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实用的男爵领地小贴士与技巧手册

2026-02-18 07:00:20
发布在Barony
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AI智能总结导读

这是一篇《男爵领地》的实用技巧手册,涵盖游戏机制、通用玩法技巧与冷门物品用法等内容,比如技能提升的触发规则、泉水使用注意事项、各类卷轴与道具的特殊用法等。手册虽为旧版本撰写,但多数内容仍适用,还欢迎玩家补充内容。

There are many, many interactions, tricks, and game mechanics that the savvy player can use to their advantage. The problem is that most of these can only be learned of through trial & error. This guide is a compilation of less-than-obvious gameplay tips, as well as short explanations of obscure mechanics that nevertheless have an important impact on your playthrough. This guide is a work-in-progress; if you have anything to contribute, comment. Any comment-based additions will be credited to the commenter. PLEASE NOTE: This guide was written several versions ago. Some information may be depreciated, but most of it should still be accurate. Gameplay Mechanics & General Tips Skill advancement is chance-based, and triggers on specific actions. How advanced these actions are does not make you more likely to learn from them. In simple terms, you're as likely to gain a Casting level from using Remove Curse as you are from using Forcebolt. Certain lower-level actions, such as scrapping items for Tinkering or casting Light for magic, will eventually stop raising your skills to prevent easily farming them to maximum rank. You will receive a message along the lines of "You cannot learn anything more from X" when this has occurred. If you're going to use a fountain, remove any gear you don't plan to keep around. For instance, if you're wearing the Sphinx's Veil and a decrepit iron breastplate, take off the breastplate. If a fountain blesses a piece of equipment, it's equally as likely to bless the iron breastplate you're going to scrap as soon as you find something better. This extends to weaponry, too, but be sure to keep something on the hotbar in case the fountain summons an uninvited guest instead. Scrolls of Enchant Weapon will always bless your currently-held weapon. Scrolls of Enchant Armor will enchant a random piece of worn equipment, in the same vein as the fountains mentioned above. As such, take off anything you don't want enchanted. For a guaranteed armor enchanting, take off everything but the item you want enchanted. Cursed Equipment can have more downsides than simple AC penalties. Some cursed equipment will make you more vulnerable to something it should protect you against, or penalize stats it's supposed to boost; for instance, a cursed -2 Ring of Constitution will cut your Constitution down by two points. Levels with a Bonus Level Portal on them will give you a specific message on beginning the level. These Portals always appear on the same levels, but some of them are not guaranteed to show up in any given playthrough. For specific messages and their corresponding levels, see the "Level Start Messages" section. Using Magical Staves will increase your Magic and Casting skills, which is very useful if you happen to be magically-illiterate but want to learn. Even if you don't plan to use a staff, it's probably worth your while to pick it up and spam it until it burns out anyways. Cursed staffs have no downsides to their usage other than being unable to drop them until they break. Scrolls have a pre-set list of names. At the start of every playthrough, a random effect is assigned to each name, and this effect will remain consistent throughout the remainder of your run. For instance, if you find a Scroll of Fire marked FOOBIE BLETCH on Level 2, all FOOBIE BLETCH scrolls you encounter on that character will be Scrolls of Fire. This can be used to make more Scrolls of Fire by writing FOOBIE BLETCH on Blank Scrolls via a Magic Feather. If you find a Scroll of Enchant Weapon or Repair, it might be worth your while to make a note of the scroll name. Polymorph will always turn non-humans into humans. This allows you to go shopping and recruit party members; recruited NPCs will not turn hostile once you change back. Be aware that this will also change your hunger rules to match. For instance, if you're playing as a starving vampire and turn into a human, you may be able to ward off starvation by finding some edible food. This will, however, prevent you from getting any blood vials until you turn back. While they are governed by the Ranged skill, Throwing Daggers and Tomahawks will never break, no matter how many times you use them. The only way to lose them is to accidentally throw them into a pit, so be careful where you chuck them. Blessing one Throwing Dagger will bless that entire stack. Whether you plan on using an item or not, it's still in your interest to identify it, even if you dump or scrap it as soon as you do. This is because, as mentioned before, skill increases come from repetition, not advancement; the more items you appraise, the faster you reach Legendary Appraisal. The Minotaur, contrary to what the game tells you, is not random. It's more like a belated version of the Ghost from Spelunky; the longer you take to clear a floor, the greater the chance of a Minotaur spawning on the next level. Taking too long will effectively guarantee a Minotaur spawn on the next level. The Minotaur is vulnerable to the Slow Spell and Cold Spells and Traps, but immune to other forms of crowd-control. You should take full advantage of this. You can power-level Trading by buying the cheapest items a Merchant sells and then selling them back. You lose money this way, but if you're smart about your spending and diligent about finding gold and valuables, money shouldn't be so tight that you can't afford to blow through some of it to boost your Trading. Considering the rewards for maxing out Trading, it's well worth the initial investment. Boulder Traps and Spike Traps emit what the game calls an "evil wind," audible as a low, ominous "whrrrhmm" noise. This sound also plays near level exits, so keep an ear out and watch the ceiling. Trolls are big, hit like a truck, and dumb as rocks. They will happily forget that even a zero-stealth-skill character exists if you stand in darkness and sneak for a few seconds, making it easy to kill them by repeated backstabs. Different enemies have different resistances. Skeletons, for instance, are susceptible to blunt damage, such as maces, but resist blades, axes and magic. In general, a playable race's resistances will be applicable to the NPC version. NPCs need torches much more than the player does, so it's generally in your best interest to snatch every single one you see. You have innate night vision, regardless of stealth level, when sneaking, which is generally all you need to get around. This goes double if you have a ring of warning. Boulders that are broken by Sokoban or hitting a player may drop a Luckstone; these look like regular rocks, but reduce your carried weight by 20 pounds, making them useful to have. The exact conditions Luckstones drop under need further testing, but it's difficult, since they're so rare. Gemstones may either be Worthless Glass, which has no value other than as food for Automatons, or Gemstones, which are worth substantial amounts of gold. It takes 95 Appraisal to identify Worthless Glass; if you're diligent about identifying everything you find, and visit Minetown to buy out and identify the inventory of the merchants there, you will most likely have Legendary Appraisal by the time you clear the Jungle. Shields have two modes of defense. The first is active defense, activated by holding down space for a sizable boost to AC. This method is more likely to damage your shield than the second method, activated simply by having the shield equipped for the listed AC boost. Having your shield raised is not necessary to increase Shield skill. The most effective method of training Shields is to let an enemy too weak to breach your AC repeatedly attack you while you have a shield equipped, but NOT raised. The player is well advised to be suspicious of any long corridors that are located near the edges of the map. The game takes great pleasure in setting you up for an Indiana Jones situation by placing a boulder trap at the very end, often behind a closed door. The same hallways, when found elsewhere, will often still have a boulder trap, just in the middle to catch you off-guard. Obscure Item Usages Nearly every item in Barony has a use. Some are common to every playable race, while others are limited to certain races. You can use Empty Bottles on Fountains to receive a random potion. This can still summon unwanted company, so be careful. Towels can be used to wipe gunk off your face from eating Cream Pies and Tinned Food, or to bandage your wounds and stop bleeding. Don't forget to bring one. Blessed Mirrors will teleport you to a random spot on the level if you look into them, making them good for getting out of a tight spot. If you want to dispel a Polymorph fast, jumping into water will immediately return you to your true form. Blessed Potions, including Bottled Water, do bonus damage to certain types of enemies. You even get an achievement for finishing off Baron Herx with a bottle of Blessed Water. Custard Pies can be wielded with rightclick and thrown like Rocks and Throwing Weapons. They will blind enemies they hit. Rocks, Gems and Throwing Weapons (obviously) can be thrown underneath boulder traps or onto spike plates to trigger them from a safe distance. They can also be used to weigh down pressure plates to hold doors open. Scrap can be sold and bought at 1:1 value regardless of trading skill. This makes it great for racking up a large amount of Trading experience for free as long as you have enough of it, although it will eventually reach a cap. Automatons can either Read or Consume Scrolls of Fire to instantly max out their Heat and supercharge their boiler. Automatons can eat Rocks; unlike Scrap, Rocks can supercharge your boiler, so finding a Dig Spell means you don't need to worry about food ever again. Automatons can eat Books, Scrolls and Gems, not just scrap; scrap is useful for Tinkering, which is a valuable asset for any class, and should be kept as a last resort instead of munched like popcorn. You will most likely find an Amulet of Olympic Swimming on Floors 1-5. You should keep one until you clear the Jungle, which has large expanses of water that the player will frequently have to traverse. Olympic Swimming is enormously useful for everybody due to time saved, but it's even more critical for Automatons and Undead, who are penalized for entering water. Level Start Messages You hear the sound of pickaxes striking rock/bustling streets. - A trapdoor to the Gnomish Mines/Minetown can be found on this level, behind a bridge with two locked gates. You hear the sounds of chanting in the distance/howling winds in the distance. - A portal to the Jungle Temple/Haunted Castle can be found on this level, behind a bridge and five Boulder Traps. You hear the faint crash of rolling boulders/the roar of a hungry minotaur. - A portal to Sokoban/The Minotaur Maze can be found on this level, inside of a sealed square and surrounded by lava. You will need a pickaxe or a Dig Spell to enter. You hear mystic droning/cries of anguish. - A portal to the Mystic Library/the Underworld can be found on this level, inside of a fortress with a bottomless pit around it, hovering over a pool of magma. An unnatural darkness fills the caves. - All light sources are removed. No torches will generate. The craftsmanship of the walls here is immaculate. - Pickaxes and Dig Spells will not break walls on this level. The air here feels like it's swirling gently around you, and A tingle rolls over your body and each of your footsteps. - I'm unsure of which does what, since these two messages only appear - off the top of my head - on the Cockatrice's Lair. Teleportation spells are ineffectual, and Open spells cannot open doors, gates or chests. All Levitation is disabled, locking you to the ground.

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