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=Adventuring= ==Currency== {{Main|Currency}} Instead of gold or other forms of money, Path of Exile uses what are known as "currency items". Currency items are displayed with light tan text color in their item name. In addition to their use as units of trade, each type of currency item can alternatively be consumed for a specific gameplay effect, such as in crafting or gambling a piece of equipment. When you buy items from NPC vendors, those items will cost some amount of currency (usually low-tier currency). When you trade with players, be prepared to barter or haggle unless a player has listed a "buyout", a set price for the item. Exchange rates between currency items are generally set by the players, as currency items can only be traded up to the next level of currency at a vendor and not traded down. Using Jeweller's Orbs or Orbs of Fusing on equipment with quality will consume the quality in order to increase the chances of higher sockets or links. If an item has reached the max number of sockets, it is impossible to use a Jeweller's Orb on it. If a 5-socketed item has reached 5 links or a 6-socketed item has reached 6 links, it is impossible to use an Orb of Fusing on the item.<ref name="1.0.0bPatchNotes"/> Here is some basic information on currency tiers which has been adapted from [http://www.pathofexile.com/forum/view-thread/549432 Noperative's guide]. The tiers are player-defined and some players may not agree on them. {{il|Mirror of Kalandra}}<br> '''God-Tier:''' These are the rarest and most expensive items in the game. Having just one means you're richer than some people who have been playing this game since it was released. {{il|Eternal Orb}}, {{il|Exalted Orb}}, {{il|Divine Orb}} <br> '''High-Tier:''' These are usually items that are valuable in the end-game and are very rare. They are high-value currency items that most players would prefer to save rather than expend. They can be traded for big-ticket items or used on the highest level end-game maps. {{il|Gemcutter's Prism}}, {{il|Regal Orb}}, {{il|Chaos Orb}}, {{il|Orb of Regret}}, {{il|Orb of Alchemy}}, {{il|Orb of Fusing}} <br> '''Trade-Tier:''' These are items that have high utility and moderate rarity. They are the first items that you can reasonably trade items for and are best saved for the endgame. Some orbs, for example the Chromatic Orb and Orb of Chance, are on the border between trade-tier and low-tier. Whether they fit into one or the other depends on player opinion, patch results and league. {{il|Scroll of Wisdom}}, {{il|Portal Scroll}}, {{il|Orb of Transmutation}}, {{il|Orb of Augmentation}}, {{il|Orb of Alteration}}, {{il|Jeweller's Orb}}, {{il|Orb of Scouring}}, {{il|Blacksmith's Whetstone}}, {{il|Armourer's Scrap}}, {{il|Glassblower's Bauble}}, {{il|Orb of Chance}}, {{il|Chromatic Orb}}, {{il|Blessed Orb}} <br> '''Low-Tier:''' These are rarely used in trading. Most are bought by the hundreds or thousands because of higher abundance than utility. Most people will keep a few stacks of these to use on items they own rather than go through the effort of selling them. Some items, such as the Glassblower's Bauble and Blessed Orb, are much rarer than other orbs but are not used in bulk and so they are not as easily accepted as currency. There is a general copper-silver-gold-like progression that can be memorized to help buy out or evaluate items from other players. The following orbs can be stored and used as currency in order to circumnavigate the process of bartering. <br> 4 [[Orb of Transmutation|Orbs of Transmutation]] -> 1 [[Orb of Augmentation]] (NPC) <br> 4 [[Orb of Augmentation|Orbs of Augmentation]] -> 1 [[Orb of Alteration]] (NPC)<br> 8 [[Orb of Alteration|Orbs of Alteration]] <-> 1 [[Orb of Fusing]] or 1 [[Orb of Alchemy]] (between players; Alteration -> Fusing is NPC and players widely consider Fusing and Alchemy to be 1:1) <br> 2 [[Orb of Fusing|Orbs of Fusing]] or [[Orb of Alchemy|Orbs of Alchemy]] <-> 1 [[Chaos Orb]] (Players) <br> Items on websites like [http://poe.xyz.is poe.xyz.is] are widely listed with buyouts in terms of chaos orbs, orbs of fusing, and exalted orbs. <br> Other exchange rates vary over time and differ from player to player. The progression above is not considered a law when trading with players. ==Items== ===Attribute requirements=== Most gear has [[attribute]] requirements that must be met in order to equip it. These requirements come from the base item type and are unaffected by magical modifiers, quality, or number of sockets. If a gem has attribute requirements a character does not meet and the gem is socketed in an item then that character will be unable to use that item. A complete list of gear and attribute requirements can be found [http://www.pathofexile.com/item-data/|here]. ===Level requirements=== Most items have a level requirement that must be met in order to equip them. There are two factors that affect level requirements: * The level of the base item type. This is the level that the item starts appearing (and is separate from the itemlevel that affects which magical modifiers can spawn on it). See the item data link above for a list with all item levels. Some of the very low-level base items do not come with a level requirement. * The level of the magical modifiers. The level requirement for magical modifiers is equal to 80% of the level of the highest-level magical modifier on the item. * The highest level requirement of the two listed above is the one that appears on the item. ==Drop rates== {{Main|Drop Rate}} Drop tables are uniform across monsters of the same [[monster level]]. In other words, the pool of items that can potentially drop and the chance for a particular item to drop are not determined by the type of monster. ===Level difference currency penalty=== There is a penalty to the chance of [[currency]] items (scrolls, orbs, etc.) dropping in areas with a monster level more than two levels lower than a character's level. Currency item Drops are not increased or decreased in this way when fighting in areas above your level. For the purposes of this penalty, your level is never considered to be higher than 68. Therefore a level 75 character receives no penalty in a level 66 area. There are two modifiers that affect drop rates in the game, [[Rarity#Increased Item Rarity.2FQuantity|increased item rarity, and increased item quantity]]. There are three potential sources of these modifiers: <br> - the player (skills, passives, gear etc.) <br> - monsters (such as bosses and champions) <br> - Party bonuses <br> Modifiers from the player stack additively with each other, and are subject to diminishing returns. Modifiers from the party bonus and monsters stack additively with each other, and are not subject to diminishing returns. The total player bonus stacks multiplicatively with the total party & monster bonus. ===Item Rarity=== {{Main|Rarity}} Increased Item [[Rarity]] % modifiers (or IIR) increase the chances of an item being magic, rare, or unique. IIR increases with diminishing returns but they are only significant at very high IIR values. IIR has no effect on the number or type of currency items, scrolls, or gems that drop. When in a party, only the modifier from the character who lands the killing blow on an enemy is counted. If one of a character's minions lands the killing blow then the minion's IIR is added to the character's IIR and that sum is used. Magic, rare, and unique monsters have an IIR modifier for drops. ===Item Quantity=== Increased Item [[Quantity]] (or IIQ) increases the average number of items that drop from monsters and chests. It does not affect the type, quality, or rarity of item dropped, only the chance that something will drop. There is no cap on the usefulness of this modifier, as monsters can drop more than one item at a time. The base chance for an item to drop from a normal monster is 16%. This varies between monster types, and special monsters have higher drop chances. When in a party, each player in the party after the first gives a +10% item quantity and +40% item rarity modifier on drops. IIQ & IIR modifiers from support gems currently do not work with kills made by damage over time effects, such as the poison from poison arrow. Modifiers from your gear will affect those kills however. ==Quality== {{Main|Quality}} All weapons, armour, flasks, gems, and maps can randomly receive between +1% and +20% quality when dropped from a monster or container. This value can be increased by Blacksmith's Whetstones, Armourer's Scraps, Glassblower's Baubles, Gemcutter's Prisms, and Cartographer's Chisels, but is capped at 20%. The effect of quality depends on the item:<br> On [[weapon]]s, increased physical damage<br> On [[Equipment#Armour|armour]], increased Armour rating, Evasion, and Energy Shield<br> On life and mana [[flask]]s, increased life and mana recovery<br> On utility [[flask]]s, increased duration<br> On [[Active_skill|gem]]s, the bonus is specific to each gem. Check the individual gem page for specifics<br> On [[map]]s, increases the item quantity bonus from monsters in the map area ==Modifiers on items== {{Main|Item Affix}} [[Modifier]]s are split up in to two main groups, prefixes and suffixes. A magic item can have only one prefix and one suffix, never two prefixes or two suffixes. Rare items can have up to six modifiers, it is unknown if there is a limit on how many of these can be prefixes/suffixes. A randomly generated rare item (from a drop or Orb of Alchemy) receives between four and six modifiers randomly, with the following odds:<ref name="MaliceThread"/><br> 1/12 chance of 6 mods<br> 4/12 chance of 5 mods<br> 7/12 chance of 4 mods All modifiers have a level associated with them, and will only appear on items whose [[item level]] is greater than or equal to the modifier's level. Lists of available magical modifiers are available in the [http://www.pathofexile.com/item-data/ item data] section. The [[Culling Strike]] modifier (found on some unique items and {{sl|Culling Strike}}) causes monsters to die if you strike them down to 10% or less life. ==Sockets== There are four types of [[socket]]s: *[[Strength Skills|Strength (red)]] *[[Dexterity Skills|Dexterity (green)]] *[[Intelligence Skills|Intelligence (blue)]] *Neutral (white), appearing on {{il|Tabula Rasa}} or [[Vaal Orb|corrupted]] items Sockets appear randomly on most equipment. [[Item level|Higher level item]]s can appear with more sockets than lower level items of the same type. The maximum amount of sockets that can appear on an item also varies by the type of item: * Two handed weapons and body armour can have up to 6 sockets * Wands, shields, and one handed weapons can have a maximum of 3 sockets * Everything else can have a maximum of 4 sockets One exception to this is the starting weapon that appears on the beach at the start of the game. Its item level is 1 but it always has one socket of each colour. Items are more likely to receive sockets that match their attribute requirements. So an item requiring only dexterity is more likely to have green sockets than red or blue sockets. You can only put a blue (intelligence) gem in a blue socket, red gem in a red socket, etc. Sockets can be linked. The links are shown as gold bars between the sockets. Support gems affect any skill gems in sockets that they are linked to. For example: <br> [[File:swordconnections.png]] <br> This sword has 1 strength socket, 1 intelligence socket, and 2 dexterity sockets. Every socket is linked to every other socket. In this sword you could put: * 4 skill gems. You would get access to 4 active skills. * 3 skill gems and one support gem. You would get access to 3 active skills, and all three would be improved by the support gem. * 2 skill gems, 2 support gems. You get 2 active skills, both are improved by both support gems * 1 skill gem, 3 support gems. You get 1 active skill that is boosted by all 3 support gems. So let's say you put in: *{{sl|Cleave}} skill gem, *{{sl|Raise Zombie}} skill gem, and *{{sl|Added Cold Damage}} support gem. You would get a cleave skill that does extra cold damage, and raise zombie skill with zombies that do extra cold damage. You would not get zombies that have cleave, or raise a zombie every time you use cleave. If two of the same support gem are linked to the same skill within the same socket group, they do not stack. Only the highest-level gem gives a bonus. Additionally, two skill gems of the same type can be used in separate socket groups, resulting in more than one usable version of that skill. Skill Gems are only affected by support gems in the same socket group. For example, imagine a piece of armour with 5 sockets. The first two sockets are linked in one group, and the remaining three sockets are linked in a separate group. If you put Cleave and Faster Attacks in the first group, and Cleave, Added Fire Damage, and Added Cold Damage in the second group, you would have two different versions of cleave available - one cleave skill that attacks faster, and another cleave that does bonus fire and cold damage. Small letters appear over the skill icons for each support gem you have attached to that skill. This allows you to differentiate between the different versions if you have more than one of the same skill gem equipped. ==Item level== {{Main|Item Level}} Each item has a level associated with it that is equal to the monster level of the area it dropped in. The monster level is shown on the map overlay (TAB key). Magic monsters (blue name) have +1 to their level, and will yield items with an item level one level higher than other monsters in the same area. Rare (yellow name) and unique (brown name) monsters have +2 to their level, and will yield items with an itemlevel two levels higher than other monsters in the same area. You can check an item's level by picking it up on the cursor and typing /itemlevel in the chat box. This item level determines which modifiers it can receive, and how many sockets it can receive. ==Charges== {{Main|Charges}} Some skills grant [[Endurance Charges|Endurance]] (strength), [[Frenzy Charges|Frenzy]] (dexterity), or [[Power Charges|Power]] (intelligence) charges. Each charge lasts a short duration before it disappears. The base duration is 10 seconds. Gaining a charge resets the duration of all accumulated charges. [[Endurance charge]]s are related to the strength attribute and grants: {{#ask: [[-Has subobject::Character]] [[Has stat id::~*endurance_charge*]] [[Has stat id::!~*max*]] |?Has stat text= |format=ul |sort=Has stat text |mainlabel=- }} The physical damage reduction stacks additively with the damage reduction from [[armour]], so that they are both applied at the same time. For example, if a monster deals 100 damage, and you have {{#expr:{{SMW character query|stat=physical_damage_reduction_%_per_endurance_charge}} * 2}}% DR from 2 endurance charges, and enough armour to prevent 32 of the 100 damage, the incoming damage would be reduced by {{#expr:{{SMW character query|stat=physical_damage_reduction_%_per_endurance_charge}} * 2 + 32}}. [[Frenzy charge]]s are related to the dexterity attribute and grants: {{#ask: [[-Has subobject::Character]] [[Has stat id::~*frenzy_charge*]] [[Has stat id::!~*max*]] |?Has stat text= |format=ul |sort=Has stat text |mainlabel=- }} [[Power charge]]s are related to the intelligence attribute and grants: {{#ask: [[-Has subobject::Character]] [[Has stat id::~*power_charge*]] [[Has stat id::!~*max*]] |?Has stat text= |format=ul |sort=Has stat text |mainlabel=- }} By default characters can have a maximum number of 3 active charges of each type at one time. This maximum can be increased by certain [[passive skill]]s and [[unique items]]. ==Parties== {{Main|Party}} The maximum party size is 6 players. ===Effect on monsters=== Monsters gain 50% extra life, 75% extra life, or 100% extra life for each additional party member after the first in Normal, Cruel, and Merciless difficulties respectively. For example, against a party of 3 players in Normal, monsters have double life, but when that party goes to Merciless, monsters have triple life. The original life amount is used for the purposes of determining the length of stuns and status ailments from elemental damage - this means monsters will not be harder to stun/ignite/etc. when fighting in a party. ===Effect on loot=== Each player in a party after the first gives a increased item quantity modifier and increased item rarity modifier on drops. [[Rarity#Increased Item Rarity.2FQuantity|Increased Item Rarity & Quantity]] modifiers are only counted from the player who lands the killing blow. ===Effect on experience=== Only party members that are nearby (roughly two screens) receive experience from a slain monster. If one member is in town or too far from the monster they get no XP. Monsters are still made harder by players elsewhere on the level but outside of XP range. ===Effect on flasks and killing blow modifiers=== Only the character landing the killing blow gets bonuses from "(...) when you deal a killing blow" type of modifiers. [[Flask]]s does not apply to this. ==Instances== All areas in Path of Exile are '''instanced'''. When you enter an area, a new instance is created. Once you leave the area, the instance will remain in its current state for 15 minutes - if 15 minutes passes with no players entering the instance, it will be closed. This closes any portals you may have had to the area. Entering the same area again will create a new instance with a new randomly generated map. Areas without side areas attached (any area with two or less exits) has a shorter timer, and will only last 8 minutes while empty. Instances you create are private, and cannot be entered by other players unless they join your party. However, once a player has entered an instance, that instance remains associated with the player even if they leave the party. So it is possible to share an instance with non-party members in some circumstances. The exception to this is towns, which are always public, and cut-throat leagues, where all instances are public - meaning anyone can enter your instances at any time. Some areas have [[waypoint]]s. Once activated (by clicking on the waypoint), waypoints allow you to travel instantly to any other waypoint you have activated. Ctrl-clicking on a waypoint destination in the waypoint menu, or an area transition such as a doorway, will bring up the instance management screen. This screen lists all available instances of the area you ctrl-clicked on, the players inside the instance, and the time remaining until they are closed. It also allows you to create new instances, and enter existing ones. Using the instance management screen you can have more than one instance of the same area open at a time, and choose which available instance you want to enter. This may be useful if one wants to respawn bosses, but note that instances are arranged so that bosses cannot be farmed without traveling a significant distance. ==Level difference experience penalty== {{Main|Experience}} Level affects the amount of [[experience]] you gain from killing enemies, based on the relative level of the player and monsters. A penalty is applied if you are too far above or below the monster level. ==Difficulty Levels== {{Main|Difficulty}} There are three difficulty levels: Normal, Cruel, and Merciless. Each character must complete Normal difficulty before you can move to Cruel, and you must complete Cruel before you can move to Merciless. The higher difficulties have death penalties, causing you to lose experience when you die. Losing experience in this way cannot cause you to drop down a level. There are also penalties to resistances in higher difficulty levels. ==References== {{reflist|refs= <ref name="MaliceThread">{{cite web|author=Malice|date=November 14, 2011|title=Mechanics thread|url=https://www.pathofexile.com/forum/view-thread/11707|publisher=Official Path of Exile Forums|accessdate=November 24, 2015}}</ref> <ref name="1.0.0bPatchNotes">{{cite web|author=Chris|date=October 23, 2013|title=1.0.0b Patch Notes|url=http://www.pathofexile.com/forum/view-thread/546607|publisher=Official Path of Exile Forums|accessdate=November 24, 2015}}</ref> }} [[Category:Game mechanics| ]]
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