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单人荣耀构筑 - elder blood god(死灵法师)

2026-02-19 10:00:32

AI智能总结导读

这是《神界:原罪2》的单人独狼死灵法师Build攻略,推荐精灵、人类或亡灵种族,搭配神圣缩放+2难度模组。攻略包含1-21级的属性技能加点规划、学院课程与天赋选择、适配装备推荐,以及各阶段技能配置,助力玩家单人通关高难度战斗。

【推荐种族】精灵、人类(或亡灵)的死灵法师Build。此Build适用于独狼玩法的单人体验。 【难度模组】为增加战斗挑战性所使用的模组: - 神圣缩放+2:敌人等级比玩家高2级。 【展示视频】

Late game Fights against Adramahlihk (5) and Final Battle (6) Against Dallis in Fort Joy (2) and Bishop & Voidwoken Drillworm (3): ✎ Stats Progression Level 1: 14 INT, 12 CON, 2 Summoning, 2 Warfare, Lone Wolf Level 2: 16 INT, 12 Memory, 2 Necromancer Level 3: 18 INT, 14 Memory, 4 Summoning, 2 Pyro. All Skilled Up Level 4: 20 INT, 16 Memory, 6 Summoning Level 5: 24 INT, 8 Summoning Level 6: 28 INT, 10 Summoning Level 7: 32 INT, 2 Scoundrel Level 8: 36 INT, 4 Warfare, Savage Sortilege Level 9: 40 INT, 18 Memory, 1 Poly Level 10: 14 WIT, 2 Aero Level 11: 20 WIT, 2 Poly Level 12: 24 WIT, 20 Memory, 3 Poly Level 13: 12 STR, 22 Memory, 2 Hydro, Executioner★ If you ran as Elf in early game, make sure to raise CON higher accordingly to Flesh Sacrifice negative -CON, so their shields don't fall off. Otherwise 12 CON is enough for other races in early game stage. ➤ RESPEC✦ All Skilled Up → Elemental Affinity (10 - 2 Summoning = 8 Summoning) ✦ 8 Summoning → 0 Summoning = 4 Combat Points (CP) ✦ 3 CP → 6(new) + 4(before) = 10 Warfare / 1 CP → 2 Two-Handed Level 14: 26 WIT, 24 Memory, 4 Two-Handed Level 15: 32 WIT, 4 Poly Level 16: 30 Memory, 5 Poly Level 17: 36 WIT, 6 Two-Handed Level 18: 40 WIT, 10 Two-Handed, All Skilled Up Level 19: 16 STR, 4 Scoundrel Level 20: 20 STR, 6 Scoundrel Level 21: 24 STR, 8 Scoundrel★ Remember you only need enough points to reach the requirements to use the skills, so if your gear happen to cover those requirements such as Necromancer, Hydro, Aero,...etc you can relocate and put the base points into more the global damage modifier skills instead for maximized damage: Warfare → Two-Handed → Scoundrel → Huntsman. ---------------------------------------------------------------------- ♦ Academy Lessons:Lesson in Int: +5 INT / -5 FIN Lesson in Wits: +5 WIT / -5 CON ♦ Spider Kiss Talent: Curved Quill (+2 INT -2 CON) ♦ Civil: Thievery 1st → Bartering 2nd ✎ Equipment Gear: Look out for gear with Warfare, Scoundrel, 2-Handed, INT or Wits. Gloves have rare rolls of 2-Handed on them so keep an eye out, otherwise Critchance will do. Gear that has side stats for the build skill requirements such as Aero, Necro, Hydro or Pyro are also appreciated so you can respec and relocate more base points into global damaging modifier skills. Keep and use unique Ring of Intelligence that has a rune slot: +1 Intelligence, +10% Poison Resistance → Which can be plugged with a Power Frame Flame Rune for another +3 Intelligence and +6% Critchance. Weapons for early game, use these unique 1H-weapons and any leveled shields throughout early to mid game: Viper Tongue: +1 STR, +1 Warfare Fang of Winter Dragon: +1 STR, +1 INT, +1 Warfare, +1 Hydro, +10% Critchance In Cloister Wood, get An Mey Falin Belt from Eithne the Trader: +2 Constitution, +1 Warfare, +1 Polymorph, +20% Poison Resistance At Level 13, use these 2H uniques not only for their bonuses but also to benefit the crit multiplier from Two-Handed weapon skill: Lohar Source Hammer: +2 STR, +1 Warfare, +1 Two-Handed, +20% Critchance – in Undertarven, lvl 12+ Falone: +3 STR, +2 Intelligence, +2 Warfare, +1 Two-Handed, +20% Critchance – in Arx Cathedral, lvl 20+ In Arx, use these uniques: Kallisteis (Boots): +2 Wits, +1 Scoundrel, +6 Initiative, Immunity to Knockdown/Cripple/Slow Luronta Temva (Legs): +2 STR, +2 INT, +2 CON, +2 Wits, +2 Aero, +10% Air Resistance. Ruvola (Armor): +5 IINT, +2 CON, +2 Wits, +10% Fire/Water/Earth/Air Resistance Runes: Amulet/Ring: Flame Rune (+4/5/6% critchance) Armour: Flame Rune (+7/9/11% Fire resistance) Weapon: Flame Rune (+9/11% Fire damage) Frames: Amulet/Ring: Power Flame (+2/3 INT) Armour: Power Flame (+2/3 INT) Weapon: Power Flame (+2/3 INT) Eternal Artefacts:It can't be REMOVED once plugged and they are also LIMITED, so only use when you know for sure that piece of gear is going to be with you for a looong time. Amulet: +2% Critchance, +5% Dodge. Belt: + STR , + Warfare. Rings: +1 Scoundrel, +10% Poison Resistance. Head: +2 FIN, +1 Huntsman. ✎ Abilities Setups Powerhouse Build: capable of solo the game without using Cloak or Uncanny Evasion by utilizing Summoner strength early game to deal consistent damage and cover Necromancer lack of offense spells early on. Character can clear early to mid game handily and stay safe behind the shield durability / pets while blasting their spells. Once level 13, when the character is decked out with enough offense Necromancy, they can switch out their shield and equip a Two-Handed to increase damage output with more global damaging modifier, essentially having 4 beneficial skills: Warfare, Two-Handed, Scoundrel, Huntsman. While adding more AoE Crowd Controls & defense / utility spells. and start blasting their way to end game. Elemental Affinity: this build uses mainly Necromancy spells, so by standing on blood surfaces the character can get -1AP less cost on those spells. You can either use Blood Rain to create and prep before battle or in combat to generate blood surfaces or if the character is an Elf, they can create blood surfaces on themself with Flesh Sacrifice. ✦ Early Setup (1~8) Bouncing Shield Throw shield at enemy & bounce to one nearby target. Damage based on your shield physical armour. Summon Incarnate: call an Incarnate to fight alongside you, once reached 10 Summoning it will be upgraded into a Champion version. Due to it long duration of 10 turns, player can pre-summon the Incarnate before engaging a battle. Cast on a blood surfaces for Blood Infusion Incarnate, which grants damage bonus and armours. Elemental Totem: You can summon Wood Totem (Normal surface) or Blood Totem (Blood surface). Both deal physical damage on attacks, while Blood Totem attacks can also set Bleeding status on target. It's recommended to summon a totem each turn for consistent damage from them. Farsight Infusion: boost magic armour and 25% damage bonus for your Incarnate. Unlock a ranged attack which has 1 turn-cooldoon allowing him to attack enemy from range each turn. Mosquito Swarm: Ranged physical attack, that will heal yourself based on the damage dealt to the target. It also set Bleeding status for 2 turns. Decaying Touch: Close range attack, apply Decay making target taking damage on healings. In early game, you can combo this ability with Restoration (from Migo Ring) or Blood Sucker for cheap strong damaging combo on decayed or undead target. Save and stack possible Decaying Touch scrolls, it sometimes appear on vendors. These scrolls cost 1AP to use by default without relying on Elemental Affinity and as a scroll, it doesn't have any cooldowns. Blood Sucker (optional): Target character consume blood surfaces to restore Vitality, the more blood, the more healings. You can use it offensively on enemy that has Decayed status to deal strong single target damage. Corpse Explosion: Blow up a corpse dealing aoe physical damage around it. You can use Teleportation or Nether Swap either by: prepping it out of combat or in the middle of combat to put the corpses in place before blowing up in enemy faces. Bloated Corpse: Summon a chubby corpse by your side, it can attack one before exploding strong area damage & create a huge blood pool. You can charge it with Supercharger to get a +100% dmg boost on it explosion. Recommended to pre-summon the chubby guy and send it to explode on unsuspected enemies to start the battle with a boom! Teleportation: teleport enemy or corpses into desired place. Rely on the teleportation glove early on so you don't have to put points into Aero so soon. Power Infusion: boost physical armour and 25% damage bonus. Unlock Whirlwind and Rush (Battering Ram) which can knockdown vulnerable enemies. Supercharger: combo with Bloated Corpse, summoned target get +100% damage boost then dies next turn. Shackle of Pain: mark the target that will receive 100% damage whenever you are hurt. They may not hit you or risk hurting their friend or even kill them in the process. So it's good skill that gives you a win-win situation either ways. Infect: strong single target damage, apply Diseased debuff which -35% Damage & -5 Constitution on affected target. Adrenaline: Gain 2 AP for this turn but lose 2 AP on the next turn ( a tradeoff), use it when you need to confirm a kill to trigger Executioner talent and get a bonus of 2AP or when you really need to setup some defensive buffs or just simply want to finish off some high threat targets. Cloak & Dagger: a jumping ability. Use Tactical Retreat instead if you just happen to get enough Huntsman requirement from gear. Peace of Mind: Damage and Critchance boost. Death Wish (situational): huge dmg boost based on missing %HP (e.g: 1HP = 99% dmg boost) ✦ Mid Setup (9~12) Mass Corpse Explosion: Explode every single corpses in range, dealing massive aoe damage to anyone caught in it. Bone Cage: Boost Physical Armour based on how many dead bodies near you. Can grants massive amount of Armour if used after you pull off a few kills with only 1 AP cost. Nether Swap: Swap place with enemy or corpses. Use this along with teleportation to put enemies / corpses in place to combo with Corpse Explosion. Skin Graft: reset all cooldowns. ✦ High Setup (13~15)→ At this point, follow the respec intrusction and unequip the Summoning spells to make slots for more Necromancy spells. Blood Rain: creating blood surfaces to utilize Elemental Affinity. Grasp Of The Starved: Strong area attack to targets that stand on blood surfaces. It's also set AoE Crippled, really good control attack when well placed on high ground, you can pin enemies in place helpless for a 2 turns! Character can prep blood surfaces with either Blood Rain or Blood Storm. Haste: +1 Start/Recovery AP. You can pre-cast it to get 7AP starting AP, then combine with Flesh Sacrifice and you have 8 AP in the beginning of the battle. Uncanny Evasion (optional): Extra self-defense spell if needed, grants 90% dodge making most weapon attacks ineffective against you. Heart of Steel: grants decent amount of armour, you can use it as a pre-buff before a battle because it has long duration (4 turns) Battle Stomp: decent aoe radius in a straight line, can set knockdowns on vulnerable enemies. Battering Ram: Rush at your targets, set knockdown on vulnerable enemies. Frost Armour (scrolls): Boost Magic Armour, remove many debuffs Fortify (scrolls): Boost Physical Armour, remove many debuffs. ✦ End Setup (16+)Apotheosis: SP Cost -3 for all source powers. You can use Source powers with no Source cost for 2 turns, go unleash all of your Source powers during this time. You will also get a small boost on all stats like Intelligence and Wits. Blood Storm: summon a blood meteors down on your enemies for 2 turns in a big area, dealing strong AoE damage to nearby targets individually and create blood surfaces. Can be used on clustered enemies to multi-tick the attacks and maximize damage output. Challenge: mark a target, if they die within 2 turns you get a +20% damage boost for a turn and bonus Physical / Magical Armor. Inner Demon: great Intelligence and magic armour boost. Thick of the Fight (optional): If you see a potential pull of 40% or 50% damage boost in a battle, go for it as the damage bonus add up multiplicatively on spells.

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