵和弩兵详解
弓兵移动2 攻击5 射程5,配合弓英雄,回合内可移动到邻近丘陵上攻击,可是遇到防稍高的兵种,简直就像垃圾一样。
弩兵移动1 攻击4 射程4 有破甲,因为有破甲,所以伤害高,可是射程4 移动1很不好用,遇到弓兵要走过去打,至少要先被打2次。
弓弩兵只能前期用用,后期就是鸡肋。攻击不行大怪射不动,小怪用不着射,升级也慢,又是对方远程照顾对象,变相成为帮治疗师挡箭的炮灰,所以要重点培养剑兵和治疗....
战士前期倒是需要弓弩远程兵帮助,后期单溜。
弓手要带兵做肉,但是弓手总觉得弹药少,但一直属于主力英雄。
法师带邪恶兵,水晶多了后很爽。
一个是中立,一个是善良,这个要注意。

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标题:伊多:破碎世界的主人,——魔法详解
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