英雄世界 - 游戏人的家英雄无敌专题站 http://www.heroworld.net/ 中国最早最权威的英雄无敌个人网站 - 游戏人的家专题站 Heroes of Might and Magic Heroworld sice 1999.10.18. All rights reserved. zh-CN Tue, 02 Sep 2025 14:53:54 GMT heroesv@gmail.com (EvilP) http://www.heroworld.net/logo.gif 英雄世界 - 游戏人的家英雄无敌专题站 http://www.heroworld.net/ 上古纪元#开发日志#13#关于裂渊及其神秘力量 http://www.heroworld.net/news.php?id=1950 http://www.heroworld.net/news.php?id=1950 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426950 hoe Fri, 29 Aug 2025 16:25:42 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/532108091999650442">https://store.steampowered.com/news/app/3105440/view/532108091999650442</a></p> <p class="eo">We kept it hidden long enough. Today, it is finally here! Welcome to Schism reveal!</p> <p>我们隐藏了它很久了。今天,它终于来了!欢迎来到“裂渊”揭秘!</p> <p class="eo">As we have already revealed all the other factions, we think it is about time to showcase a very unique addition to the Heroes of Might and Magic Universe. Schism will be the last of the 6 playable factions present once Early Access starts.</p> <p>既然我们已经揭晓了所有其他派系,我们认为是时候为《魔法门之英雄无敌》宇宙展示一个非常独特的新成员了。裂渊将是抢先体验版开启后六个可玩派系中的最后一个。</p> <div class="ac"> <a href="http://heroworld.gamerhome.com/images/news/20250830-1.webp" rel="colorbox" title="主页更新 - 20250830 1"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20250830-1.webp" alt="20250830 1"></a> <a href="http://heroworld.gamerhome.com/images/news/20250830-2.webp" rel="colorbox" title="主页更新 - 20250830 2"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20250830-2.webp" alt="20250830 2"></a> </div> <p class="eo">First, let&apos;s take a look at who we’re talking about: what is Schism? As a renegade group of Alvari Elves, these determined scholars and soldiers went looking for answers among the ruins of their Vori ancestors and became altered because of what they found. In search of power, they have opened the Rift to the Abyss, a lower layer within the Plane of Water that connects to the Realm Between Realms, which you may be familiar with from other Heroes of Might and Magic games or the Might and Magic RPG games. This allows them to summon planar creatures that are very unique and mysterious to the genre, yet extremely powerful.</p> <p>首先,让我们来看看我们正在谈论的是谁:什么是裂渊?作为一群叛逆的阿尔瓦精灵,这些坚定的学者和士兵在他们沃里祖先的废墟中寻找答案,并因所发现的东西而发生了改变。为了追寻力量,他们打开了通往深渊的裂隙,这是水位面的下层,连接着界间界。你可能在其他《魔法门之英雄无敌》系列游戏或魔法门RPG游戏中对这个界间界有所耳闻。这使得他们能够召唤出在同类游戏中非常独特、神秘却又极其强大的位面生物。</p> <p class="eo">To follow up on the lore, now that we know where their origins are, the in-game lineup for the faction will consist of multiple altered Alvari Elves, as well as some creatures and monstrosities that they are capable of summoning. Together, they will form the faction we named Schism.</p> <p>延续传说,既然我们已经知道了他们的起源,那么游戏中该派系的阵容将由多个变异的阿尔瓦精灵以及一些他们能够召唤的生物和怪物组成。他们将共同组成一个派系,我们称之为“裂渊”。</p> <p class="eo">Just like the others, Schism will have its own unique faction skill, called Abyssal Communion, which greatly ties the faction’s flavour with its gameplay! The way it works is very simple: Every time you go into a battle, your army’s size will increase based on your Communion level you have. It will decrease every day, but can be increased (up to a certain limit) with each fight you win. However, every hero will have their own Abyssal Communion level, so you will have to make strategic decisions on which one of them takes the fights! These bonuses to army size can be very impactful, especially if you’re taking into consideration subskills or hero specialisations.</p> <p>与其他游戏一样,裂渊也拥有独特的派系技能,名为“深渊交流”,这将派系特色与游戏玩法紧密结合!技能机制非常简单:每次战斗,你的军队规模都会根据你的交流等级增加。交流等级每天都会减少,但随着你每赢得一场战斗,军队规模都会增加(有上限)。然而,每位英雄的“深渊交流”等级各不相同,因此你必须做出战略决策,决定由哪位英雄主战!这些军队规模的加成效果可能非常显著,尤其是在考虑子技能或英雄专精的情况下。</p> <table class="oetablea" id="AbyssalCommunion" style="width:100%;"> <colgroup><col style="width:80px;"><col> </colgroup><tbody> <tr> <td class="bck acc" colspan="2">深渊交流(Abyssal Communion)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_AbyssalCommunion_1.webp" class="noshadow" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_AbyssalCommunion_2.webp" class="noshadow" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_AbyssalCommunion_3.webp" class="noshadow" style="width:80px;" alt=""> </td> <td class="al" data-width="500" data-title="" data-description="<p class=italic>After each battle victory, the hero partakes in the Abyss. At the start of each day, the effect is halved and stacks up to {0} times (If the result is greater than 0.5, round up; otherwise, round down) . Each level of Communion increases the number of friendly Schism units by {1}% until the end of the battle (Round down).</p>"><p>种族技能,每次战斗胜利后,英雄都会与深渊交流。每增加一级交流,战斗开始时友方裂渊单位数量将临时增加{1}%(结果大于0.5向上取整,否则向下取整),直至战斗结束,最多叠加{0}次。每天开始时,叠加层数减半(向下取整)。</p></td></tr> <tr> <td class="al normal" data-width="500" data-title="" data-description="<ul class=consola><li>Bas.:Stacks up to 2 times. increases the number of friendly Schism units by 5%.</li><li>Adv.:Stacks up to 3 times. increases the number of friendly Schism units by 5%.</li><li>Exp.:Stacks up to 4 times. increases the number of friendly Schism units by 5%.</li></ul>"><ul class="consola"><li>基础:最多叠加 2 次,每级增加 5%。</li><li>高级:最多叠加 3 次,每级增加 5%。</li><li>专家:最多叠加 4 次,每级增加 5%。</li></ul></td> </tr> <tr> <td rowspan="2" data-width="500" data-title="" data-description="<p class=italic>Friendly Schism creatures deal +10% and take ­–10% Damage on Native Terrain.</p>"> <img src="http://heroworld.gamerhome.com/oe/file/icon_subskill_OurTrueHome.webp" alt="" class="noshadow"> </td> <td class="bck" data-width="300" data-title="真实家园" data-description="官方译名如上<br>sub_skill_faction_unfrozen_1">真正的家(Our True Home)<span class="vJson" data-json="skill/sub_skill_faction_unfrozen_1" data-sid="sub_skill_faction_unfrozen_1"></span></td> </tr> <tr> <td class="al"> <p>裂渊单位在本族地形上造成的伤害 +10%,受到的伤害 -10%。</p> </td> </tr> <tr> <td rowspan="2" data-width="500" data-title="" data-description="<p class=italic>The maximum of Communion level increases by 1.</p>"> <img src="http://heroworld.gamerhome.com/oe/file/icon_subskill_ComprehensibleDepths.webp" alt="" class="noshadow"> </td> <td class="bck" data-width="300" data-title="可知深渊" data-description="官方译名如上<br>sub_skill_faction_unfrozen_2">可理解的深度(Comprehensible Depths)<span class="vJson" data-json="skill/sub_skill_faction_unfrozen_2" data-sid="sub_skill_faction_unfrozen_2"></span></td> </tr> <tr> <td class="al"> <p>交流次数上限 +1。</p> </td> </tr> <tr> <td rowspan="2" data-width="500" data-title="" data-description="<p class=italic>Grants +10 maximum Movement Points per level of Communion.</p>"> <img src="http://heroworld.gamerhome.com/oe/file/icon_subskill_CalloftheVoid.webp" alt="" class="noshadow"> </td> <td class="bck" data-width="300" data-title="虚空召唤" data-description="官方译名如上<br>sub_skill_faction_unfrozen_3">虚空的呼唤(Call of the Void)<span class="vJson" data-json="skill/sub_skill_faction_unfrozen_3" data-sid="sub_skill_faction_unfrozen_3"></span></td> </tr> <tr> <td class="al"> <p>每达到一个交流等级,最多可获得 +10 个移动点数。</p> </td> </tr> <tr> <td rowspan="2" data-width="500" data-title="" data-description="<p class=italic>Enemy spells cost +1 for the level of the hero’s Communion.</p>"> <img src="http://heroworld.gamerhome.com/oe/file/icon_subskill_BlackIce.webp" alt="" class="noshadow"> </td> <td class="bck" data-width="300" data-title="黑冰" data-description="官方译名如上<br>sub_skill_faction_unfrozen_4">黑冰(Black Ice)<span class="vJson" data-json="skill/sub_skill_faction_unfrozen_4" data-sid="sub_skill_faction_unfrozen_4"></span></td> </tr> <tr> <td class="al"> <p>英雄的交流每增加一级,敌方法术的消耗就会增加 +1。</p> </td> </tr> <tr> <td rowspan="2" data-width="500" data-title="" data-description="<p class=italic>Communion level increases by 1 per victory in battle.</p>"> <img src="http://heroworld.gamerhome.com/oe/file/icon_subskill_Abyssopelagial.webp" alt="" class="noshadow"> </td> <td class="bck" data-width="300" data-title="深渊汪洋" data-description="官方译名如上<br>sub_skill_faction_unfrozen_5">深渊海盆(Abyssopelagial)<span class="vJson" data-json="skill/sub_skill_faction_unfrozen_5" data-sid="sub_skill_faction_unfrozen_5"></span></td> </tr> <tr> <td class="al"> <p>每场战斗胜利,交流等级额外 +1。</p> </td> </tr> </tbody> </table> <p class="eo">With this faction skill, Schism can become very powerful the longer the game goes. The more units you have, the more units you will get extra in every battle. So whether you are against it, or playing faction yourself, plan your actions accordingly. Keep in mind that these additional units are available only during combat and do not persist after the battle so you cannot transfer them between heroes.</p> <p>凭借这项阵营技能,随着游戏时间的推移,裂渊势力会变得愈发强大。你拥有的单位越多,每次战斗中临时拥有额外单位就越多。因此,无论你是面对裂渊势力,还是自己使用该阵营,都要根据情况制定行动计划。请记住,这些额外单位仅在战斗中可用,战斗结束后将失效,因此你无法在英雄之间转移它们。</p> <p class="eo">For a much more detailed look at all the Schism units you can watch our latest full faction reveal that has it all:</p> <p>想要更详细地了解所有裂渊派系单位,您可以观看我们最新的完整派系揭秘,其中包含所有内容:</p> <div class="ac playerwrapper"> <div class="playmask" data-bid="BV1qshRzCEAM"></div> <img src="http://heroworld.gamerhome.com/images/news/20250829-Cover.webp" alt=""> </div> <h4 class="al"> What makes Schism an ideal faction for Olden Era<br> 是什么让裂渊成为上古纪元的理想派系</h4> <p class="eo">Our intention with Olden Era is to create an original game, so that the community can explore new and unique factions alongside the old ones. Olden Era is a standalone game, and not a remake of any former parts, so our main goal is to combine the old with the new, in order to bring something fresh to our audience. We thought there is no better opportunity than to create a faction that was never explored before in the franchise. Our decision was solidified even further by the many mentions of creatures or monsters that we can find throughout the lore bits from previous games, that never found their place or played an incredibly minor role.</p> <p>我们的目标是打造一款原创游戏《上古纪元》,让玩家社区能够在探索旧派系的同时,探索全新独特的派系。《上古纪元》是一款独立游戏,并非任何前作的翻版,因此我们的主要目标是将新旧元素融合,为玩家带来新鲜感。我们认为,没有什么比创造一个系列中从未探索过的派系更好的机会了。前作的设定中多次出现一些生物或怪物,它们要么从未出现,要么在游戏中扮演着极其次要的角色,这进一步坚定了我们的决心。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20250830-3.webp" rel="colorbox" title="主页更新 - 20250830 3"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20250830-3.webp" alt="20250830 3"></a> <a href="http://heroworld.gamerhome.com/images/news/20250830-4.webp" rel="colorbox" title="主页更新 - 20250830 4"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20250830-4.webp" alt="20250830 4"></a></div> <div class="ac eo">The description of Elemental Planes and its inhabitants affected by Realm Between Realm’s madness, taken from RPG Might and Magic VIII</div> <div class="ac">元素位面及其居民受到界间界的疯狂影响的描述,取自魔法门八</div> <div class="quote"> <p class="eo">Onward through the ele mental gateways adventured Etharil and company!</p> <p>埃萨里尔与同伴继续穿越元素通道!</p> <p class="eo">On the Plane of Fire they fought through a maze landscape of fragile bridges crossing an endless sea of lava. Fierce salamanders and phoenixes contested them at every step. But they prevailed through to a castle of glowing iron, and there found a Heart of Fire stone.</p> <p>在火元素位面,他们穿越横跨无尽熔岩海的脆弱桥阵迷宫。凶猛的沙罗曼蛇与凤凰每一步都与他们激烈交锋。但众人最终抵达一座赤红发光的铁铸城堡,并在此找到了火之心宝石。</p> <p class="eo">Through the Plane of Water&apos;s depths they swam, scarcely escaping death in the jaws of giant turtles and on the tridents of tritons. And a Heart of Water they found in a strange shrine among the deep sea canyons.</p> <p>他们潜游通过水元素位面的深渊,险些命丧巨龟之口与特里顿族的三叉戟之下。最终在深海峡谷间的奇异神殿中寻得了水之心宝石。</p> <p class="eo">Through the claustrophobic and endless passages of the Plane of Earth they delved. . Winning through gauntlets of stone bodied guardians, there they recovered a Heart of....</p> <p>他们深入土元素位面令人窒息的无尽甬道,冲破石躯守卫的严峻考验,成功取得了土之心宝石...</p> <p class="eo">Thunderbirds and creatures half- man half-raven flock thickly in the endless firmament-less reaches of the Plane of Air. In wheeling hoards they flew at the party, but failed to halt them from reaching a cloud walled castle wherein was found a Heart of Air.</p> <p>在气元素位面无尽无垠的苍穹中,雷鸟与半人半鸦的生物密集盘旋。它们成群结队地向冒险队伍发起冲击,却未能阻止众人抵达一座云墙城堡,并在其中发现了气之心宝石。</p> <p class="eo">And in all of these places they found themselves opposed by the crazed citizens of the planes. All were polluted by insanity caused by the crystal&apos;s dark enchantment. It was a tragedy awful to behold, and all were saddened to slay sO many innocents caught in the Destroyer&apos;s design.</p> <p>在所有这些地方,他们都遭到位面中疯狂居民的阻挠。所有生灵都受到水晶黑暗蛊惑导致的疯癫污染。这惨状令人不忍目睹,众人为不得不斩杀如此多陷入毁灭者阴谋的无辜者而悲恸。</p> <p class="eo">When Etharil handed over the four heartstones to Xanthor, he quickly. got to work constructing the key he earlier spoke of. The device he constructed thrummed with elemental energy.</p> <p>当埃萨里尔将四颗心石交给赞瑟后,后者立即着手建造先前提及的钥匙。他打造的装置嗡鸣着元素能量。</p> </div> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20250830-5.webp" rel="colorbox" title="主页更新 - 20250830 5"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20250830-5.webp" alt="20250830 5"></a></div> <div class="ac eo">The origins of Enroth and Elemental Lords as explained by Tarnum in Heroes III Chronicles</div> <div class="ac">塔南在《英雄无敌三:历代记》中解释了恩洛斯和元素领主的起源</div> <div class="quote"> <p>我正享受着在宁静的湖边钓鱼的平和,先祖突然出现在我面前,他们的幽灵形体飘浮在水面上。「塔南。」他们异口同声地说道。「这是我们要你做的事情当中最重要的一件事。」当他们以魔法将我传送到远方的一座塔里时,他们解释说当世界被创造出来的时候,众神强迫元素诸领主停战一万年。一万年过去了,那些暴力、自私的元素领主打算隔离所有的元素,好摧毁整个世界!难怪先祖们这么着急。元素领主们正要到我们的世界来摧毁它。但是如果我不等他们呢?如果我把战争带到他们那里去,前往他们居住的元素异界呢?他们一定料想不到这种攻击。不幸的是,惟一抵达元素异界的方法,就是透过一个元素城,而这个世界上只剩下一处。</p> </div> <p class="eo">Therefore, Olden Era’s Early Access will have 3 familiar factions (Temple, Dungeon and Necropolis) and 3 “new” ones (Hive, Sylvan and Schism). We are considering adding more factions into the game through potential DLCs later on.</p> <p>因此上古纪元的抢先体验版将包含 3 个我们熟悉的传统阵营(圣殿、地牢和墓园)以及 3 个“全新”阵营(虫巢、森林和裂渊)。我们正在考虑后续通过 DLC 的方式将更多阵营添加到游戏中。</p> <h4 class="al">Embedding Horrors into Narrative Framework<br> 将恐怖元素融入叙事框架</h4> <p class="eo">Even though Schism is a brand new faction, we always aim to ensure that the foundation of each faction we create draws from the old lore. What we found was a solid and interesting framework for a faction that plays with power they do not fully understand, which slowly twists them into its own image. Thanks to all the information about Jadame in the RPG Might and Magic VIII we know that our playable party faces Escaton the Destroyer within Realm Between Realms (referred to as Plane Between Planes there) — an interdimensional landscape that walls off the Material World and the Arcane (or Elemental) Planes from one another. What they come across there is a place full of literal Nightmares (not Hors :D) and incomprehensible monstrosities that defy any laws or logic. Players also get to see eldritch creatures for a short time during the adventures of Gauldoth Half-Dead in Heroes IV, where they enlist the aid of Ice Demons and Venom Spawns in his quest against his master.</p> <p>尽管“裂渊”是一个全新的派系,我们始终致力于确保每个派系的根基都源于古老的传说。我们找到了一个坚实而有趣的框架,让这个派系能够运用他们并不完全理解的力量,并逐渐将其扭曲成自己的形象。感谢角色扮演游戏《魔法门八》中关于贾达姆的所有信息,我们知道我们的可玩小队将在“界间界”(Realm Between Realms,简称为“位面之间位面”)中对抗毁灭者埃斯卡顿(Escaton)——这是一个将物质世界和奥术(或元素)位面彼此隔开的跨维度世界。他们在那里遇到的是一个充满噩梦(不是“恐怖”:D)和无视任何法律或逻辑的不可理解的怪物的地方。在《英雄无敌四》中,半死者高铎斯的冒险过程中,玩家还可以短暂地见到可怕的生物,在高铎斯对抗其主人的过程中,他们寻求冰魔和毒液产卵的帮助。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20250830-6.webp" rel="colorbox" title="主页更新 - 20250830 6"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20250830-6.webp" alt="20250830 6"></a> <a href="http://heroworld.gamerhome.com/images/news/20250830-7.webp" rel="colorbox" title="主页更新 - 20250830 7"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20250830-7.webp" alt="20250830 7"></a> <a href="http://heroworld.gamerhome.com/images/news/20250830-8.webp" rel="colorbox" title="主页更新 - 20250830 8"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20250830-8.webp" alt="20250830 8"></a> <a href="http://heroworld.gamerhome.com/images/news/20250830-9.webp" rel="colorbox" title="主页更新 - 20250830 9"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20250830-9.webp" alt="20250830 9"></a></div> <ul> <li class="eo">The Nightmares (not the horses) within Realm Between Realms in RPG Might and Magic VIII</li> <li>《魔法门八》中界间界的梦魇(不是马)</li> <li class="eo">The Spawning Pits of Venom Spawns from Heroes IV</li> <li>《英雄无敌四》中的毒液孵化坑</li> <li class="eo">The Frost Gates of Ice Demons from Heroes IV</li> <li>《英雄无敌四》中的冰魔之门</li> </ul> <p class="eo">Despite the limitations of time, budget and available technology back then, Realm Between Realms has proven itself to be a very memorable place that left a lasting impression on the players. It gave us room to introduce something outright abominable, eldritch and twisted — a field of ideas that was only barely touched upon in the grander scheme of the universe. In other words — lore that asks to be explored.</p> <p>尽管当时时间、预算和现有技术都有限,但界间界已证明自己是一个令人难忘的地方,给玩家留下了深刻的印象。它给了我们空间来引入一些彻头彻尾的可憎、怪诞和扭曲的东西——一个在宏大的宇宙体系中鲜为人知的概念领域。换句话说——一个等待探索的传说。</p> <p class="eo">Additionally, from the texts scattered among Heroes of Might and Magic and Might and Magic games we’ve learned that the barrier between each elemental realm and the Material World is thinnest in the deepest crevices of the world of Enroth that lead to a sinister, darker layer of that plane which borders Realm Between Realms. These are the following:</p> <p>此外,从散布于《魔法门之英雄无敌》和魔法门系列游戏中的文本中,我们了解到,每个元素领域与物质世界之间的屏障在恩洛斯世界最深处的裂缝中最为薄弱,这些裂缝通向与界间界接壤的位面中一个更加险恶、黑暗的层面。这些裂缝如下:</p> <ul> <li class="eo">The Abyss within the very depths of the oceans;</li> <li>海洋最深处的深渊;</li> <li class="eo">The Chthonic Depths deep beneath the crust of the world;</li> <li>位于世界地壳深处的冥界深渊;</li> <li class="eo">The Underworld (also referred to as Hell in Heroes III: Chronicles in some languages) in the volcanic caverns of Underground Realms (such as Nighon or Jadamean Cave Network);</li> <li>地下世界(在某些语言中也称为《英雄无敌三:历代记》中的地狱),位于地下领域的火山洞穴中(例如尼贡或贾达姆洞穴网络);</li> <li class="eo">The Starry Firmament (sometimes called the Stratosphere by those who still retain the knowledge of the past) high in the sky.</li> <li>天空高耸的星空(有时被那些仍然保留着过去知识的人称为平流层)。</li> </ul> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20250830-10.webp" alt="20250830 10"></div> <div class="ac eo">Orb of Silt hinting at the thin barrier between Elemental Plane of Earth and Material World deep within Enroth from Heroes III The Shadow of Death</div> <div class="ac">土灵球暗示着土元素位面与恩洛斯深处物质世界之间的薄弱屏障,出自《英雄无敌三:死亡阴影》</div> <div class="quote"> <p class="eo">Generally the Orb of Silt is buried deep within the planet, where it is easily accessible to the Elemental Plane of Earth, But, for some reason, it has surfaced. You know it will be guarded.</p> <p>土灵球通常深埋于星球内部,易于连接土元素位面。但出于某种原因,它现已浮现于地表。你知道它必定有重兵把守。</p> </div> <p class="eo">As the Abyss is a lower layer of the Elemental Plane of Water that connects directly to the Realm Between Realms, its denizens have a lot of aquatic features and that is reflected in the design of Schism units and the alterations that mutated the elven half of their roster.</p> <p>由于深渊是水元素位面的下层,直接连接到界间界,它的居民具有许多水生特征,这反映在裂渊单位的设计和改变其名册中精灵一半的变化中。</p> <p class="eo">We know that there are a lot of fans of H. P. Lovecraft and his work, and so far that kind of space hasn’t really been explored in the Heroes of Might and Magic games yet, which is exactly what we aimed to do with Schism. We want Olden Era to feel familiar, but also be a completely new and unique experience for any player to enjoy.</p> <p>我们知道有很多 霍华德·菲利普·洛夫克拉夫特 及其作品的粉丝,而目前为止,这类领域在《魔法门之英雄无敌》系列中尚未得到真正探索,而这正是我们打造裂渊的目标。我们希望上古纪元既能让人感到熟悉,又能为所有玩家带来全新独特的体验。</p> <p class="eo">This is why we made sure to connect Schism to the existing pieces of lore within the universe by digging very, very deep into the older games, sometimes pulling information from the tiniest snippets of lore such as, for example, artefacts or physical manuals for the games. On this, we also collaborate with Heroes IP team in order to keep everything appropriate to the Might and Magic universe, which they’ve been greatly helpful with. As a lot of that information would be a massive spoiler for our Story, we’ll let you discover more yourselves! However, there’s one thing we can share about the powers these renegades have acquired: all of it hails back to the discoveries their Vori ancestors have made upon recovering some artefacts from the mysterious Triton Empire.</p> <p>这就是为什么我们确保将裂渊与宇宙中现有的传说片段联系起来,通过深入挖掘旧游戏,有时从最细微的传说片段中提取信息,例如游戏文物或实体手册。在这方面,我们还与英雄无敌IP团队合作,以确保所有内容与魔法门世界相符,他们在这方面提供了很大的帮助。由于很多信息会严重剧透我们的故事,我们会让你们自己发现更多!然而,关于这些叛徒获得的力量,我们可以分享一件事:这一切都源于他们的沃里祖先在从神秘的特里顿帝国找回一些宝物后所做的发现。</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20250830-11.webp" alt="20250830 11"></div> <p class="eo">Trident of Rulership from RPG Might and Magic VIII. What secrets did the Tritons know?</p> <p>《魔法门八》中的统治三叉戟。特里顿知道什么秘密?</p> <div class="quote"> <p>统治三叉戟 - Trident of Rulership</p> <p class="eo">The Trident of Rulership was never meant to be on dry land, yet when the once mighty, ocean to ocean Triton empire collapsed, many of its greatest artifacts including those of its royal treasure were looted and made their way to the surface.</p> <p>统治三叉戟本不应出现在干燥陆地上,然而当曾经跨越海洋的强大特里顿帝国崩溃时,包括皇家珍宝在内的许多最伟大的神器遭人掠夺流落至地表。</p> </div> <h4 class="al">An Icy Kingdom beckons<br> 冰雪王国在召唤</h4> <p class="eo">To give a quick summary of what to expect from Schism:</p> <p>简单总结一下裂渊的预期:</p> <ul> <li class="eo">A brand new faction that was never developed before in Heroes of Might and Magic Universe!</li> <li>魔法门之英雄无敌宇宙中从未开发过的全新派系!</li> <li class="eo">Unique faction mechanics that can alter the course of each game. Plan accordingly!</li> <li>独特的派系机制可以改变每场游戏的进程。请根据实际情况制定计划!</li> <li class="eo">A very close connection to H. P. Lovecraft and his work, for all the fans of things eldritch and abominable!</li> <li>对于所有喜爱神秘和恐怖事物的粉丝来说,这与洛夫克拉夫特及其作品有着非常密切的联系!</li> <li class="eo">Going deeper into the lore that was available within the Might and Magic Universe, but never had a chance to be fully explored!</li> <li>深入了解魔法门宇宙中存在的、但从未有机会充分探索的传说!</li> </ul> <p class="eo">We have great respect and love for the universe of Might and Magic, but we also wish to expand on its horizons whenever an opportunity is offered. This made Schism a perfect fit for us and the continent of Jadame that is known for its plethora of magical leylines and thin barriers between planes. A new land — a new story behind it — comes with new threats that pose new challenges to face.</p> <p>我们对《魔法门》的世界充满敬意和热爱,但我们也希望一有机会就拓展它的视野。这使得裂渊与我们以及以众多魔法地脉和位面之间薄弱屏障而闻名的贾达姆大陆完美契合。一片新的土地——背后有着新的故事——伴随着新的威胁,带来新的挑战。</p> <p class="eo">Once we expand the campaign with the future acts, you will be able to learn more about Schism as we will uncover the veil of mystery around their creation and rise to power. This will be done after Early Access release and during the journey towards full release.</p> <p>当我们扩展战役内容,推出后续章节时,您将能够了解更多关于“裂渊”组织的信息,因为我们将揭开围绕其创立和崛起的神秘面纱。这将在抢先体验版发布后以及正式发布的过程中进行。</p></div> 上古纪元#裂渊势力揭晓 http://www.heroworld.net/news.php?id=1949 http://www.heroworld.net/news.php?id=1949 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426948 hoe Fri, 29 Aug 2025 14:03:02 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1qshRzCEAM"></div> <img src="http://heroworld.gamerhome.com/images/news/20250829-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1qshRzCEAM/">bilibili</a>,<a href="https://www.youtube.com/watch?v=nd0EyUol-ec">youtube</a></h3></div> 英雄无敌#招募线下试玩 http://www.heroworld.net/news.php?id=1948 http://www.heroworld.net/news.php?id=1948 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426947 mm Fri, 29 Aug 2025 07:30:30 GMT <div style="width:640px;"><ul> <li><a href="http://heroworld.gamerhome.com/images/news/20250829.webp" rel="colorbox" title="主页更新 - 20250829"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20250829.webp" alt="20250829" class="fr"></a>意向玩家:有任意英雄无敌系列经验;策略游戏爱好者;</li> <li>试玩地点:育碧成都工作室;</li> <li>可选日期:9月6日-19日(任选半天);</li> <li>试玩时长:约4小时;</li> <li>试玩奖品:精美育碧周边礼品;</li> <li>参与方法:扫描二维码填写报名问卷;</li> </ul></div> 上古纪元#兵种介绍#Grand Shoth http://www.heroworld.net/news.php?id=1947 http://www.heroworld.net/news.php?id=1947 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426944 hoe Wed, 27 Aug 2025 15:08:13 GMT <div style="width:640px;"><video width="100%" height="354" loop autoplay muted><source src="http://heroworld.gamerhome.com/images/news/20250827.mp4" type="video/mp4">您的浏览器不支持Video标签。</video> <table class="oetablea" style="width:100%;"> <colgroup> <col style="width:22%;"> <col style="width:11%;"> <col style="width:11%;"> <col style="width:11%;"> <col style="width:11%;"> <col style="width:11%;"> <col style="width:22%;"> </colgroup> <tbody> <tr> <td colspan="7"> <div class="OEUnitNames"> <div>巨绍斯<br>Grand Shoth</div> <div>不可名绍斯<br>Unspeakable Shoth</div> <div>不可构绍斯<br>Unthinkable Shoth</div> </div> </td> </tr> <tr> <td colspan="7"> <div class="OEUnit"> <div><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Schism_GrandShoth.webp" alt=""></div> <div><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Schism_UnspeakableShoth.webp" alt=""></div> <div><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Schism_UnthinkableShoth.webp" alt=""></div> </div> </td> </tr> <tr> <td colspan="2"><span class="bold" data-width="400" data-title="霜冻(Frost)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_Frost.webp class=fr><p>『被动能力』,其冰冷的触感使目标无法获得集能点。</p><p class=italic>Its frosty touch prevents the target from gaining Focus.</p><ul class=dim></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_Frost.webp" alt="『霜冻』" class="oeAbilityIcon"></span><span class="bold" data-width="400" data-title="召唤仪式:巨绍斯(Summoning Rite: Grand Shoth)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_SummoningRiteGrandShoth.webp class=fr><p><span class=blue>『主动技能』</span>,每场战斗一次,在友方尸体的格子上召唤一队巨绍斯。召唤生物的生命值为尸体原始队伍的 50%,召唤数量向下取整,且数量不超过[当前召唤师数量]个单位。这些生物是永久存在的,战斗结束后仍会保留。对亡灵、凝形和构装体无效。</p><p class=italic>Once per battle, summons a stack of Grand Shoth in place of an allied corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.</p><ul class=dim><li>位阶:4 阶</li><li>冷却:2 回合</li><li>能量消耗:2</li><li>行动消耗:是</li></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_SummoningRiteGrandShoth.webp" alt="『召唤仪式:巨绍斯』" class="oeAbilityIcon"></span></td> <td colspan="3"><span class="bold" data-width="400" data-title="双重打击(Double Strike)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_DoubleStrike.webp class=fr><p>『被动能力』,攻击两次。</p><p class=italic>Strikes twice.</p><ul class=dim></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_DoubleStrike.webp" alt="『双重打击』" class="oeAbilityIcon"></span><span class="bold" data-width="400" data-title="霜冻(Frost)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_Frost.webp class=fr><p>『被动能力』,其冰冷的触感使目标无法获得集能点。</p><p class=italic>Its frosty touch prevents the target from gaining Focus.</p><ul class=dim></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_Frost.webp" alt="『霜冻』" class="oeAbilityIcon"></span><span class="bold" data-width="400" data-title="召唤仪式:不可名绍斯(Summoning Rite: Unspeakable Shoth)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_SummoningRiteUnspeakableShoth.webp class=fr><p><span class=blue>『主动技能』</span>,每场战斗一次,在友方尸体的格子上召唤一队不可名绍斯。召唤生物的生命值为尸体原始队伍的 50%,召唤数量向下取整,且数量不超过[当前召唤师数量]个单位。这些生物是永久存在的,战斗结束后仍会保留。对亡灵、凝形和构装体无效。</p><p class=italic>Once per battle, summons a stack of Unspeakable Shoth in place of an allied corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.</p><ul class=dim><li>位阶:4 阶</li><li>冷却:2 回合</li><li>能量消耗:2</li><li>行动消耗:是</li></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_SummoningRiteUnspeakableShoth.webp" alt="『召唤仪式:不可名绍斯』" class="oeAbilityIcon"></span></td> <td colspan="2"><span class="bold" data-width="400" data-title="霜冻(Frost)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_Frost.webp class=fr><p>『被动能力』,其冰冷的触感使目标无法获得集能点。</p><p class=italic>Its frosty touch prevents the target from gaining Focus.</p><ul class=dim></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_Frost.webp" alt="『霜冻』" class="oeAbilityIcon"></span><span class="bold" data-width="400" data-title="召唤仪式:不可构绍斯(Summoning Rite: Unthinkable Shoth)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_SummoningRiteUnthinkableShoth.webp class=fr><p><span class=blue>『主动技能』</span>,每场战斗一次,在友方尸体的格子上召唤一队不可构绍斯。召唤生物的生命值为尸体原始队伍的 50%,召唤数量向下取整,且数量不超过[当前召唤师数量]个单位。这些生物是永久存在的,战斗结束后仍会保留。对亡灵、凝形和构装体无效。</p><p class=italic>Once per battle, summons a stack of Unthinkable Shoth in place of an allied corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.</p><ul class=dim><li>位阶:4 阶</li><li>冷却:2 回合</li><li>能量消耗:2</li><li>行动消耗:是</li></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_SummoningRiteUnthinkableShoth.webp" alt="『召唤仪式:不可构绍斯』" class="oeAbilityIcon"></span><span class="bold" data-width="400" data-title="黑冰碎片(Black Ice Shard)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_BlackIceShard.webp class=fr><p><span class=blue>『主动技能』</span>,召唤一块黑冰,对目标造成相当于基础攻击伤害 200%[× 单位数量 ]的纯粹伤害。不会消耗行动机会。</p><p class=italic>Summons a piece of Black Ice himself, dealing 200% basic attack Damage ([ × amount of units]) as Pure Damage to the target. Does not end the turn.</p><ul class=dim><li>位阶:5 阶</li><li>冷却:3 回合</li><li>能量消耗:3</li><li>行动消耗:否</li><li>效果持续:1 回合</li></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_BlackIceShard.webp" alt="『黑冰碎片』" class="oeAbilityIcon"></span></td> </tr> <tr> <td colspan="2"><span data-width="400" data-title="近战攻击(Melee Attack)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_MeleeAttack.webp class=fr><p>只能攻击相邻的敌人。会引发反击。</p><p class=italic>Can only attack adjacent enemies. Provokes counterattacks.</p>">近战攻击</span> / <span data-width="400" data-title="传送(Blink)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_Blink.webp class=fr><p>代替正常移动,传送无视障碍和陷阱。</p><p class=italic>Instead of normal movement, teleports ignoring obstacles and traps.</p>">传送</span><span class="vJson" data-json="unit/eldritch_flyer_l"></span></td> <td colspan="3"><span data-width="400" data-title="近战攻击(Melee Attack)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_MeleeAttack.webp class=fr><p>只能攻击相邻的敌人。会引发反击。</p><p class=italic>Can only attack adjacent enemies. Provokes counterattacks.</p>">近战攻击</span> / <span data-width="400" data-title="传送(Blink)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_Blink.webp class=fr><p>代替正常移动,传送无视障碍和陷阱。</p><p class=italic>Instead of normal movement, teleports ignoring obstacles and traps.</p>">传送</span><span class="vJson" data-json="unit/eldritch_flyer_upg_l"></span></td> <td colspan="2"><span data-width="400" data-title="近战攻击(Melee Attack)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_MeleeAttack.webp class=fr><p>只能攻击相邻的敌人。会引发反击。</p><p class=italic>Can only attack adjacent enemies. Provokes counterattacks.</p>">近战攻击</span> / <span data-width="400" data-title="传送(Blink)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_Blink.webp class=fr><p>代替正常移动,传送无视障碍和陷阱。</p><p class=italic>Instead of normal movement, teleports ignoring obstacles and traps.</p>">传送</span><span class="vJson" data-json="unit/eldritch_flyer_upg_alt_l"></span></td> </tr> <tr> <td class="OEUnitAttr">位阶<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td>4</td> <td colspan="2" class="bold"><span data-width="400" data-title="魔法生物(Magic Creature)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_MagicCreature.webp class=fr><p>野兽或类似野兽的生物。贾达姆的野兽通常拥有奇异的力量,其他位面的居民更是如此。士气范围:-3 至 3,运气范围:-5 至 5。阵亡的魔法生物战后将计入招魂术驱役的范围。</p><p class=italic>A beast or beast-like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: -3 to 3 Luck range: -5 to 5 Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.</p>">魔法生物</span></td> <td rowspan="12" colspan="3" class="al"><div class="OEAbilityBlocks"><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_DoubleStrike.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="双重打击(Double Strike)" data-description="<p class=italic>Strikes twice.</p>"> </div> <div class="OEAbilityBlockName acc"><span>双重打击</span><span>Double Strike</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,攻击两次。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_Frost.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="霜冻(Frost)" data-description="<p class=italic>Its frosty touch prevents the target from gaining Focus.</p>"> </div> <div class="OEAbilityBlockName acc"><span>霜冻</span><span>Frost</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,其冰冷的触感使目标无法获得集能点。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_SummoningRiteGrandShoth.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="召唤仪式:巨绍斯(Summoning Rite: Grand Shoth)" data-description="<p class=italic>Once per battle, summons a stack of Grand Shoth in place of an allied corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.</p>"> </div> <div class="OEAbilityBlockName acc"><span>召唤仪式:巨绍斯</span><span>Summoning Rite: Grand Shoth</span></div> <div class="OEAbilityBlockText"><p><span class="green">『主动技能』</span>,每场战斗一次,在友方尸体的格子上召唤一队巨绍斯。召唤生物的生命值为尸体原始队伍的 X%,召唤数量向下取整,且数量不超过[当前召唤师数量]个单位。这些生物是永久存在的,战斗结束后仍会保留。对亡灵、凝形和构装体无效。</p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_SummoningRiteUnspeakableShoth.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="召唤仪式:不可名绍斯(Summoning Rite: Unspeakable Shoth)" data-description="<p class=italic>Once per battle, summons a stack of Unspeakable Shoth in place of an allied corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.</p>"> </div> <div class="OEAbilityBlockName acc"><span>召唤仪式:不可名绍斯</span><span>Summoning Rite: Unspeakable Shoth</span></div> <div class="OEAbilityBlockText"><p><span class="green">『主动技能』</span>,每场战斗一次,在友方尸体的格子上召唤一队不可名绍斯。召唤生物的生命值为尸体原始队伍的 X%,召唤数量向下取整,且数量不超过[当前召唤师数量]个单位。这些生物是永久存在的,战斗结束后仍会保留。对亡灵、凝形和构装体无效。</p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_SummoningRiteUnthinkableShoth.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="召唤仪式:不可构绍斯(Summoning Rite: Unthinkable Shoth)" data-description="<p class=italic>Once per battle, summons a stack of Unthinkable Shoth in place of an allied corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.</p>"> </div> <div class="OEAbilityBlockName acc"><span>召唤仪式:不可构绍斯</span><span>Summoning Rite: Unthinkable Shoth</span></div> <div class="OEAbilityBlockText"><p><span class="green">『主动技能』</span>,每场战斗一次,在友方尸体的格子上召唤一队不可构绍斯。召唤生物的生命值为尸体原始队伍的 X%,召唤数量向下取整,且数量不超过[当前召唤师数量]个单位。这些生物是永久存在的,战斗结束后仍会保留。对亡灵、凝形和构装体无效。</p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_BlackIceShard.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="黑冰碎片(Black Ice Shard)" data-description="<p class=italic>Summons a piece of Black Ice himself, dealing 200% basic attack Damage ([ × amount of units]) as Pure Damage to the target. Does not end the turn.</p>"> </div> <div class="OEAbilityBlockName acc"><span>黑冰碎片</span><span>Black Ice Shard</span></div> <div class="OEAbilityBlockText"><p><span class="green">『主动技能』</span>,召唤一块黑冰,对目标造成相当于基础攻击伤害 X% 的纯粹伤害。不会消耗行动机会。</p></div> </div></div></td> </tr> <tr> <td class="OEUnitAttr">攻击力<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Attack.webp" alt=""></td> <td>12</td> <td>12</td> <td>12</td> </tr> <tr> <td class="OEUnitAttr">防御力<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Defence.webp" alt=""></td> <td>12</td> <td>12</td> <td>12</td> </tr> <tr data-width="470" data-title="" data-description="<p>在不考虑其它影响因素的情况下,兵种的攻防修正计算方法为:</p><ul class=small><li class=ac><p class=red>修正值 = [(攻方攻击力 + 20) / (防守方防御力 + 20)]</p></li><li>兵种攻防取值下限-10。修正值无上下限,伤害取值完全随机,均匀分布,但是至少造成 1 点伤害。</li><li>其它增减伤因素,同类叠加后,异类之间叠乘,减伤下限 90%。</li></ul><p class=purple>按SHIFT一次可使此窗口不消失,再按次恢复。</p>"> <td class="OEUnitAttr">伤害<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Damage.webp" alt=""></td> <td>9~12</td> <td>9~12</td> <td>9~12</td> </tr> <tr> <td class="OEUnitAttr">生命值<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_HP.webp" alt=""></td> <td>50</td> <td>50</td> <td>50</td> </tr> <tr data-width="300" data-title="" data-description="<p>决定兵种在战场上的移动范围,数字越大,走的越远。</p>"> <td class="OEUnitAttr">速度<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Speed.webp" alt=""></td> <td>4</td> <td class="green">6</td> <td class="green">5</td> </tr> <tr data-width="300" data-title="" data-description="<p>决定兵种在战场上的出手顺序,数字越大,出手越快。</p>"> <td class="OEUnitAttr">主动性<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Initiative.webp" alt=""></td> <td>5</td> <td>5</td> <td class="green">9</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>兵种的士气,受士气影响的兵种在士气高于0时,有概率让生物士气高涨,本回合可以再行动一次,在士气低于0时有,有概率让生物士气低落,从而错过本回合的行动。</p><p>兵种是否受士气影响,士气的上下限取决于兵种的物种标签。基础的士气几率是每点 4%,但是会有其它因素可以影响该基础几率。(全场第一轮第一个行动的单位不会士气低落)</p>">士气<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Moral.webp" alt=""></td> <td>0</td> <td>0</td> <td>0</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>兵种的幸运,受幸运影响的兵种在幸运高于0时,有概率让生物在攻击时幸运一击,多造成一半伤害,在幸运低于0时有,有概率让生物在攻击时厄运一击,只造成一半伤害。</p><p>兵种是否受幸运影响,幸运的上下限取决于兵种的物种标签。基础的幸运几率是每点 6%,但是会有其它因素可以影响该基础几率。</p>">幸运<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Luck.webp" alt=""></td> <td>0</td> <td>0</td> <td>0</td> </tr> <tr data-width="300" data-title="" data-description="<p>杀死一个该类兵种英雄可以在战后获得的基础经验点数。</p>"> <td class="OEUnitAttr">经验值<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td>-</td> <td>-</td> <td>-</td> </tr> <tr data-width="300" data-title="" data-description="<p>在数据文件中的标签是squadValue,用于程序计算兵种各种强度和优先度时使用。</p>"> <td class="OEUnitAttr">量分<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td>-</td> <td>-</td> <td>-</td> </tr> <tr> <td data-width="300" data-title="" data-description="<p>招募单个此类兵种需要的资源花费。</p>" class="OEUnitAttr">招募价格<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td>-</td> <td>-</td> <td>-</td> </tr> <tr> <td class="OEUnitAttr">相关<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td colspan="6" class="OERelated">-</td> </tr><tr><td class="al" colspan="7"> <p data-width="400" data-title="" data-description="<p class=italic>Grand Shoth are an experiment in binding. While some Shoth are controlled through telepathy or communion, these creatures are bound purely though the Sacred Language.</p>">巨绍斯斯是精神束缚实验的产物。与其他通过心灵感应控制的裂隙生物不同,它们完全受神圣语言操控。</p> <p data-width="400" data-title="" data-description="<p class=italic>With the right incantations, shoth can be turned into incredibly precise and focused weapons, striking without mercy. ...What happens if a spell scroll is torn off?</p>">通过特定咒语,绍斯可被转化为精准无情的武器。……但若撕毁法术卷轴会怎样?</p> <p data-width="400" data-title="" data-description="<p class=italic>It would seem that some shoth are fighting back against their bindings, partially unravelling in the process. That makes them more chaotic and dangerous — and very efficient in some situations.</p>">某些绍斯似乎正在反抗束缚,导致躯体部分解离。这使它们更危险也更不可预测——在某些场合反而更高效。</p> </td></tr> </tbody> </table></div> 上古纪元#兵种介绍#Cultist http://www.heroworld.net/news.php?id=1946 http://www.heroworld.net/news.php?id=1946 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426942 hoe Mon, 25 Aug 2025 16:55:52 GMT <div style="width:640px;"><video width="100%" height="354" loop autoplay muted><source src="http://heroworld.gamerhome.com/images/news/20250826.mp4" type="video/mp4">您的浏览器不支持Video标签。</video> <table class="oetablea" style="width:100%;"> <colgroup> <col style="width:22%;"> <col style="width:11%;"> <col style="width:11%;"> <col style="width:11%;"> <col style="width:11%;"> <col style="width:11%;"> <col style="width:22%;"> </colgroup> <tbody> <tr> <td colspan="7"> <div class="OEUnitNames"> <div>邪教徒<br>Cultist</div> <div>束缚者<br>Binder</div> <div>誓信徒<br>Votary</div> </div> </td> </tr> <tr> <td colspan="7"> <div class="OEUnit"> <div><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Schism_Cultist.webp" alt=""></div> <div><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Schism_Binder.webp" alt=""></div> <div><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Schism_Votary.webp" alt=""></div> </div> </td> </tr> <tr> <td colspan="2"><span class="bold" data-width="400" data-title="深渊一瞥(Glance of the Abyss)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_GlanceoftheAbyss.webp class=fr><p><span class=blue>『主动技能』</span>,诅咒目标。诅咒期间,目标在其回合开始时受到 [2 × 单位数量] 点纯粹伤害。此效果可叠加。效果持续 2 回合。对魔法生物、亡灵和构装体无效。</p><p class=italic>Curses the target. While Cursed, the target takes [2 × amount of units] Pure Damage at the begining of its turn. This effect is stackable. Duration: 2 round(s). Does not affect Magic Creatures, Undead and Constructs.</p><ul class=dim><li>位阶:2 阶</li><li>冷却:1 回合</li><li>能量消耗:1</li><li>行动消耗:是</li><li>效果持续:2 回合</li></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_GlanceoftheAbyss.webp" alt="『深渊一瞥』" class="oeAbilityIcon"></span></td> <td colspan="3"><span class="bold" data-width="400" data-title="深渊一瞥(Glance of the Abyss)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_GlanceoftheAbyss.webp class=fr><p><span class=blue>『主动技能』</span>,诅咒目标。诅咒期间,目标在其回合开始时受到 [2 × 单位数量] 点纯粹伤害。此效果可叠加。效果持续 2 回合。对魔法生物、亡灵和构装体无效。</p><p class=italic>Curses the target. While Cursed, the target takes [2 × amount of units] Pure Damage at the begining of its turn. This effect is stackable. Duration: 2 round(s). Does not affect Magic Creatures, Undead and Constructs.</p><ul class=dim><li>位阶:2 阶</li><li>冷却:1 回合</li><li>能量消耗:1</li><li>行动消耗:是</li><li>效果持续:2 回合</li></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_GlanceoftheAbyss.webp" alt="『深渊一瞥』" class="oeAbilityIcon"></span><span class="bold" data-width="400" data-title="深渊卷须(Abyssal Tendril)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_AbyssalTendril.webp class=fr><p><span class=blue>『主动技能』</span>,用深渊触手攻击敌人,使其无法反击。造成 [2 × 单位数量] 点伤害,并失去 1 次反击机会。</p><p class=italic>Hits an enemy with the Abyss&apos;s tendril, and they can&apos;t hit back. This deals [2 × amount of units] Damage and removes 1 counterattack charge.</p><ul class=dim><li>位阶:2 阶</li><li>冷却:1 回合</li><li>能量消耗:1</li><li>行动消耗:是</li></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_AbyssalTendril.webp" alt="『深渊卷须』" class="oeAbilityIcon"></span></td> <td colspan="2"><span class="bold" data-width="400" data-title="深渊凝视:迟钝(Gaze of the Abyss: Sluggishness)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_GazeoftheAbyssSluggishness.webp class=fr><p><span class=blue>『主动技能』</span>,对目标及其相邻的所有敌方生物造成 [3 × 单位数量] 点纯粹伤害。所有被击中的生物的主动性降低 1 点,直至下一回合结束。</p><p class=italic>Deals [3 × amount of units Pure Damage to the target and all the adjacent enemies. All targets’ Initiative reduces by 1 until the end of next round.</p><ul class=dim><li>位阶:2 阶</li><li>冷却:1 回合</li><li>能量消耗:1</li><li>行动消耗:是</li><li>效果持续:2 回合</li></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_GazeoftheAbyssSluggishness.webp" alt="『深渊凝视:迟钝』" class="oeAbilityIcon"></span><span class="bold" data-width="400" data-title="深渊凝视:缓慢(Gaze of the Abyss: Slow)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_GazeoftheAbyssSlow.webp class=fr><p><span class=blue>『主动技能』</span>,对其及所有相邻敌方生物造成 [3 × 单位数量] 点纯粹伤害。所有被击中的生物速度降低 1 点,直至下一回合结束。</p><p class=italic>Deals [3 × amount of units] Pure Damage to the target and all the adjacent creatures. All targets’ Speed reduces by 1 until the end of next round.</p><ul class=dim><li>位阶:2 阶</li><li>冷却:1 回合</li><li>能量消耗:1</li><li>行动消耗:是</li><li>效果持续:2 回合</li></ul>"><img src="http://heroworld.gamerhome.com/oe/file/icon_ta_GazeoftheAbyssSlow.webp" alt="『深渊凝视:缓慢』" class="oeAbilityIcon"></span></td> </tr> <tr> <td colspan="2"><span data-width="400" data-title="长距攻击(Long Reach)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_LongReach.webp class=fr><p>拥有超过 1 格攻距的短程射击。此攻击不会引发反击,也不会使攻击者移动到目标旁边。</p><p class=italic>Has a short-range attack that hits over 1 hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.</p>">长距攻击</span><span class="vJson" data-json="unit/unfrozen_cultist_l"></span></td> <td colspan="3"><span data-width="400" data-title="长距攻击(Long Reach)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_LongReach.webp class=fr><p>拥有超过 1 格攻距的短程射击。此攻击不会引发反击,也不会使攻击者移动到目标旁边。</p><p class=italic>Has a short-range attack that hits over 1 hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.</p>">长距攻击</span><span class="vJson" data-json="unit/unfrozen_cultist_upg_l"></span></td> <td colspan="2"><span data-width="400" data-title="长距攻击(Long Reach)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_LongReach.webp class=fr><p>拥有超过 1 格攻距的短程射击。此攻击不会引发反击,也不会使攻击者移动到目标旁边。</p><p class=italic>Has a short-range attack that hits over 1 hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.</p>">长距攻击</span><span class="vJson" data-json="unit/unfrozen_cultist_upg_alt_l"></span></td> </tr> <tr> <td class="OEUnitAttr">位阶<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td>2</td> <td colspan="2" class="bold"><span data-width="400" data-title="生灵(Living)" data-description="<img src=http://heroworld.gamerhome.com/oe/file/icon_ta_Living.webp class=fr><p>具备完全知觉的贾达姆居民。士气范围:-5 至 5,幸运范围:-3 至 3。阵亡的生灵战后将计入招魂术驱役的范围。</p><p class=italic>A fully sentient inhabitant of Jadame. Morale range: -5 to 5, Luck range: -3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.</p>">生灵</span></td> <td rowspan="12" colspan="3" class="al"><div class="OEAbilityBlocks"><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_GlanceoftheAbyss.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="深渊一瞥(Glance of the Abyss)" data-description="<p class=italic>Curses the target. While Cursed, the target takes [2 × amount of units] Pure Damage at the begining of its turn. This effect is stackable. Duration: 2 round(s). Does not affect Magic Creatures, Undead and Constructs.</p>"> </div> <div class="OEAbilityBlockName acc"><span>深渊一瞥</span><span>Glance of the Abyss</span></div> <div class="OEAbilityBlockText"><p><span class="green">『主动技能』</span>,诅咒目标。诅咒期间,目标在其回合开始时受到 [中等] 点纯粹伤害。此效果可叠加。效果持续 2 回合。对魔法生物、亡灵和构装体无效。</p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_AbyssalTendril.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="深渊卷须(Abyssal Tendril)" data-description="<p class=italic>Hits an enemy with the Abyss&apos;s tendril, and they can&apos;t hit back. This deals [2 × amount of units] Damage and removes 1 counterattack charge.</p>"> </div> <div class="OEAbilityBlockName acc"><span>深渊卷须</span><span>Abyssal Tendril</span></div> <div class="OEAbilityBlockText"><p><span class="green">『主动技能』</span>,用深渊触手攻击敌人,使其无法反击。造成 [中等] 点伤害,并失去 1 次反击机会。</p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_GazeoftheAbyssSluggishness.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="深渊凝视:迟钝(Gaze of the Abyss: Sluggishness)" data-description="<p class=italic>Deals [3 × amount of units Pure Damage to the target and all the adjacent enemies. All targets’ Initiative reduces by 1 until the end of next round.</p>"> </div> <div class="OEAbilityBlockName acc"><span>深渊凝视:迟钝</span><span>Gaze of the Abyss: Sluggishness</span></div> <div class="OEAbilityBlockText"><p><span class="green">『主动技能』</span>,对目标及其相邻的所有敌方生物造成 [少量] 点纯粹伤害。所有被击中的生物的主动性降低 1 点,直至下一回合结束。</p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_GazeoftheAbyssSlow.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="深渊凝视:缓慢(Gaze of the Abyss: Slow)" data-description="<p class=italic>Deals [3 × amount of units] Pure Damage to the target and all the adjacent creatures. All targets’ Speed reduces by 1 until the end of next round.</p>"> </div> <div class="OEAbilityBlockName acc"><span>深渊凝视:缓慢</span><span>Gaze of the Abyss: Slow</span></div> <div class="OEAbilityBlockText"><p><span class="green">『主动技能』</span>,对其及所有相邻敌方生物造成 [少量] 点纯粹伤害。所有被击中的生物速度降低 1 点,直至下一回合结束。</p></div> </div></div></td> </tr> <tr> <td class="OEUnitAttr">攻击力<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Attack.webp" alt=""></td> <td>5</td> <td class="green">6</td> <td class="green">8</td> </tr> <tr> <td class="OEUnitAttr">防御力<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Defence.webp" alt=""></td> <td>3</td> <td class="green">5</td> <td class="green">8</td> </tr> <tr data-width="600" data-title="" data-description="<p>在不考虑其它影响因素的情况下,兵种的攻防修正计算方法为:</p><ul class=small><li class=ac><p class=red>修正值 = [(攻方攻击力 + 20) / (防守方防御力 + 20)]</p></li><li>兵种攻防取值下限-10。修正值无上下限,伤害取值完全随机,均匀分布,但是至少造成 1 点伤害。</li><li>其它增减伤因素,同类叠加后,异类之间叠乘,下限 10%。</li></ul><p class=purple>按SHIFT一次可使此窗口不消失,再按次恢复。</p>"> <td class="OEUnitAttr">伤害<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Damage.webp" alt=""></td> <td>3~4</td> <td class="green">4~4</td> <td>3~4</td> </tr> <tr> <td class="OEUnitAttr">生命值<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_HP.webp" alt=""></td> <td>15</td> <td>15</td> <td>15</td> </tr> <tr data-width="300" data-title="" data-description="<p>决定兵种在战场上的移动范围,数字越大,走的越远。</p>"> <td class="OEUnitAttr">速度<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Speed.webp" alt=""></td> <td>2</td> <td class="green">3</td> <td class="green">4</td> </tr> <tr data-width="300" data-title="" data-description="<p>决定兵种在战场上的出手顺序,数字越大,出手越快。</p>"> <td class="OEUnitAttr">主动性<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Initiative.webp" alt=""></td> <td>4</td> <td class="green">5</td> <td>4</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>兵种的士气,受士气影响的兵种在士气高于0时,有概率让生物士气高涨,本回合可以再行动一次,在士气低于0时有,有概率让生物士气低落,从而错过本回合的行动。</p><p>兵种是否受士气影响,士气的上下限取决于兵种的物种标签。基础的士气几率是每点 4%,但是会有其它因素可以影响该基础几率。(全场第一轮第一个行动的单位不会士气低落)</p>">士气<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Moral.webp" alt=""></td> <td>0</td> <td>0</td> <td>0</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>兵种的幸运,受幸运影响的兵种在幸运高于0时,有概率让生物在攻击时幸运一击,多造成一半伤害,在幸运低于0时有,有概率让生物在攻击时厄运一击,只造成一半伤害。</p><p>兵种是否受幸运影响,幸运的上下限取决于兵种的物种标签。基础的幸运几率是每点 6%,但是会有其它因素可以影响该基础几率。</p>">幸运<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Luck.webp" alt=""></td> <td>0</td> <td>0</td> <td>0</td> </tr> <tr data-width="300" data-title="" data-description="<p>杀死一个该类兵种英雄可以在战后获得的基础经验点数。</p>"> <td class="OEUnitAttr">经验值<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td>-</td> <td>-</td> <td>-</td> </tr> <tr data-width="300" data-title="" data-description="<p>在数据文件中的标签是squadValue,用于程序计算兵种各种强度和优先度时使用。</p>"> <td class="OEUnitAttr">量分<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td>-</td> <td>-</td> <td>-</td> </tr> <tr> <td data-width="300" data-title="" data-description="<p>招募单个此类兵种需要的资源花费。</p>" class="OEUnitAttr">招募价格<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td>-</td> <td>-</td> <td>-</td> </tr> <tr> <td class="OEUnitAttr">相关<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td colspan="6" class="OERelated">-</td> </tr><tr><td class="al" colspan="7"> <p data-width="400" data-title="" data-description="<p class=italic>Although Lyssara’s expedition to the Sea of Regrets — as it is now called — had a higher purpose, I fear that for many Alvarians, it became a lure of temptation and power. Many of them nowadays are little more than cultists now.</p>">尽管莉萨拉探索“悔恨之海”的远征本有崇高目标,但我担心对许多精灵而言,这已沦为诱惑与力量的陷阱。</p> <p data-width="400" data-title="" data-description="<p class=italic>By infusing the bindings of Vori Texts with the profane power of the Rift, Binders tear open temporal gaps in reality, lashing out at their foes with planar tendrils.</p>">通过将沃里禁术与裂隙亵渎之力结合,束缚者能撕裂现实裂隙,用位面触须鞭笞敌人。</p> <p data-width="400" data-title="" data-description="<p class=italic>By opening their minds further to the eldritch influence, votaries serve as the eyes of their mistress — and of whatever lurks within the Rift. I shudder to imagine what becomes of their psyche.</p>">当邪教徒进一步向裂隙力量敞开意识,便成为主母——以及裂隙深处不可名状之物的耳目。</p> </td></tr> </tbody> </table></div> 魔法门系列UBI官方Discord频道 http://www.heroworld.net/news.php?id=1945 http://www.heroworld.net/news.php?id=1945 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426930 mm Fri, 22 Aug 2025 16:05:11 GMT <div style="width:640px;"><p>传送门:<a href="https://discord.gg/homm30th">https://discord.gg/homm30th</a></p> <p>至于这个代表啥,自己想像……</p> <div class="ac playerwrapper"> <div class="playmask" data-bid="BV1wBehztEeT"></div> <img src="http://heroworld.gamerhome.com/images/news/20250823-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1wBehztEeT/">bilibili</a>,<a href="https://www.youtube.com/watch?v=aahrN-kRuDg">youtube</a></h3></div> 上古纪元#兵种介绍#Animated Armour http://www.heroworld.net/news.php?id=1944 http://www.heroworld.net/news.php?id=1944 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426928 hoe Fri, 22 Aug 2025 14:22:07 GMT <div style="width:640px;"><video width="100%" height="354" loop autoplay muted><source src="http://heroworld.gamerhome.com/images/news/20250822.mp4" type="video/mp4">您的浏览器不支持Video标签。</video> <table class="oetablea Nopl" style="width:100%;"> <col style="width:300px;"> <tbody> <tr> <td colspan="5" class="bck" data-width="300" data-title="活化盔甲" data-description="官方译名如上<br>animated_armor">活化盔甲(Animated Armour)<span class="vJson" data-json="unit/animated_armor_l"></span></td> </tr> <tr> <td rowspan="9">-</td> <td class="OEUnitAttr">位阶<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td>3</td> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>杀死一个该类兵种英雄可以在战后获得的基础经验点数。</p>">经验值</td> <td class="bold">-</td> </tr> <tr> <td class="OEUnitAttr">攻击力<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Attack.webp" alt=""></td> <td class="bold">5</td> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>在数据文件中的标签是squadValue,用于程序计算兵种各种强度和优先度时使用。</p>">量分</td> <td class="bold">-</td> </tr> <tr> <td class="OEUnitAttr">防御力<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Defence.webp" alt=""></td> <td class="bold">8</td> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>招募单个此类兵种需要的资源花费。</p>">招募价格</td> <td class="bold">-</td> </tr> <tr> <td class="OEUnitAttr" data-width="600" data-title="" data-description="<p>在不考虑其它影响因素的情况下,兵种的攻防修正计算方法为:</p><ul class=small><li class=ac><p class=red>修正值 = [(攻方攻击力 + 20) / (防守方防御力 + 20)]</p></li><li>兵种攻防取值下限-10。修正值无上下限,伤害取值完全随机,均匀分布,但是至少造成 1 点伤害。</li><li>其它增减伤因素,同类叠加后,异类之间叠乘,下限 10%。</li></ul><p class=purple>按SHIFT一次可使此窗口不消失,再按次恢复。</p>">伤害<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Damage.webp" alt=""> </td><td class="bold">4~8</td> <td class="OEUnitAttr">周产量</td> <td class="bold">-</td> </tr> <tr> <td class="OEUnitAttr">生命值<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_HP.webp" alt=""></td> <td class="bold">25</td> <td colspan="2" rowspan="4">-</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>决定兵种在战场上的移动范围,数字越大,走的越远。</p>">速度<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Speed.webp" alt=""></td> <td class="bold">4</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>决定兵种在战场上的出手顺序,数字越大,出手越快。</p>">主动性<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Initiative.webp" alt=""></td> <td class="bold">1</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>兵种的士气,受士气影响的兵种在士气高于0时,有概率让生物士气高涨,本回合可以再行动一次,在士气低于0时有,有概率让生物士气低落,从而错过本回合的行动。</p><p>兵种是否受士气影响,士气的上下限取决于兵种的物种标签。基础的士气几率是每点 4%,但是会有其它因素可以影响该基础几率。(全场第一轮第一个行动的单位不会士气低落)</p>">士气<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Moral.webp" alt=""></td> <td class="bold">0</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>兵种的幸运,受幸运影响的兵种在幸运高于0时,有概率让生物在攻击时幸运一击,多造成一半伤害,在幸运低于0时有,有概率让生物在攻击时厄运一击,只造成一半伤害。</p><p>兵种是否受幸运影响,幸运的上下限取决于兵种的物种标签。基础的幸运几率是每点 6%,但是会有其它因素可以影响该基础几率。</p>">幸运<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Luck.webp" alt=""></td> <td class="bold">0</td> <td colspan="2">古战场</td> </tr> <tr><td class="al" colspan="5"><p data-width="400" data-title="" data-description="<p class=italic>The armour is just a shell — it’s the vines that are actually living. Infused with pieces of Murmurwood’s mycelium, they have a sort of simple mind and sometimes even personalities, though nigh incomprehensible for ordinary mortals.</p>">盔甲仅是躯壳——真正活着的是藤蔓。这些注入了低语森林菌丝体的植物具有简单的思维,偶尔还会形成凡人难以理解的个性。</p></td></tr> <tr> <td colspan="5" class="al OENeutralUnit"><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_Embodiment.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="凝形(Embodiment)" data-description="<p class=italic>A spirit, soul, or other intangible power that coalesced into material form. Morale range: -3 to 3 Luck range: -3 to 3 Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.</p>"> </div> <div class="OEAbilityBlockName acc"><span>凝形</span><span>Embodiment</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,凝聚成物质形态的灵、魂或其他无形力量。士气范围:-3 至 3;运气范围:-3 至 3。阵亡的凝形战后不计入招魂术复活的范围。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_MeleeAttack.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="近战攻击(Melee Attack)" data-description="<p class=italic>Can only attack adjacent enemies. Provokes counterattacks.</p>"> </div> <div class="OEAbilityBlockName acc"><span>近战攻击</span><span>Melee Attack</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,只能攻击相邻的敌人。会引发反击。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_MeleeDefenceIII.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="近战防御 III(Melee Defence III)" data-description="<p class=italic>Takes -60% Melee Damage.</p>"> </div> <div class="OEAbilityBlockName acc"><span>近战防御 III</span><span>Melee Defence III</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,受到的近战伤害 -60%。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_RangedDefenceIII.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="远程防御 III(Ranged Defence III)" data-description="<p class=italic>Takes -60% Ranged Damage.</p>"> </div> <div class="OEAbilityBlockName acc"><span>远程防御 III</span><span>Ranged Defence III</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,受到的远程伤害 -60%。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_MagicDefenceIII.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="魔法防御 III(Magic Defence III)" data-description="<p class=italic>Takes -60% Magic Damage.</p>"> </div> <div class="OEAbilityBlockName acc"><span>魔法防御 III</span><span>Magic Defence III</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,受到的魔法伤害 -60%。</p><p class="dim"></p></div> </div></td></tr> </tbody> </table></div> 上古纪元#裂渊势力预告片 http://www.heroworld.net/news.php?id=1943 http://www.heroworld.net/news.php?id=1943 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426926 hoe Thu, 21 Aug 2025 17:12:37 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV17HYdzHE1t"></div> <img src="http://heroworld.gamerhome.com/images/news/20250822-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV17HYdzHE1t/">bilibili</a>,<a href="https://www.youtube.com/watch?v=V3AVfGyPRFA">youtube</a></h3></div> 上古纪元#野外设施#Tomb of a Nameless Hero http://www.heroworld.net/news.php?id=1942 http://www.heroworld.net/news.php?id=1942 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426921 hoe Tue, 19 Aug 2025 14:12:26 GMT <div style="width:640px;"><video width="100%" height="354" loop autoplay muted><source src="http://heroworld.gamerhome.com/images/news/20250819.mp4" type="video/mp4">您的浏览器不支持Video标签。</video> <h4 class="al">无名英雄之墓​(Tomb of a Nameless Hero)</h4> <p class="eo">No god or godling approves of whoever just takes the offerings to a hero</p> <p class="eo">Once per game grants a random artefact. Curses its plunderer.</p> <p>任何神明都不会宽恕盗取英雄祭品之徒。</p> <p>可以获得一个随机宝物,但会诅咒掠夺者。只能被访问一次。</p> <hr> <p>另外官方将开始新一波测试以及资格发放,除steam的随机抽取之外,会在discord频道限量发送一波,要求是8月18之前就是unfrozen的discord频道的成员。方法和来源:<a href="https://discord.com/channels/446666100684357643/1273313675419062325/1407357006720798784">传送门</a></p></div> 上古纪元#主界面音乐试听 http://www.heroworld.net/news.php?id=1941 http://www.heroworld.net/news.php?id=1941 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426916 hoe Mon, 18 Aug 2025 15:10:04 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1MYYbzFEvP"></div> <img src="http://heroworld.gamerhome.com/images/news/20250818-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1MYYbzFEvP/">bilibili</a>,<a href="https://www.youtube.com/watch?v=VnpVr7fq49E">youtube</a></h3></div> 上古纪元#野外设施#Abandoned Outpost http://www.heroworld.net/news.php?id=1940 http://www.heroworld.net/news.php?id=1940 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426914 hoe Mon, 18 Aug 2025 14:12:25 GMT <div style="width:640px;"><video width="100%" height="354" loop autoplay muted><source src="http://heroworld.gamerhome.com/images/news/20250818.mp4" type="video/mp4">您的浏览器不支持Video标签。</video> <h4 class="al">废弃哨站(Abandoned Outpost)</h4> <p class="eo">It has all the basics needed for life... all it lacks is identity.</p> <p class="eo">Defeat the guard to transform it into a city of your starting faction.</p> <p>生活所需一应俱全……唯独缺少的,是归属。</p> <p>击败守卫即可将其转化为你的初始阵营城市。</p></div> 上古纪元#开发日志#12#圣杯奇迹 http://www.heroworld.net/news.php?id=1939 http://www.heroworld.net/news.php?id=1939 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426909 hoe Fri, 15 Aug 2025 15:05:52 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/520847823769437938">https://store.steampowered.com/news/app/3105440/view/520847823769437938</a></p> <p class="eo">Hello — this devlog is a little bit smaller than usual, but it focuses on something unique to the Heroes games: the Grail itself. From the start of the series, Heroes of Might and Magic has consistently sought to reward explorers with powerful rewards. In Heroes I and II, this was done through special ultimate artefacts that had to be found. The subsequent games relied on a Grail instead — named Tear of Asha in the Ashan Universe — that, upon discovery, allowed you to create a special sanctuary building which granted extremely significant bonuses to economy, army growth, and various unique bonuses dependent on each faction.</p> <p>大家好——这篇开发日志比以往略短,但它聚焦于英雄无敌系列游戏独有的东西:圣杯。从系列一开始,《魔法门之英雄无敌》就一直致力于为探险者提供强大的奖励。在《英雄无敌一》和《英雄无敌二》中,这需要玩家找到特殊的终极神器才能实现。之后的游戏则依赖于圣杯——在亚山宇宙中被称为亚莎之泪——找到圣杯后,玩家可以建造一座特殊的圣所建筑,该建筑能够提供极其显著的经济、军队发展以及各种基于各个阵营的独特加成。</p> <h4 class="al"> The Grail Hunt and our approach to it<br> 圣杯寻觅和我们的方法 </h4> <p class="eo">We’re aware that the Grail Hunt was something everyone enjoyed doing in previous games, so we&apos;ve taken a look at it and added our own take on it. In Olden Era, we also want to reward those who value map exploration and becoming the Grailseeker. However, our approach is unique and requires slightly more active planning on the player’s side.</p> <p>我们意识到在之前的游戏中,圣杯狩猎是每个人都喜欢玩的项目,所以我们对其进行了研究,并添加了我们自己的版本。在上古纪元,我们也希望奖励那些重视地图探索并成为圣杯寻觅者的玩家。然而,我们的游戏方式比较独特,需要玩家进行更积极的规划。</p> <p class="eo">In previous games, searching for the Grail, while fun and encouraging map exploration, required a lot of steps to be taken in order to achieve building it, as it was a very powerful end-game tool. This was a commitment most would not go for in quick multiplayer matches . As we wanted to see the Grail be much more impactful in regular matches, we decided to do something different that would allow you — as a player — to build and benefit from the Grail Sanctuary more often as it’s an incredibly valuable structure that grants major bonuses and, frankly, is exciting to acquire.</p> <p>在之前的游戏中,寻找圣杯虽然充满乐趣,也鼓励玩家探索地图,但建造圣杯需要经过许多步骤,因为它是一个非常强大的游戏终局工具。在快速多人游戏中,大多数人不会承担这样的代价。我们希望圣杯在常规比赛中发挥更大的作用,因此我们决定做一些不同的尝试,让玩家——作为玩家——能够更频繁地建造圣杯圣所并从中受益,因为它是一个极其宝贵的建筑,能够提供巨大的加成,而且坦白说,获得它是一件令人兴奋的事情。</p> <p class="eo">As you may have seen in one of our reveals, in order to obtain a Grail, you have to enter a special fight against your hero’s army within the Mirage structure. Keep in mind that the army within the Mirage will always be stronger than yours, so think carefully and wisely. Once you win, your hero adds the Grail to the pool of available resources.</p> <p>正如你可能在我们的某个揭秘中看到的那样,为了获得圣杯,你必须与你英雄在海市蜃楼建筑内的军队进行一场特殊的战斗。请记住,海市蜃楼建筑内的军队永远比你的军队强大,所以要谨慎思考。一旦你获胜,你的英雄就会将圣杯添加到可用资源池中。</p> <h4 class="al"> Grail Sanctuaries in Olden Era<br> 上古纪元中的圣杯建筑 </h4> <div class="ac"><a href="http://heroworld.gamerhome.com/screenshot/hoe/20250815-1.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20250815 1"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20250815-1.webp" alt="20250815 1"></a><a href="http://heroworld.gamerhome.com/screenshot/hoe/20250815-2.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20250815 2"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20250815-2.webp" alt="20250815 2"></a><a href="http://heroworld.gamerhome.com/screenshot/hoe/20250815-3.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20250815 3"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20250815-3.webp" alt="20250815 3"></a><a href="http://heroworld.gamerhome.com/screenshot/hoe/20250815-4.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20250815 4"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20250815-4.webp" alt="20250815 4"></a><a href="http://heroworld.gamerhome.com/screenshot/hoe/20250815-5.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20250815 5"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20250815-5.webp" alt="20250815 5"></a><a href="http://heroworld.gamerhome.com/screenshot/hoe/20250815-6.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20250815 6"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20250815-6.webp" alt="20250815 6"></a></div> <ul> <li>金牛犊(Golden Calf):拥有者的每个城市每日产出 1000 黄金和 1 其他资源。这个城镇的兵种建筑产量 +100%。</li> <li>永恒巨蛇(Everserpent):敌方地图将重新笼罩于战争迷雾之中(每天开始时刷新)。这个城镇的兵种建筑产量 +100%。</li> <li>生命之泉(Spring of Life):所有本方城镇的生物产量 +1​。这个城镇的兵种建筑产量 +100%。</li> <li>合唱团指挥(Chorus Conductor):所有英雄和友方生物在战斗时攻击力 +10。幸运一击伤害 +50%,包括法术伤害。这个城镇的兵种建筑产量 +100%。</li> <li>苍穹深渊(Firmament&apos;s Abyss):在此城市建造法师公会即可解锁相应等级的所有法术。这个城镇的兵种建筑产量 +100%。</li> <li>间谍网络(Spy Network):彻底清除战争迷雾。这个城镇的兵种建筑产量 +100%。</li> </ul> <p class="eo">A relic of immense power, the Grail will provide you with different bonuses based on the city’s faction that you choose to build it in. Now that the Grail is safe and sound once you’ve claimed it from the Mirage, you can go through your towns and pick one of them to build a Grail Sanctuary in. Unlike in Heroes III and IV, the Grail Sanctuary is available in the list of buildings from the start of the game and its bonuses can be read on the very first day. If you end up liking a specific faction’s bonus, you can confirm the construction of the Grail Sanctuary in its town, which will consume the Grail from your resources pool. Be aware — should your enemy capture the Grail Town, they will receive the bonuses the Grail Sanctuary grants for as long as they control the town!</p> <p>圣杯是一件蕴含巨大力量的圣器宝物,它会根据你选择建造它的城市阵营提供不同的加成。从海市蜃楼中领取圣杯后,它就安然无恙了,你可以在你的城镇中挑选一座来建造圣杯建筑。与英雄无敌三和四不同,在上古纪元中圣杯圣所从游戏一开始就在建筑列表中,它的加成在游戏第一天就可以查看。如果你最终喜欢某个阵营的加成,你可以确认在该阵营的城镇建造圣杯圣所,这将消耗你资源列表中的圣杯。注意——如果你的敌人占领了圣杯镇,只要他们控制着这座城镇,他们就会一直获得圣杯圣所提供的加成!</p> <p class="eo">As it is a very impactful feature that can change the fate of the match, we want to make the Grail acquisition difficult enough to still be a challenge, yet less time-consuming so that you can still feel the impact of obtaining the Grail:</p> <ul> <li class="eo">You will have to explore enough of the map in order to find the Mirage object;</li> <li>您必须探索足够多的地图才能找到海市蜃楼;</li> <li class="eo">The fight within the Mirage is very tricky and difficult as you have to fight a copy of your hero with a much stronger army, significantly increased primary skills and the ability to use all the same spells that you’ve learned — however, there are mechanics put in place to prevent you from exploiting the fight (e.g. 1 troglodyte + magic arrow);</li> <li>海市蜃楼内的战斗非常棘手和困难,因为你必须与你的英雄副本战斗,他的军队更加强大,四围属性显著提高,并且能够使用你所学的所有相同法术——然而,还有一些机制可以阻止你(例如 1 个穴居人 + 魔法箭);</li> <li>译注:目前暂时的算法,就是要打一个你的兵力先加上大约10000价值,再翻倍(防止你强魔法英雄进去带极少兵秒掉,不过如果英雄伤害魔法够强,找那种高价值低血的兵比如虫巢5级还是可以试的,而且对方是镜像,所以连分队都能控制),指数方面是你的指数再加上你的英雄等级,魔法和宝物直接复制。这东西魔法英雄可能办法还有点,力量英雄这设置根本不知道要怎么打。让我选还不如开藏宝图,主要这东西正经兵对兵正常人的水平基本打不过,目前只能走魔法秒的邪路,因为你唯有的优势,大概就只有先手了。</li> <li>820补:前方线报,连邪路也给堵了……</li> <li class="eo">It will also ensure that every encounter with the Mirage will be a refreshing one as your army composition will be different in every game;</li> <li>这也将确保每次与海市蜃楼的遭遇都会令人耳目一新,因为你的军队组成在每场游戏中都会不同;</li> <li class="eo">It is imperative to protect the town you build the grail in, in order to reap the benefits, which will add a lot of strategic thinking into your gameplay.</li> <li>为了获得利益,必须保护你建造圣杯的城镇,这将使你的游戏需要更多的战略思考。</li> </ul> <p class="eo">With this new system, our goal is for Grail Sanctuaries to show up more often in your games. We think that this new feature will make them much more interesting and add another layer of strategy to think of during the match. This straightforward method to obtain the Grail will ensure that it is easier for new players to come across it and utilize it to their liking in every game.</p> <p>有了这套新系统,我们的目标是让圣杯圣所更频繁地出现在你的游戏中。我们认为这项新功能将使圣杯圣所更加有趣,并在比赛中增添更多策略思考。这种获取圣杯的简单方法将确保新玩家更容易找到它,并在每场比赛中根据自己的喜好灵活运用。</p></div> 上古纪元#兵种介绍#Halfling http://www.heroworld.net/news.php?id=1938 http://www.heroworld.net/news.php?id=1938 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426907 hoe Wed, 13 Aug 2025 01:23:23 GMT <div style="width:640px;"><video width="100%" height="465" loop autoplay muted><source src="http://heroworld.gamerhome.com/images/news/20250813.mp4" type="video/mp4">您的浏览器不支持Video标签。</video> <table class="oetablea Nopl" style="width:100%;"> <col style="width:300px;"> <tbody> <tr> <td colspan="5" class="bck" data-width="300" data-title="半身人" data-description="官方译名如上<br>halfling">半身人(Halfling)</td> </tr> <tr> <td rowspan="9"></td> <td class="OEUnitAttr">位阶<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td>2</td> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>杀死一个该类兵种英雄可以在战后获得的基础经验点数。</p>">经验值</td> <td class="bold">-</td> </tr> <tr> <td class="OEUnitAttr">攻击力<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Attack.webp" alt=""></td> <td class="bold">3</td> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>在数据文件中的标签是squadValue,用于程序计算兵种各种强度和优先度时使用。</p>">量分</td> <td class="bold">-</td> </tr> <tr> <td class="OEUnitAttr">防御力<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Defence.webp" alt=""></td> <td class="bold">3</td> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>招募单个此类兵种需要的资源花费。</p>">招募价格</td> <td class="bold">-</td> </tr> <tr> <td class="OEUnitAttr" data-width="600" data-title="" data-description="<p>在不考虑其它影响因素的情况下,兵种的攻防修正计算方法为:</p><ul class=small><li class=ac><p class=red>修正值 = [(攻方攻击力 + 20) / (防守方防御力 + 20)]</p></li><li>兵种攻防取值下限-10。修正值无上下限,伤害取值完全随机,均匀分布,但是至少造成 1 点伤害。</li><li>其它增减伤因素,同类叠加后,异类之间叠乘,下限 10%。</li></ul><p class=purple>按SHIFT一次可使此窗口不消失,再按次恢复。</p>">伤害<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Damage.webp" alt=""> </td><td class="bold">3~3</td> <td class="OEUnitAttr">周产量</td> <td class="bold">-</td> </tr> <tr> <td class="OEUnitAttr">生命值<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_HP.webp" alt=""></td> <td class="bold">6</td> <td colspan="2" rowspan="4"></td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>决定兵种在战场上的移动范围,数字越大,走的越远。</p>">速度<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Speed.webp" alt=""></td> <td class="bold">6</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>决定兵种在战场上的出手顺序,数字越大,出手越快。</p>">主动性<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Initiative.webp" alt=""></td> <td class="bold">6</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>兵种的士气,受士气影响的兵种在士气高于0时,有概率让生物士气高涨,本回合可以再行动一次,在士气低于0时有,有概率让生物士气低落,从而错过本回合的行动。</p><p>兵种是否受士气影响,士气的上下限取决于兵种的物种标签。基础的士气几率是每点 4%,但是会有其它因素可以影响该基础几率。(全场第一轮第一个行动的单位不会士气低落)</p>">士气<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Moral.webp" alt=""></td> <td class="bold">3</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>兵种的幸运,受幸运影响的兵种在幸运高于0时,有概率让生物在攻击时幸运一击,多造成一半伤害,在幸运低于0时有,有概率让生物在攻击时厄运一击,只造成一半伤害。</p><p>兵种是否受幸运影响,幸运的上下限取决于兵种的物种标签。基础的幸运几率是每点 6%,但是会有其它因素可以影响该基础几率。</p>">幸运<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Luck.webp" alt=""></td> <td class="bold">0</td> <td colspan="2">洞穴</td> </tr> <tr><td class="al" colspan="5"><p data-width="400" data-title="" data-description="<p class=italic>A cheerful and friendly people who are lucky enough to be native to Jadame. Or maybe luck is the only thing that helps them survive here, seeing how they’re neither cruel nor particularly sly.</p>">这群欢快友善的族群幸运地成为贾达姆的原住民。或许正是幸运让他们在此生存,毕竟他们既不残忍也缺乏狡诈。</p></td></tr> <tr> <td colspan="5" class="al OENeutralUnit"><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_Living.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="生灵(Living)" data-description="<p class=italic>A fully sentient inhabitant of Jadame. Morale range: -5 to 5, Luck range: -3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.</p>"> </div> <div class="OEAbilityBlockName acc"><span>生灵</span><span>Living</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,具备完全知觉的贾达姆居民。士气范围:-5 至 5,幸运范围:-3 至 3。阵亡的生灵战后将计入招魂术驱役的范围。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_RangedAttack.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="远程射击(Ranged Attack)" data-description="<p class=italic>Can attack enemies at any range. Is replaced with a Melee Attack if an enemy is adjacent. -50% Melee Damage. If the target is 3+ hexes away (The current cell itself is counted as the 0th), deals -10% Damage per hex (up to -50%).</p>"> </div> <div class="OEAbilityBlockName acc"><span>远程射击</span><span>Ranged Attack</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,可攻击整个战场内的敌人。如果被敌人贴身,则替换为近战攻击,-50% 近战伤害。如果目标距离目标超过 3 格(本身所在那格为第 0 格),则每远一格造成的伤害 -10% (最多 -50%)。本作没有弹药量设定。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_Sharpshooter.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="神射手(Sharpshooter)" data-description="<p class=italic>Deals full Ranged Damage at any range.</p>"> </div> <div class="OEAbilityBlockName acc"><span>神射手</span><span>Sharpshooter</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,不受射程影响,在任何距离射击都能造成完整的远程伤害。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_Duelist.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="决斗者(Duelist)" data-description="<p class=italic>This creature suffers no melee penalty and deals full damage in melee combat.</p>"> </div> <div class="OEAbilityBlockName acc"><span>决斗者</span><span>Duelist</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,此生物不会受到近战惩罚,在近战战斗中会造成全额伤害。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_PranceAway.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="阔步(Prance Away)" data-description="<p class=italic>Moves to any hex within its movement range. I Doesn&apos;t end the turn.</p>"> </div> <div class="OEAbilityBlockName acc"><span>阔步</span><span>Prance Away</span></div> <div class="OEAbilityBlockText"><p><span class="green">『主动技能』</span>,移动到可移动的范围内的任意格子,不消耗行动机会。</p></div> </div></td></tr> </tbody> </table></div> 圣战群英传:统治 http://www.heroworld.net/news.php?id=1937 http://www.heroworld.net/news.php?id=1937 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426877 dcp Fri, 08 Aug 2025 15:19:10 GMT <div style="width:640px;"><ul> <li>STEAM:<a href="https://store.steampowered.com/app/2808560/Disciples_Domination/">https://store.steampowered.com/app/2808560/</a></li> <li>游戏名:圣战群英传:统治(Disciples: Domination)</li> <li>介绍: 在混沌中统御!艾薇安娜解放纳文达十五年后,《圣战群英传:统治》带你重返悬于深渊的国度。在这款暗黑幻想回合制策略RPG中,登临艾薇安娜女王的王座——维系这个分崩离析中的王国。 </li> </ul> <p>这游戏居然还有后续,不是DLC,而是三部曲的第二部,不过这次换了个开发组。毕竟看steam销量的话解放好像就卖了10万份左右。</p></div> 上古纪元#野外设施#Forge of the Second Man http://www.heroworld.net/news.php?id=1936 http://www.heroworld.net/news.php?id=1936 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426875 hoe Wed, 06 Aug 2025 15:11:59 GMT <div style="width:640px;"><video width="100%" height="354" loop autoplay muted><source src="http://heroworld.gamerhome.com/images/news/20250806.mp4" type="video/mp4">您的浏览器不支持Video标签。</video> <h4 class="al">次席熔炉​(Forge of the Second Man)</h4> <p class="eo">Forging is their kind of prayer. They don’t much care for what happens with the results and will share them happily for a donation</p> <p class="eo">Allows to trade resources for artefacts.</p> <p>锻造即是他们的祷告。他们不甚在意成果归处,只要获得供奉,便欣然分享。</p> <p>可用资源兑换宝物。</p></div> 上古纪元#兵种介绍#Dragonslayer http://www.heroworld.net/news.php?id=1935 http://www.heroworld.net/news.php?id=1935 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426873 hoe Mon, 04 Aug 2025 16:01:54 GMT <div style="width:640px;"><video width="100%" height="465" loop autoplay muted><source src="http://heroworld.gamerhome.com/images/news/20250804.mp4" type="video/mp4">您的浏览器不支持Video标签。</video> <table class="oetablea Nopl"> <col style="width:300px;"> <tbody> <tr> <td colspan="5" class="bck">屠龙者(Dragonslayer)</td> </tr> <tr> <td rowspan="9"><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Neutral_Dragonslayer.webp" alt=""></td> <td class="OEUnitAttr">等阶<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Blank.webp" alt=""></td> <td>6</td> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>杀死一个该类兵种英雄可以在战后获得的基础经验点数。</p>">经验值</td> <td class="bold">-</td> </tr> <tr> <td class="OEUnitAttr">攻击力<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Attack.webp" alt=""></td> <td class="bold">24</td> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>在数据文件中的标签是squadValue,用于程序计算兵种各种强度和优先度时使用。</p>">量分</td> <td class="bold">-</td> </tr> <tr> <td class="OEUnitAttr">防御力<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Defence.webp" alt=""></td> <td class="bold">20</td> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>招募单个此类兵种需要的资源花费。</p>">招募价格</td> <td class="bold">-<img src="http://heroworld.gamerhome.com/oe/file/icon_resource_Gold.webp" style="width:20px;" alt=""></td> </tr> <tr> <td class="OEUnitAttr" data-width="600" data-title="" data-description="<p>在不考虑其它影响因素的情况下,兵种的攻防修正计算方法为:</p><ul class=small><li class=ac><p class=red>修正值 = [(攻方攻击力 + 20) / (防守方防御力 + 20)]</p></li><li>兵种攻防取值下限-10。修正值无上下限,伤害取值完全随机,均匀分布,但是至少造成 1 点伤害。</li><li>其它增减伤因素,同类叠加后,异类之间叠乘,下限 10%。</li></ul><p class=purple>按SHIFT一次可使此窗口不消失,再按次恢复。</p>">伤害<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Damage.webp" alt=""> </td><td class="bold">27~36</td> <td class="OEUnitAttr">周产量</td> <td class="bold">-</td> </tr> <tr> <td class="OEUnitAttr">生命值<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_HP.webp" alt=""></td> <td class="bold">85</td> <td colspan="2" rowspan="4"> <div data-width="500" data-title="猎龙者营地(Dragonhunter Base)" data-description="<p>占领后每周可在此招募 8 屠龙者。</p><ul class=consola><li>初次占领或者抢夺需要先击败 2 队 16 屠龙者的守卫。</li></ul>"> </div></td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>决定兵种在战场上的移动范围,数字越大,走的越远。</p>">速度<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Speed.webp" alt=""></td> <td class="bold">6</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>决定兵种在战场上的出手顺序,数字越大,出手越快。</p>">主动性<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Initiative.webp" alt=""></td> <td class="bold">7</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>兵种的士气,受士气影响的兵种在士气高于0时,有概率让生物士气高涨,本回合可以再行动一次,在士气低于0时有,有概率让生物士气低落,从而错过本回合的行动。</p><p>兵种是否受士气影响,士气的上下限取决于兵种的物种标签。基础的士气几率是每点 4%,但是会有其它因素可以影响该基础几率。(全场第一轮第一个行动的单位不会士气低落)</p>">士气<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Moral.webp" alt=""></td> <td class="bold">0</td> </tr> <tr> <td class="OEUnitAttr" data-width="300" data-title="" data-description="<p>兵种的幸运,受幸运影响的兵种在幸运高于0时,有概率让生物在攻击时幸运一击,多造成一半伤害,在幸运低于0时有,有概率让生物在攻击时厄运一击,只造成一半伤害。</p><p>兵种是否受幸运影响,幸运的上下限取决于兵种的物种标签。基础的幸运几率是每点 6%,但是会有其它因素可以影响该基础几率。</p>">幸运<img src="http://heroworld.gamerhome.com/oe/file/icon_stat_Luck.webp" alt=""></td> <td class="bold">0</td> <td colspan="2">猎龙者营地</td> </tr> <tr><td class="al" colspan="5"><p data-width="400" data-title="" data-description="<p class=italic>Dragonkilling is not for the meek — or the sane. It demands risking life and limb against impossible odds. Yet, the lure of glory and riches ensures there are always those desperate or mad enough to try. The rare few who succeed become legends, their names etched into history forever.</p>">屠龙不是给胆小或正常人干的活儿。你得玩命对抗根本打不赢的怪物。但总有些要钱不要命的家伙被荣耀和金子勾来。真能成的,那就牛逼大发了,绝对青史留名。</p></td></tr> <tr> <td colspan="5" class="al OENeutralUnit"><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_Living.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="生灵(Living)" data-description="<p class=italic>A fully sentient inhabitant of Jadame. Morale range: -5 to 5, Luck range: -3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.</p>"> </div> <div class="OEAbilityBlockName acc"><span>生灵</span><span>Living</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,具备完全知觉的贾达姆居民。士气范围:-5 至 5,幸运范围:-3 至 3。阵亡的生灵战后将计入招魂术驱役的范围。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_MeleeAttack.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="近战攻击(Melee Attack)" data-description="<p class=italic>Can only attack adjacent enemies. Provokes counterattacks.</p>"> </div> <div class="OEAbilityBlockName acc"><span>近战攻击</span><span>Melee Attack</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,只能攻击相邻的敌人。会引发反击。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_Dissection.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="解剖(Dissection)" data-description="<p class=italic>Wounds the target. Wounded target takes [?× amount of units] Normal Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).</p>"> </div> <div class="OEAbilityBlockName acc"><span>解剖</span><span>Dissection</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,使目标受伤。受伤目标在其回合开始时受到 [? × 单位数量] 点普通伤害。此效果可叠加。持续时间:2 轮。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_Dragonhunter.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="巨龙猎手(Dragon hunter)" data-description="<p class=italic>Deals +?% Damage to Dragons.</p>"> </div> <div class="OEAbilityBlockName acc"><span>巨龙猎手</span><span>Dragon hunter</span></div> <div class="OEAbilityBlockText"><p>『被动能力』,对龙造成 +?% 伤害。</p><p class="dim"></p></div> </div><div class="OEAbilityBlock"> <div class="OEAbilityBlockIcon"> <img src="http://heroworld.gamerhome.com/oe/file/icon_ta_DragonsBlood.webp" alt="" class="oeAbilityIcon" data-width="400" data-title="龙之血(Dragon&apos;s Blood)" data-description="<p class=italic>Until the end of the next round, becomes fully immune to spells.</p>"> </div> <div class="OEAbilityBlockName acc"><span>龙之血</span><span>Dragon&apos;s Blood</span></div> <div class="OEAbilityBlockText"><p><span class="green">『主动技能』</span>,直到下一轮结束,对法术完全免疫。</p></div> </div></td></tr> </tbody> </table></div> 上古纪元#英雄介绍#Elder Tss'kish http://www.heroworld.net/news.php?id=1934 http://www.heroworld.net/news.php?id=1934 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426870 hoe Thu, 31 Jul 2025 15:05:10 GMT <div style="width:640px;"><h3>茨基什长老 - Elder Tss&apos;kish</h3> <h4>森林德鲁伊 - Sylvan Druid</h4> <a href="http://heroworld.gamerhome.com/artwork/hoe/heroSpotlight_Sylvan_ElderTsskish.webp" rel="colorbox" title="英雄无敌:上古纪元 - heroSpotlight ElderTsskish"><img src="http://heroworld.gamerhome.com/artwork/hoe/thumbs/heroSpotlight_Sylvan_ElderTsskish.webp" alt="heroSpotlight ElderTsskish" class="fr noshadow"></a> <p class="eo">Tss’kish is an ancient, living tree, cycling through phases of growth and renewal. With each cycle, he gains knowledge and power before merging with the forest’s roots, shedding his memories yet leaving behind faint echoes of wisdom. </p> <p>茨基什是经历生长轮回的远古活木,每轮周期中积累智慧后便与森林根系融合,虽遗忘往事却留下智慧回响。 </p> <p class="eo">This makes him a revered source of instinctive insight. After every renewal, he emerges once more, relearning the world and serving as a courier to the Fungal Grove, always followed by druids eager to glean what remains of his past knowledge.</p> <p>这使他成为本能智慧的圣殿。每次新生后,他都以懵懂状态重识世界,担任真菌林地的信使,身后总跟着企图捕捉往昔智慧残片的德鲁伊们。</p> <p class="eo">SPECIALIZATION - Oldest Known Tree: Herbomancers growth in your cities increases by 2. Under his command, Herbomancers gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defence increase by 1 for every 3 hero levels, and enemy Herbomancers lose an equal amount of Attack and Defence.</p> <p><span class="acc">英雄特长:</span><span class="blue">已知最古老的树</span> - 您城镇中的植灵巫师周产量 +2。在他的指挥下,植灵巫师(及其升级形态)的速度和主动性 +1,生命值 +20%。英雄等级每提高 3 级,植灵巫师的攻击力和防御力将分别 +1,而敌方植灵巫师则会损失相同数量的攻击力和防御力。</p></div> 上古纪元#开发日志#11#技能和子职业 http://www.heroworld.net/news.php?id=1933 http://www.heroworld.net/news.php?id=1933 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426863 hoe Fri, 25 Jul 2025 15:16:22 GMT <div style="width:640px;"><p class="eo">In the last devlog, we talked about magic and everything that’s related to it. Today, we’re going to have an in-depth look into skills and the subclass system. Olden Era, just like its predecessors, features a wide range of skills — various passive and active effects that your heroes can learn. We’ve taken a look at the way skills worked in Heroes III and V, and decided to build a system that’d effectively be a hybrid of the two by combining the classic Heroes III’s system and the versatile strength of Heroes V’s.</p> <p>在上一篇开发日志中,我们讨论了魔法以及与之相关的一切。今天,我们将深入探讨技能和子职业系统。《上古纪元》与其前作一样,拥有丰富的技能——你的英雄可以学习各种被动和主动效果。我们研究了《英雄无敌3》和《英雄无敌5》中技能的运作方式,并决定构建一个有效地融合两者的系统,将经典的《英雄无敌3》系统与《英雄无敌5》的多功能优势相结合。</p> <div class="ac playerwrapper"> <div class="playmask" data-bid="BV1v8b9zYEBb"></div> <img src="http://heroworld.gamerhome.com/images/news/20250725-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1v8b9zYEBb/">bilibili</a>,<a href="https://www.youtube.com/watch?v=55CNhh2EVE8">youtube</a></h3> <h4 class="al">如果它有效,就不要破坏它!—If it works, don’t break it! </h4> <p class="eo">The leveling system in Heroes games has been one of its core elements, which provided great variety to how you would play in any different scenario. We wanted to keep that feeling and only expand on it even further, as it is something tried and true which the community always loved. We’re not trying to revolutionise the game, but to improve it and because of that the changes we’ve done are additions to the levelling system rather than a full redesign.</p> <p>英雄无敌系列的升级系统一直是其核心元素之一,它为玩家在不同场景下的玩法提供了丰富的多样性。我们希望保留这种体验,并进一步拓展它,因为它是社区一直以来都喜爱且久经考验的机制。我们并非试图彻底改变游戏,而是希望改进它,因此,我们所做的改动是对升级系统的补充,而非彻底的重新设计。</p> <p class="eo">As with all previous titles, the basic requirement for obtaining new skills is experience. All heroes earn experience points by fighting, visiting certain adventure sites and picking up treasure chests. Once they earn enough of them, a hero levels up and can either improve one of their already picked skills or choose a new one. Additionally, they also gain a bonus to one of their four stats: Attack, Defence, Spellpower or Knowledge. Certain skills and artefacts can increase the amount of experience a hero gains from those sources. There are also some adventure sites that can teach your hero a new skill or improve one of their already picked ones.</p> <p>与所有前作一样,获得新技能的基本要求是经验值。所有英雄都可以通过战斗、访问特定冒险地点以及拾取宝箱来获得经验值。积累足够的经验值后,英雄就会升级,可以选择提升现有技能或选择新技能。此外,他们还会获得以下四种属性之一的加成:攻击力、防御力、法术强度或知识。某些技能和神器可以增加英雄从这些来源获得的经验值。此外,有些冒险地点还可以教会英雄新技能或提升现有技能。</p> <h4 class="al">多样性是生活的调味品!—Variety is the spice of life!</h4> <p class="eo">One of the most important quality of life changes we wanted to bring to Olden Era is skill variety. In previous Heroes games there were a few very powerful skills that players always preferred over others thanks to their raw efficiency. While it is a good system and worked for many years, it still has room to grow and become more interesting to both veteran and new players alike.</p> <p>我们想要为上古纪元带来的最重要的游戏体验改进之一就是技能多样性。在之前的《英雄无敌》游戏中,有一些非常强大的技能,由于其效率高,玩家总是更青睐它们。虽然这是一个优秀的系统,并且已经运行多年,但它仍然有发展空间,可以更好地吸引新老玩家。</p> <p class="eo">As we want to make it so that each faction feels unique to play in Olden Era, each hero always starts with their faction’s iconic skill, which we now have as a unique skill for each present faction (like Necromancers in Heroes III or all heroes in Heroes V) and, mostly, an additional one. These starting skills cannot be changed by any means and are influenced by the heroes’ specialisation — a unique bonus specific to each hero. For example, heroes that specialise in a specific school of magic will always start with that school’s skill. You can learn a total of 8 different skills, including the starting ones.</p> <p>我们希望每个阵营在《上古纪元》中都能拥有独特的游戏体验,因此每位英雄在初始时都会拥有其阵营的标志性技能。这些技能现在已为每个现有阵营(例如《英雄无敌3》中的死灵法师或《英雄无敌5》中的所有英雄)设定为独有技能,并且大多数情况下还会附加一项。这些初始技能无法更改,并且会受到英雄专精的影响——这是每位英雄独有的加成。例如,专精于特定魔法流派的英雄将始终拥有该流派的技能。包括初始技能在内,你总共可以学习8种不同的技能。</p> <p class="eo">To further enhance the feeling of building a hero that reflects your choices, we adapted the core of Heroes V’s perks system into the form of subskills. Each skill has 5 subskills. When upgrading a skill to an advanced level, you get to choose 1 of the 3 first subskills and when upgrading it to an expert level, you get to choose 1 of the 2 last subskills. For example, when you level up and pick Advanced Logistics, you will be given a choice between 3 subskills, and when you level that to Expert, you have a choice between the last 2. Each subskill offers a significant bonus and can alter the effectiveness and role of your hero based on your strategy. Additionally, many of them become enhanced if you have a specific other skill, encouraging soft synergies during your hero development.</p> <p>为了进一步提升打造符合自身选择的英雄的体验,我们将《英雄无敌5》能力系统调整为子技能。每个技能包含5个子技能。将技能升级到高级时,你可以从前3个子技能中选择1个;升级到专家级时,你可以从后2个子技能中选择1个。例如,当你升级并选择“高级后勤”时,你将可以在3个子技能中进行选择;当你将其升级到专家级时,你将可以在后2个子技能中进行选择。每个子技能都提供显著的加成,并能根据你的策略改变英雄的作战能力和作用。此外,如果你拥有其他特定技能,许多子技能都会得到增强,从而促进英雄发展过程中的软性协同效应。</p> <p class="eo">All of these additions serve as a means to offer flexibility, skill variety and a little bit of individuality for the player while letting them make different decisions every game during hero development. Various subskills will provide even more options and synergies now than what you might be accustomed to, making room for many build paths instead of just a “meta” one. We want players to feel that their choices matter and they’re not forced into making the same decisions every single match. Of course, we expect you to come up with various builds, for such is the nature of the game!</p> <p>所有这些新增功能旨在为玩家提供灵活性、技能多样性和个性化,同时让他们在英雄培养过程中每局都能做出不同的决定。各种子技能将提供比以往更多的选择和协同效应,为多种出装路径(而非单一的“元”路径)腾出空间。我们希望玩家感受到他们的选择很重要,而不是被迫在每场比赛中都做出相同的决定。当然,我们希望你能想出各种各样的出装,因为这就是游戏的本质!</p> <h4 class="al">探索新机制!—New mechanics to explore!</h4> <p class="eo">Additionally, we’ve taken a look at Heroes VII and its subclass system and found it to be pretty interesting as one of the more defining features that game had to offer. We saw potential in it and how much additional room it offers when it comes to building a hero. By making the system optional in the Olden Era, we left the decision of investing into acquiring a subclass entirely in the players’ hands.</p> <p>此外,我们考察了《英雄无敌7》及其副职业系统,发现它非常有趣,是这款游戏最具代表性的功能之一。我们看到了它的潜力,以及它在英雄构建方面提供的额外空间。通过在远古时代将该系统设为可选,我们将是否投资获取副职业的决定权完全交给了玩家。</p> <p class="eo">The subclass system allows players to unlock further enhancements to their heroes as they progress in levels and power. Each hero class has access to 2 subclasses that require specific skills and subskills to be unlocked. As you level up your hero, the game will notify you if a skill or subskill you decide to choose contributes to unlocking a subclass you’re interested in.</p> <p>子职业系统允许玩家随着英雄等级和实力的提升解锁更多强化技能。每个英雄职业都拥有两个子职业,需要特定的技能组合来解锁。随着英雄等级的提升,如果所选技能或子技能有助于解锁您感兴趣的子职业,游戏会通知您。</p> <p class="eo">Subclasses further empower each decision you make as they grant you a reward for developing your hero a certain way, yet you can still have a strong hero even if you ignore them entirely. The choice is yours!</p> <p>子职业会进一步强化你的每个决定,因为它们会以某种方式提升你的英雄,从而为你提供奖励。即使你完全忽略它们,你仍然可以拥有一个强大的英雄。选择权在你手中!</p> <h4 class="al">您可以学习所有技能!—All the skills you can learn!</h4> <p class="eo">Without further explanations, here is a list of all the skills — some returning and some new — that will be present in Olden Era:</p> <p>无需进一步解释,以下是上古纪元中所有技能的列表(一些是回归的,一些是新的):</p> <details> <summary>展开列表</summary> <table class="oetablea" id="Offence"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">进攻术(Offence)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Offence_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Offence_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Offence_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,增加本方部队的普通攻击造成的伤害。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:造成的伤害 +10%。</li><li>高级:造成的伤害 +15%。</li><li>专家:造成的伤害 +20%。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Defence"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">防御术(Defence)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Defence_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Defence_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Defence_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,减少本方兵种受到的普通攻击的伤害。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:受到的伤害 -10%。</li><li>高级:受到的伤害 -15%。</li><li>专家:受到的伤害 -20%。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Leadership"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">领导术(Leadership)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Leadership_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Leadership_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Leadership_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,增加本方部队的士气。当你的英雄只带一个势力的兵种时,兵种的士气 +1,每多混一个势力的兵种士气 -1,士气高涨/低落的基础几率是每点 4%。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:+1 士气。</li><li>高级:+2 士气。</li><li>专家:+3 士气。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Luck"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">幸运术(Luck)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Luck_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Luck_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Luck_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,增加幸运值。幸运一击(伤害加半)/厄运一击(伤害减半)的基础几率是每点幸运值 6%。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:+1 幸运。</li><li>高级:+2 幸运。</li><li>专家:+3 幸运。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Economy"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">理财术(Economy)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Economy_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Economy_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Economy_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,每外获得额外的金币。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:+ 500 金币每天。</li><li>高级:+ 750 金币每天。</li><li>专家:+1000 金币每天。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Logistics"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">后勤术(Logistics)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Logistics_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Logistics_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Logistics_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,增加英雄的冒险地图移动力。</p><p>游戏中点击移动目标点时按alt可以看到消耗的移动力和剩余的移动力,拾取资源和访问建筑不消耗移动力;英雄的基础移动力是 200 点,移动力和所带兵种无关,也就是不存在养步机制;在本族地形直走一格消耗 10 点,斜走一格 14 点,非英雄本族地形 14 / 19 点,沙漠是中立地形 18 / 25 点。石子路 8 / 11 点,土路 9 / 12 点。</p><p>裂渊三级兵种自带寻路效果,所以移动力相关计算需要留意影响。</p><p>是否本族的判定有两种:是本族英雄,即使带着外族兵也算,或者外族英雄带纯本族兵走和兵种对应的本族地形也算本族。(测试时亡灵英雄无法匹配第二条,因为这部分测试时种族缺失,有待后续补测)</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:+10% 移动力。</li><li>高级:+15% 移动力。</li><li>专家:+20% 移动力。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Insight"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">洞察力(Insight)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Insight_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Insight_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Insight_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,增加英雄获取的经验值。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:+20% 经验值。</li><li>高级:+30% 经验值。</li><li>专家:+40% 经验值。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Sorcery"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">巫术(Sorcery)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Sorcery_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Sorcery_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Sorcery_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,增加英雄的法术伤害。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:+10% 法术伤害。</li><li>高级:+20% 法术伤害。</li><li>专家:+30% 法术伤害。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="DaylightMagic"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">日光魔法(Daylight Magic)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_DaylightMagic_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_DaylightMagic_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_DaylightMagic_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,允许英雄学习高阶日光法术,并提高魔法的掌握等级。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:英雄可以学习三阶日光法术,魔法掌握等级 +1。</li><li>高级:英雄可以学习四阶日光法术,魔法掌握等级 +1,日光系魔法 -3 魔法值消耗。</li><li>专家:英雄可以学习五阶日光法术,魔法掌握等级 +1,日光系魔法 -3 魔法值消耗,英雄不用回城学习日光系法术。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="NightshadeMagic"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">夜影魔法(Nightshade Magic)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_NightshadeMagic_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_NightshadeMagic_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_NightshadeMagic_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,允许英雄学习高阶夜影法术,并提高魔法的掌握等级。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:英雄可以学习三阶夜影法术,魔法掌握等级 +1。</li><li>高级:英雄可以学习四阶夜影法术,魔法掌握等级 +1,夜影系魔法 -3 魔法值消耗。</li><li>专家:英雄可以学习五阶夜影法术,魔法掌握等级 +1,夜影系魔法 -3 魔法值消耗,英雄不用回城学习夜影系法术。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="ArcaneMagic"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">奥术魔法(Arcane Magic)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_ArcaneMagic_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_ArcaneMagic_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_ArcaneMagic_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,允许英雄学习高阶奥术法术,并提高魔法的掌握等级。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:英雄可以学习三阶奥术法术,魔法掌握等级 +1。</li><li>高级:英雄可以学习四阶奥术法术,魔法掌握等级 +1,奥术系魔法 -3 魔法值消耗。</li><li>专家:英雄可以学习五阶奥术法术,魔法掌握等级 +1,奥术系魔法 -3 魔法值消耗,英雄不用回城学习奥术系法术。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="PrimalMagic"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">原初魔法(Primal Magic)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_PrimalMagic_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_PrimalMagic_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_PrimalMagic_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,允许英雄学习高阶原初法术,并提高魔法的掌握等级。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:英雄可以学习三阶原初法术,魔法掌握等级 +1。</li><li>高级:英雄可以学习四阶原初法术,魔法掌握等级 +1,原初系魔法 -3 魔法值消耗。</li><li>专家:英雄可以学习五阶原初法术,魔法掌握等级 +1,原初系魔法 -3 魔法值消耗,英雄不用回城学习原初系法术。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="BattleMagic"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">战斗魔法(Battle Magic)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_BattleMagic_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_BattleMagic_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_BattleMagic_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,友方单位的攻击力和防御力随其英雄的咒力和知识增加。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:增加的比例为 10%。</li><li>高级:增加的比例为 20%。</li><li>专家:增加的比例为 30%。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Resistance"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">抵抗术(Resistance)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Resistance_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Resistance_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Resistance_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,减少英雄带领的部队受到的魔法伤害。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:受到的魔法伤害减少 10%。</li><li>高级:受到的魔法伤害减少 20%。</li><li>专家:受到的魔法伤害减少 30%。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Diplomacy"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">外交术(Diplomacy)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Diplomacy_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Diplomacy_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Diplomacy_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,允许您有时用黄金招降中立军队而不是与他们战斗。高级和专家级增加外交说服力。<a href=http://heroworld.gamerhome.com/oe/782.html>算法</a>。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:外交说服力 + 0%。</li><li>高级:外交说服力 +25%。</li><li>专家:外交说服力 +50%。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Intelligence"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">智力(Intelligence)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Intelligence_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Intelligence_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Intelligence_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,增加英雄的魔法值上限。英雄的魔法值有10点保底的,也就是 1 知识的魔法值是20,2知识30魔法值。魔法值自然恢复量是按总量的10%算的,没相关技能就是每天恢复(知识+1)点。</p><p>但是在算额外的魔法值上限奖励时,如果是按比例增加时不会把保底的10点计入。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:+20% 魔法值上限。</li><li>高级:+40% 魔法值上限。</li><li>专家:+60% 魔法值上限。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Scouting"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">侦察术(Scouting)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Scouting_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Scouting_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Scouting_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,增加英雄视野半径。英雄基础的视野是 6格(不含本身站的那一格)。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:+1 视野半径。</li><li>高级:+2 视野半径。</li><li>专家:+3 视野半径。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Battlecraft"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">战斗技巧(Battlecraft)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Battlecraft_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Battlecraft_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Battlecraft_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,当单位在战斗中使用等待命令时,他们将获得额外攻击力,当他们使用防御命令时,他们将获得额外防御力,直到回合结束。(本作如果没学技能,防御命令是不增加额外防御力的)</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:获得额外 20% 的攻击力和防御力。</li><li>高级:获得额外 30% 的攻击力和防御力。</li><li>专家:获得额外 40% 的攻击力和防御力。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="SummonAvatar"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">召唤化身(Summon Avatar)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_SummonAvatar_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_SummonAvatar_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_SummonAvatar_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,授予独特的战斗法术。它召唤一个化身,其强度会随着英雄的咒力和知识增加而增强。化身的基础属性是50血,0攻0防,5伤害,5主动性,5速度。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:每点咒力可以使化身的生命值 +20,伤害 + 4,攻击 +1。每点知识 +1 防御。</li><li>高级:每点咒力可以使化身的生命值 +30,伤害 + 8,攻击 +1。每点知识 +1 防御。</li><li>专家:每点咒力可以使化身的生命值 +40,伤害 +12,攻击 +1。每点知识 +1 防御。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Siegecraft"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">攻城术(Siegecraft)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Siegecraft_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Siegecraft_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Siegecraft_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,投石车造成的伤害增加。没有此技能时投石车的基础伤害是 50 点,城墙和箭塔的生命值是【300 + (30 × 城内建筑数量)】。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:+ 50 伤害。</li><li>高级:+100 伤害。</li><li>专家:+150 伤害。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Tactics"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">战术(Tactics)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Tactics_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Tactics_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Tactics_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>通用技能,增加战前布阵可以排列的范围,并能看到中立敌军的初始位置。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:可以在 2 列区域内布阵。</li><li>高级:可以在 3 列区域内布阵。</li><li>专家:可以在 4 列区域内布阵。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Recruitment"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">募兵术(Recruitment)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Recruitment_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Recruitment_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Recruitment_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>力量英雄专属技能,增加所有城市指定等级的兵种产量。产量加成的叠加算法是,加比例的先算比例的总和再乘以基础产量,只对基础产量有效,然后再计算加指定数额的。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:1 阶生物周产量 +4。</li><li>高级:1 阶生物周产量 +4,2 阶生物周产量 +2。</li><li>专家:1 阶生物周产量 +4、2 阶生物周产量 +2、3 阶生物周产量 +1。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Thaumaturgy"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">奇术(Thaumaturgy)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Thaumaturgy_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Thaumaturgy_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Thaumaturgy_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>魔法英雄专属技能,每回合可使用两次魔法,第二次使用魔法时的魔法值消耗增加。本代的魔法有派系公共CD,即使一回合能多次施法,但是一个派系的魔法只能使用一次。英雄的魔法派系特长可以突破这个限制,但是依然不能一回合内再次使用同一个魔法。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:魔法值消耗增加 +300%。</li><li>高级:魔法值消耗增加 +200%。</li><li>专家:魔法值消耗增加 +100%。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Ascension"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">升华(Ascension)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Ascension_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Ascension_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Ascension_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>种族技能,每当一个友方单位被整队消灭,所有剩余的友方单位的生命值上限就会增加,直至下一轮结束。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:生命值上限增加 10%。</li><li>高级:生命值上限增加 20%。</li><li>专家:生命值上限增加 30%。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Necromancy"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">招魂术(Necromancy)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Necromancy_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Necromancy_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Necromancy_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>种族技能,战后把阵亡敌军转化转化为本方亡灵。</p><p>首先计算胜利方存活亡灵兵种的种类数量,升级和没升级,两种升级之间都独立计算;</p><p>尸巫龙和农民变的食尸鬼不计在内;</p><p>然后按计算阵亡方可以驱役的HP量,乘以招魂术比例,再乘一个和胜方兵种种类数量相关的参数,1到7种分别是:2.08;1.45;1.25;1.135;1.072;1.03;1。</p><p>接着每种存活种类按以下公式计算,需要的注意的是实际上计算时不是按最初公布时说的平分HP来计算的:</p><p><a href=781.html>有效HP量/向下取整((兵种HP*(兵种等阶+3)*1.2)),结果向下取整</a>;</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:战后 4% 的阵亡敌军HP将会被转化为亡灵。</li><li>高级:战后 6% 的阵亡敌军HP将会被转化为亡灵。</li><li>专家:战后 8% 的阵亡敌军HP将会被转化为亡灵。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="Murmuring"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">低语(Murmuring)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Murmuring_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Murmuring_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_Murmuring_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>种族技能,战斗开始时获得专注充能。</p><p>兵种使用主动技能,英雄的一些能力比如直接攻击敌兵都需要能量点,能量点是英雄和所有单位共享。能量点分为集能点(Focus Point)和专注充能(Focus Charge),1 专注充能 = 6 集能点。多数能量点的来源都是集能点,但是兵种和英雄使用时算的是专注充能。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:获得 1 专注充能。</li><li>高级:获得 2 专注充能。</li><li>专家:获得 3 专注充能。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="AbyssalCommunion"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">深渊交流(Abyssal Communion)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_AbyssalCommunion_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_AbyssalCommunion_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_AbyssalCommunion_3.webp" style="width:80px;" alt=""> </td> <td class="al"></td></tr> <tr> <td class="al normal"></td> </tr> </tbody> </table> <table class="oetablea" id="SummonSwarm"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">召唤虫群(Summon Swarm)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_SummonSwarm_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_SummonSwarm_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_SummonSwarm_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>种族技能,在战场上产下一窝卵。在下一轮开始时,它会孵化出一队火幼虫。这队幼虫的生命值取决于英雄军队中所有蜂巢单位的生命值总量。消耗 1 点专注充能。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:火幼虫的生命值比例为 8%。</li><li>高级:火幼虫的生命值比例为 12%。</li><li>专家:火幼虫的生命值比例为 16%。</li></ul></td> </tr> </tbody> </table> <table class="oetablea" id="TriumviratesStrength"> <col style="width:80px;"><col> <tbody> <tr> <td class="bck acc" colspan="2">三巨头之力(Triumvirate&apos;s Strength)</td> </tr> <tr> <td rowspan="2"> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_TriumviratesStrength_1.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_TriumviratesStrength_2.webp" style="width:80px;" alt=""> <img src="http://heroworld.gamerhome.com/oe/file/icon_skill_TriumviratesStrength_3.webp" style="width:80px;" alt=""> </td> <td class="al"><p>种族技能,每回合一次,英雄可以在战斗中激活三种专家姿态中的一种,同一时间只能激活一个专家姿态。它们会提供不同的属性加成。</p><p>牛头人姿态:增加英雄的攻击力。</p><p>精灵姿态:增加英雄的防御力。</p><p>巨龙姿态:增加英雄的咒力。</p></td></tr> <tr> <td class="al normal"><ul class=consola><li>基础:+2 属性值.</li><li>高级:+4 属性值.</li><li>专家:+6 属性值.</li></ul></td> </tr> </tbody> </table> </details> <p class="eo">There are still a lot of balance changes happening to subskills, which is why we’re not showcasing a list of them, however you’ll be able to explore them very, very soon by yourselves, so stay tuned for more!</p> <p>子技能仍会发生很多平衡变化,这就是我们没有展示它们列表的原因,但是您很快就能自己探索它们,所以请继续关注!</p></div> 上古纪元#野外设施#Mercenary Guild http://www.heroworld.net/news.php?id=1932 http://www.heroworld.net/news.php?id=1932 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426856 hoe Mon, 21 Jul 2025 15:06:09 GMT <div style="width:640px;"><video width="100%" height="354" loop autoplay muted><source src="http://heroworld.gamerhome.com/images/news/20250721.mp4" type="video/mp4">您的浏览器不支持Video标签。</video> <h4 class="al">佣兵公会​(Mercenary Guild)</h4> <p class="eo">Look, not everyone has the privilege of having a drama. Sometimes people simply fight for money.</p> <p class="eo">Allows the hero to recruit up to 3 random units. Refreshes every week.</p> <p>听着,不是谁都有资格上演悲情戏码——总有人只为钱财挥剑。</p> <p>英雄每周可在此招募至多 3 支随机部队。</p></div> 上古纪元#野外设施#Mirage http://www.heroworld.net/news.php?id=1931 http://www.heroworld.net/news.php?id=1931 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=426851 hoe Fri, 18 Jul 2025 15:22:13 GMT <div style="width:640px;"><video width="100%" height="354" loop autoplay muted><source src="http://heroworld.gamerhome.com/images/news/20250718.mp4" type="video/mp4">您的浏览器不支持Video标签。</video> <h4 class="al">海市蜃楼(Mirage)</h4> <p class="eo">An artefact so ancient and powerful, it can take any shape... and be brilliant in it</p> <p class="eo">D efeat a stronger illusion of your Hero to claim a grail. The grail allows your hero to build a unique Grail Sanctuary in a city of your choice.</p> <p>此乃亘古神器,千形万象皆可化...且精妙绝伦。</p> <p>击败更强的自己,将幻象凝聚为圣杯。英雄可凭此在城镇中建造独特奇观。</p></div>