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悠悠
2026-02-11 23:01:04 · 发布在 「荒野大镖客:救赎2」
《荒野大镖客:救赎2》中的马匹全解析(含线上模式)

游戏中所有马匹的截图、与马匹相关的功能、如何找回被杀死的马匹、如何清洁马匹、如何驯服野马、在哪里找到特定品种的马匹、马匹的价格以及马厩的位置。总之,所有相关内容。简介 剧情战役和线上模式中与马匹相关的部分机制有所不同,因此本指南包含《荒野大镖客Online》中与马匹相关的章节。

如何开启马匹的全部功能 要获得全部功能的访问权限,你需要在第二章完成任务“带着受伤的自尊离开”,该任务可在营地的霍齐亚(手持狙击步枪、坐在营地入口处的男性)处接取,当你从他身边经过时,他会不断呼唤你。在任务执行过程中,你将获得拖动马鞍、马刷的权限,还能买卖马匹,以及为你的四足伙伴改名。 如何召唤你的马 你可以通过口哨(键盘H键)召唤马匹。为此,你的坐骑必须在离你一定距离内,否则它将无法听到你的召唤。要增加马匹的允许距离,你需要提升马匹对你的信任度。 如果马匹走失,你可以在7个马厩中的任意一个找到它,它会在那里等你。 如何喂养马匹 饲料可以在马厩和商店购买,在《荒野大镖客Online》中可以通过目录(J键)购买。 最经济实惠的饲料是干草。 在《荒野大镖客2》和《荒野大镖客Online》中有特殊饲料,可以强化马匹的状态(生命值和耐力)。这是最好的饲料。如何清洁马匹身上的污垢 快速方法:骑上马进入水中,骑行并蹦跳一段时间。注意:当马匹的好感度较低时,如果你试图进入很深的水域,它很可能会把主角甩下来。 在马厩订购马匹护理服务: 这种情况下,马匹甚至会获得耐力和生命值加成。这项服务的价格为7.5美元。真正牛仔的做法:用刷子给马清洁。操作方法是用鼠标右键聚焦在马身上,然后按下B键,亚瑟就会给马清洁并和它说话。 后一种方法更推荐,因为能更好地提升马对亚瑟的信任度。 如何将新马设为主要坐骑 在《荒野大镖客2》中,亚瑟只有一个马鞍。这意味着一次只能有一匹主要坐骑。有两种方法可以将新马匹设为自己的主要马匹。 1) 在马厩 只有在马厩才能更改马匹的名字! 如果旧马匹身上有任何货物(兽皮、毛皮等),它们也会连同马鞍一起“转移”到新马匹身上。 2) 任意地点 需要停下马匹并卸下马鞍。可以通过键盘上的LCTRL键停下马匹,按住H键卸下马鞍。要将新马匹设为主要马匹,需要靠近它并按住H键。如何更改马的名字 在马厩中。 如何购买新马 要购买马匹,您需要前往7个马厩中的任意一个。 马厩位置 1. 瓦伦丁,城市的西北部。

草莓镇以南。

翡翠牧场以南。

凡·霍恩贸易站以北

5. 圣但尼,城市南部。

6. 黑水镇,位于城市南部。这里可以买到最优质的马匹。该区域在达成“Epilogue”成就后解锁。

7. 风滚草镇(Tumbleweed),位于新奥斯汀(New Austin)地区西部。只有在进入尾声后才能到达这里。

《荒野大镖客2》在线地图(含所有标记):https://rdr2map.com 如何驯服野马 要驯服心仪的野马,你需要找到马群,但有时也可能遇到单独的马匹。 步骤如下: 悄悄靠近马匹,或者从远处用望远镜(按住键盘Q键)确认其品种。 然后慢慢走向它。右键选中目标马匹,按G键呼唤动物。我们要非常缓慢地靠近,途中要停下脚步,并且定期按G键来安抚小马,你也可以每毫秒点击一次以确保万无一失。接下来有两种方法:要么用套索抓住并安抚马匹,要么好好地尽可能靠近它。我推荐第二种方法,如果操作得当,马就不会跑掉。另外,最好在骑乘前先抚摸它一下。当你骑上马匹时,它会试图把你甩下来,要尽可能频繁地按G键来安抚它。如果亚瑟能留在马背上,那么恭喜你,你已经驯服了这匹野马。 慢慢骑马踱步,按G键可以提升它的信任度,清洁和喂食也能起到很好的效果。当你与它建立1级信任度后,就可以为它装上马鞍,之后你就能安心骑它前往马厩/围栏或处理自己的事务,此时无需一直装备马鞍,它依然会听从你的指令。 如何提升马匹的信任度和技能 要与马匹建立信任关系,你需要花时间陪伴它。重要提示:在提升亲密度之前,务必先喂马,饥饿状态下亲密度提升会非常缓慢。此外,如果你长时间不骑乘马匹(例如将其安置在马厩中),它的亲密度等级将会下降。 当马匹受到惊吓时要安抚它,喂它食物、为它刷毛、和它一起游泳以及散步。 另外,绑定马匹也能提高其亲密度。所有这些行为都有助于马匹与你建立更紧密的关系。如果你牵着马走,信任度提升得最多,但这种方法最无聊,我不推荐。

Максимальный уровень доверия 4, именно такой уровень необходим вам для ачивки "Верный конь". Когда лошадь будет вам доверять, у неё увеличится здоровье и выносливость. Вы сможете подзывать её с более дальнего расстояния. Чем больше конь вам доверяет, тем более глубокие водоёмы сможет пересекать, а также будет меньше бояться труднопроходимых мест, стрельбы и хищников. Кроме того, доверие поможет научить лошадь выполнять различные сложные движения. Со временем она сможет вставать на дыбы и двигаться боком. У лошадей в Red Dead Redemption 2 есть три основных характеристики: скорость, разгон и здоровье. Для прокачки своего коня необходимо проводить с ним время, укреплять доверительные отношения и просто скакать по просторам Дикого Запада. В это время параметры вашего четвероногого друга будут улучшаться, а его уровень — повышаться. Как воскресить лошадь Если ваша лошадь ранена и бьётся в агонии на земле, то её можно поднять с помощью Конского зелья, которое можно купить у конюхов или торговцев за 10$. Если вы не успели и лошадь умерла, то она потеряна навсегда. Старайтесь иметь запас различных тоников для лечения и восстановления энергии вашей лошади. Таблица видов лошадей Вид Плюсы Минусы Порода Выносливые Может перевозить большие и тяжелые грузы Медленные и большие Шайрская, Бельгийская и Суффолькская Обычные - - Теннессийская, Морган и Кентукки Быстрые Быстрое ускорение и высокая скорость Малый запас здоровья и низкая выносливость Нокота, Чистокровная верховая или Американский рысак Боевые Высокий запас здоровья и хорошая выносливость Слабое ускорение и скорость передвижения, проще говоря, они медленные Венгерская, Андалузская и Арденская Рабочие Высокая выносливость, большой запас здоровья и хорошая скорость Очень плохое ускорение Голландская, Аппалуза и Американский пейнтхорс Гибриды Совмещает в себе несколько видов Совмещает в себе несколько видов Туркменская (быстрая и боевая), Миссурийский фокстроттер (быстрая и рабочая), Мустанг (боевая и рабочая) Мультиклассные Высокая скорость, большой запас здоровья, быстрое ускорение и т.д. Высокая цена Арабская Таблица стоимости лошадей (Сюжетка) Порода лошади Цена Бельгийская (Belgian) 120$ Суффолькская (Suffolk Punch) 120$ Теннессийская (Tennesee Walker) от 60$ до 150$ Морган (Morgan) от 15$ до 55$ Кентукки (Kentucky Saddler) 50$ Американский рысак (American Stardartbred) от 130$ до 400$ Чистокровная верховая (Thoroughbred) от 130$ до 450$ Нокота (Nokota) 130$ Венгерская (Hungarian Haltbred) от 130$ до 150$ Андалузская (Andalusian) от 140$ до 440$ Арденская (Ardennes) от 140$ до 450$ Голландская (Dutch Warmblood) от 150$ до 450$ Аппалуза (Appaloosa) от 130$ до 450$ Американский пейнтхорс (American Paint) от 130$ до 425$ Миссурийский фокстроттер (Missouri Fox Trotter) 950$ Туркменская (Turkoman) от 925$ до 950$ Мустанг (Mustang) от 130$ до 450$ Арабская (Arabian) от 1050$ до 1250$ Шайрская (Shire) от 120$ до 130$ Отличия Сюжетки и Онлайна Самое ВАЖНОЕ: в Онлайне нельзя приручить дикую лошадь как в сюжетке, только купить в конюшне, да и среди диких лошадей разработчики оставили только обычных (Морганов, Кентуккийских, Теннесийских). Также вы можете оформить страховку на лошадь (рекомендую это сделать, погибать она будет часто, к примеру от гриферов), стоит она 150$. Следующий текст относится к полностью прокачанным лошадям 4 уровня доверия. В Red Dead Online скорости лошадей отличаются КРАЙНЕ НЕЗНАЧИТЕЛЬНО (настолько незначительно, что разница между максимальной скоростью и минимальной будет всего в полминуты (если ехать из Сен-Дени в Тамблвид через всю карту). Если вам кажется что какая-то лошадь быстрее другой, то это самовнушение. Важный момент - когда вы едете в отряде и зажимаете кнопку галопа, то построение отряда выстраивается за лидером, так что "скачки" если и устраивать, то находиться нужно в РАЗНЫХ отрядах. Тест скорости лошадей

关于耐力方面,购买一个好的马鞍(任何皇家马鞍或“中井户手鞍”之类的)和最好的马镫(带封闭脚尖的),你就能无限骑行(没开玩笑),只需给马喂食(补充它的状态),并在骑行时定期按G键(安抚马匹)。不需要每秒点击一次,每10秒一次就足够了。但真正重要的是马的生命值、外观(要自己喜欢)以及操控性。购买时马的属性中会显示生命值,不同马匹的生命值有所差异。外观方面——如果你喜欢体型较大的马,理论上它们更容易被敌人击中。请注意,每匹马都有其独特的性格,但所有马匹对于枪声或捕食者的恐惧程度是相同的,只是可能会有不同的动画表现。不过根据玩家反馈,最勇敢的马是布雷顿马或任何一种战马,也就是体型较大的重型马。而阿拉伯马的操控性是最好的。我对比了不同的马匹,可以说阿拉伯马确实更舒适,骑着它们穿过有大树的森林比骑克里奥尔马、布列塔尼马之类的马,或者体型和阿拉伯马相当但操控性中等的马要轻松得多。所以如果你想买最好的马,而且外观上最喜欢阿拉伯马,那选它就对了。此外,在《荒野大镖客Online》中有一种特殊的马匹饲料,能强制提升马匹的耐力和生命值状态。 “骑手”挑战 骑手9 骑手10所有野生马匹的栖息地均在下方相应章节中标出。 其他挑战的完成方法,你可以在我的另一篇指南中查看,其中我详细说明了如何获取《荒野大镖客2》(包括《荒野大镖客Online》)的所有成就。所有野马的栖息地 注意!有时你可能无法在地图上标记的地点找到目标马匹。这种情况下,你应该前往其他区域,然后过几天后再回来。 或者你可以使用以下方法(在我看来更快): 保存游戏 在菜单中选择“剧情” 选择“退出游戏” 重新加载游戏 通过这种方法,你可以让所需的野马重新生成。阿拉伯马(黑色) 这匹马并非野马,按设定你需在游戏中期花费一千美元购买,但在《荒野大镖客2》中有一种方法能让你在第二章初期就免费获得这匹属性更优的马。你只需在凌晨3点左右前往圣丹尼斯,观看事件后即可免费偷走这匹黑色阿拉伯马,且不会触发通缉。 阿拉伯马(白色)

阿拉伯(条纹虎)

感谢 Iskariot 提供的信息 阿拉伯(红棕色)

感谢 Esdeath 提供的信息。

美国花马

美国山猫

匈牙利混血

美国最高法院

摩根

野马

无法识别该内容,直接返回原文:Нокота

田纳西州

老虎野马

Андалузская

Аппалуза

阿拉伯的

Ardenская

阿克哈-塔克马(Ахалтекинская)

比利时的

布列塔尼(仅限在线)

匈牙利

荷兰的

肯塔基州

克雷奥尔语(仅限在线) 摩根

野马

诺科塔

PaintHorse

(无法识别内容)

萨福克(Suffolk)

田纳西州

无法识别内容,直接返回原文:Фокстроттер

茨冈公马(仅限在线) 纯血种

Шайрская

悠悠
2026-02-11 23:01:04 · 发布在 「荒野大镖客:救赎2」
通过剧情任务获得金牌

🥇 Что такое золотая медаль? Золотая медаль выдаётся за выполнение всех задач миссии за одно прохождение. Нужно получить 70 золотых медалей для достижения: 🏆 Достижение: "Золотая лихорадка" Получите 70 золотых медалей в сюжетных миссиях 📌 Общие советы перед началом Перед каждой миссией делайте ручное сохранение Не перезагружайте чекпоинты - это сбрасывает точность, время и урон Для повторного прохождения используйте меню Прогресс Во время повтора миссии ваш инвентарь, еда и улучшения сбрасываются Старайтесь делать хедшоты - они требуются почти в каждой миссии Следите за таймингом - используйте внешний таймер Используйте меткий глаз для метких выстрелов Некоторые миссии проще проходить после прокачки Артура и лошади 📖 Глава 1: Колтер (6 мисий) 1.1. Бандиты с Дикого ЗападаЗавершите перестрелку, не получая каких-либо повреждений. Собрать 6 и более предметов на ранчо Одлера. Точность не ниже 80%. 1.2. Приходит с мыслями о прошломУбейте всех волков, не получая урона. Точность не менее 80%. 1.3. Старые знакомыеПоймайте и свяжите Кирана за 45 секунд. Убейте 3 бандитов за 1 активацию "Меткого глаза". Выполните задание менее чем за 15:30 минут. Совершите 15 выстрелов в голову. Выполните задание, не используя лечение. 1.4. Начало ИсходаУбейте каждого из оленей, используя по одной стреле. Не отпугивайте оленей, оставайтесь вдалеке. Убейте второго оленя быстрым способом (в голову). 1.5. Кто, чёрт возьми, этот Левит Корнуолл?Спасите Ленни, когда тот повиснет на краю поезда. Устраните охрану поезда, потратив не более 1:30 минуты. Поучаствуйте в перестрелке, не получив какого-либо урона. Совершите 10 выстрелов в голову. Выполните задание, не используя лечение. 1.6. На ВостокПодберите Хавьера у въезда на нагорье Подкова. Выполните задание менее чем за 6 минут. 🌄 Глава 2: Нагорье Подкова (18 миссий) 2.1. Культурное общество по-валентайнскиВерните сбежавшую упряжную лошадь владельцу. Найдите Карен менее чем за 45 секунд. 2.2. Старое доброе чудодейственное зельеНе дайте Бенедикту Олбрайту упасть с утёса. Свяжите Олбрайта за 1:45 минуты. Доставьте Олбрайта к шерифу за 1:30 минуты. 2.3. Отдых по-американскиСпасите Хавьера за 20 секунд. Одержите победу над Томми за 1:30 минуты. 2.4. Ростовщичество и прочие грехиВыполните задание в течение 2:10 минут. 2.5. Визит вежливостиБесшумно убейте 4 членов банды О’Дрисколлов. Совершите 12 выстрелов в голову. Завершите уровень с точностью не ниже 80%. Завершите миссию, не используя медикаменты. 2.6. Уходит с уязвлённым самолюбиемВыследите медведя за 1:30 минуты. Выстрелите в медведя не менее 6 раз. Выполните задание менее чем за 12 минут. 2.7. Старая любовьУбедите предводителя чешуистов, не применяя насилия. Вернитесь с Джейми к Мэри за 2 минуты. 2.8. Тихо посиделиПопытайтесь наладить отношения со старым соперником. Застукайте Ленни во время акта. Не дайте себя арестовать. 2.9. Блаженны ли кроткие?Во время побега убейте всех конных законников за 55 секунд. Совершите 15 выстрелов в голову. Выполните миссию с точностью не менее 70%. Выполните задание, не используя лечение. 2.10. Кто без грехаВыиграйте 2 партии в покер. Вернитесь с пастором в лагерь за 2:05 минуты. 2.11. Первые станут последнимиНаходясь на берегу, скрытно убейте охотников за головами. Освободите Шона, выстрелив по верёвке. Совершите 10 выстрелов в голову. Выполните задание, не используя лечения. 2.12. Да прольётся нефтьОтгоните повозку к месту выгрузки за 1:45 минуты. 2.13. Ловец душ человеческихПосле прибытия к берегу реки поймайте рыбу за 1:30 минуты. Выполните задание в течение 7:20. 2.14. Американские хребтыЗаберите всё из Кармоди-Делл (тайник под печкой). Не дайте себя заметить (закройте за собой все дверцы). Доставьте дилижанс на ранчо Эмеральд за 1:10 минуты (скачем напрямую). 2.15. Да прольётся нефть — часть 4Убейте всех охранников поезда до того, как Шон начнёт стрелять. Заберите из багажного вагона всю добычу. Сбегите от законников за 1:30 минуты. Убейте 10 целей, пока активен "Меткий глаз". Выполните задание, не используя лечения. 2.16. Американская пасторальПопадите в голову каждому конному охраннику повозки. Убейте 10 целей, пока активен "Меткий глаз". Выполните задание менее чем за 6 минут. Выполните задание, не используя лечение. 2.17. Овцы и козлищаЗагоните всех овец в загон в Валентайне живыми. Совершите 25 выстрелов в голову. Выполните миссию с точностью не менее 70%. Выполните задание, не используя лечение. 2.18. Странная добротаВернитесь с пленником к его семье за 1:40 минуты. Совершите 5 выстрелов в голову. Выполните миссию с точностью не менее 80%. Выполните задание, не используя лечения. 🌾 Глава 3: Полуостров Клеменса (17 миссий) 3.1. Новый Юг Вырубите Андерса Андерсона, не получив ни одного удара. Поймайте и доставьте Андерса Андерсона в тюрьму за 5:30. Поймайте рыбу вместе с Датчем и Хозией. 3.2. Новые вопросы о правах женщин Отбейтесь от налётчиков из Лемойна менее чем за 1 минуту. Совершите 5 выстрелов в голову. Выполните с меткостью не менее 85%. Выполните задание, не используя лечения. 3.3. Американское самогоноварение Победите в скачке обратно в лагерь. Выполните задание, не получив урона. Совершите 10 выстрелов в голову. Выполните с меткостью не менее 70%. 3.4. Досадная ошибка Спасите Дядюшку, когда его одолеют. Совершите 20 выстрелов в голову. Выполните с меткостью не менее 80%. Выполните задание, не используя лечения. 3.5. История настоящей любви – часть 1 Доберитесь до Пенелопы, не будучи замеченным. Выполните задание менее чем за 3 минуты. 3.6. История настоящей любви – часть 3 Выполните в течение 4:15. 3.7. Реклама, новое искусство – часть 1 Убейте 5 налётчиков из Лемойна в салуне выстрелами в голову. Выполните с меткостью не менее 90%. Выполните задание, не используя лечения. 3.8. Взывая к прощению Убейте 5 налётчиков из Лемойна в салуне выстрелами в голову. Выполните с меткостью не менее 90%. Выполните задание, не используя лечения. 3.9. Охота на фокусников Осмотрите все зацепки в караване Трелони. Оставайтесь в радиусе 30 футов (10 м) от следа Трелони. Убейте 2 охотников за головами на кукурузном поле за 1 минуту. Выполните задание, не используя лечения. 3.10. Аромат отличного табака В сарае для повозок скрытно убейте охранника, которого отвлекает Шон. Облейте поля за 2:30. Убейте 5 Греев во время побега. Выполните задание, не используя лечения. 3.11. Конина на ужин Убейте конюха, который показывал вам лошадей. Поймайте жеребца за 10 секунд. Совершите 5 выстрелов в голову. 3.12. Друзья из нижних слоёв общества Выполните задание, не будучи замеченным. Выполните в течение 8:10. 3.13. Содом? Назад в Гоморру Опустошите все сейфы. Убейте 5 конных законников выстрелами в голову. Доберитесь до ранчо Даунсов за 1:55. Выполните с меткостью не менее 70%. Выполните задание, не используя лечения. 3.14. Блаженны миротворцы Освободитесь и прооперируйте себя за 1 минуту. Заберите своё оружие из лагеря О'Дрисколлов. Убейте О'Дрисколлов, которые побили и ранили вас из ружья. Выберитесь из лагеря О'Дрисколлов, не будучи замеченным. 3.15. Прогулка по живописному городку Спасая Билла, убейте 3 законников, пока активен "Меткий глаз". Выполните, используя только личное оружие. Выполните в течение 4:30. Совершите 20 выстрелов в голову. Выполните задание, не используя лечения. 3.16. Кровная вражда, старая и новая Выстрелите в голову Гарету и Геральду Брейтуэйтам. Совершите 20 выстрелов в голову. Выполните с точностью не ниже 85%. Выполните задание, не используя лечения. 3.17. Битва за Шейди-Бель Убейте всех налётчиков из Лемойна в Шейди-Бель. Уберите 2 трупа из Шейди-Бель за 1:40. Выполните задание менее чем за 11 минут. 🏙️ Глава 4: Сен-Дени (14 миссий) 4. Сен-Дени 🏙️ 4.1. Блага цивилизации Поймайте мальчишку до того, как тот доберётся до рынка. Выполните задание менее чем за 5:30. 4.2. Помощь брату Отыщите пленников, не угрожая владельцу магазина. Выполните задание менее чем за 2:45. 4.3. Братья и сёстры, все и каждый Найдите мальчишку менее чем за 19 секунд. 4.4. Анджело Бронте, человек чести Повстречайте собаку и пьяницу. Не дайте законникам себя заметить. Выполните в течение 10:40. Совершите 4 выстрела в голову. 4.5. Нет, нет и ещё раз нет Во время погони убейте обоих Форманов самостоятельно. Выполните с меткостью не менее 90%. 4.6. Отцовство и другие мечты – часть 1 Догоните повозку и доставьте её в укромное место за 1:45. Сводите Мэри в театр. 4.7. Золотая клетка Налейте напитки, сделайте комплимент наряду гостьи, примите подарок и спасите жизнь в течение званого вечера. Проследуйте за слугой, не будучи замеченным. 4.8. Ночь безудержного кутежа Выиграйте в покер без помощи Штрауса. После того как вас разоблачили, сбегите с парохода менее чем за 35 секунд. Совершите 5 выстрелов в голову. Выполните задание, не используя лечения. 4.9. Отцы Америки – часть 1 Проникните на фабрику, спрятавшись в повозке. Доберитесь до кабинета Данбери незамеченным. Убейте всех конных преследователей во время побега. Выполните с меткостью не менее 80%. 4.10. Всадники, апокалипсисы Пристрелите О'Дрисколлов на лодке до того, как они сойдут на берег. Выполните, используя только личное оружие. Выполните с меткостью не менее 70%. Совершите 15 выстрелов в голову. Выполните задание, не используя лечения. 4.11. Развлечения в городе Ограбьте всех клиентов на трамвайной станции. Убейте 10 законников, не сходя с трамвая. Не дайте законникам запрыгнуть сзади на повозку. Попадите по динамиту, который кинет Ленни. Выполните задание, не используя лекарства. 4.12. Поиски в захолустье Вернитесь с Жюлем на шлюпку за 1:40. Попадите 5 раз в гигантского аллигатора. 4.13. Месть — это блюдо… Обыщите все комнаты в поместье Бронте. Принесите Бронте к шлюпке за 1:30. Совершите 20 выстрелов в голову. Выполните задание, не используя медикаменты. 4.14. Банковское дело, старое искусство Взломайте сейф, не допустив ни единой ошибки. Выполните задание, используя только пистолеты. Совершите 25 выстрелов в голову. Выполните задание, не используя медикаменты. 🏝️ Глава 5: Гуарма (9 миссий) 5.1. Добро пожаловать в новый мир Идя в кандалах, не отстаньте от остальных. Совершите 10 выстрелов в голову. 5.2. Сбрасывание уз Освободите всех работников менее чем за 4 секунды. Выполните в течение 5:40. Совершите 8 выстрелов в голову. 5.3. Добрый и великодушный деспот Обезопасьте Хавьера за 2 минуты. Совершите 10 выстрелов в голову. 5.4. Кромешный ад Не дайте 4 шлюпкам пристать к берегу. Уничтожьте корабль, ни разу не промахнувшись. Выполните с меткостью не менее 70%. 5.5. Долгожданное бегство из рая Устраните первых 2 часовых, не будучи замеченным. Сопроводите капитана к лодке за 1:45. Выполните задание менее чем за 6:45. Совершите 25 выстрелов в голову. 5.6. Дорогой дядя Тацит Покиньте Шэйди-Бель, не будучи замеченным агентами Пинкертона. Выполните задание менее чем за 8 минут. 5.7. Мимолётная радость Убейте 2 агентов Пинкертона, пока активен "Меткий глаз". Попадите в голову из пулемёта Гатлинга 5 раз. Достигните меткости не менее 70%, стреляя из пулемёта Гатлинга. Выполните задание, не используя медикаменты. 5.8. Это земля Мерфи Вернитесь с Мередит к её матери менее чем за 2 минуты. Совершите 15 выстрелов в голову. Выполните с меткостью не менее 85%. Выполните задание, не используя медикаменты. 🌲 Глава 6: Бивер-Холлоу (16 миссий) 6.1. Икар и друзья Продержите на нужной высоте шар на протяжении всего путешествия. Совершите 5 выстрелов в голову с воздушного шара. Выполните с меткостью не менее 70%. Выполните задание, не используя медикаментов. 6.2. Не ждите прощения – часть 1 Выполните в течение 1:20. 6.3. Не ждите прощения – часть 2 Найдите Эдит Даунс менее чем за 1:10. 6.4. История настоящей любви – часть 5 Попадите в голову 5 Брейтуэйтам, пока они преследуют поезд. Выполните в течение 7:30. 6.5. Часы посещения Стреляя с башни, попадите в голову обоим тюремным охранникам. Доберитесь до лодки менее чем за 2:45. Выполните задание менее чем за 9 минут. Выполните с меткостью не менее 80%. Выполните задание, не используя медикаменты. 6.6. Просто визит вежливости Убейте 3 конных врагов выстрелами в голову. После убийства Корнуолла доберитесь до лошадей за 2:45. Выполните задание, не используя медикаменты. 6.7. Вспышка гнева Вырубите 2 солдат на корабле. Соберите лошадей и доберитесь до побережья за 1:30. 6.8. Утехи Ван-Хорна Убейте 5 солдат выстрелами в голову из снайперской винтовки. Выполните с меткостью не менее 85%. 6.9. Мост в никуда Заложите динамит за 3:35. Спаситесь от приближающегося поезда за 19 секунд. 6.10. Археология для начинающих Заберите реликвии, не будучи замеченным. Заберите реликвии за 1:30. 6.11. Благородные воры Заберите вакцину, не будучи замеченным. Выполните задание менее чем за 5 минут. 6.12. Тонкое искусство переговоров Убейте лошадь преследователя во время побега (−честь). Выполните задание менее чем за 9:30 секунд. Выполните с меткостью не менее 75%. Выполните задание, не используя лекарств. 6.13. Прощай, старый приятель Hайдите помощника Кольма за 45 секунд. Совершите 8 выстрелов в голову из снайперской винтовки. Выполните задание менее чем за 6:30 секунд. 6.14. Миссис Сэди Адлер, вдова – часть 1 Убейте снайпера в амбаре выстрелом в голову. Захватите амбар, не получив урона. Выполните задание менее чем за 5:30 секунд. 6.15. Любимые сыновья Убейте солдата у пушки за 45 секунд. Совершите 35 выстрелов в голову. Выполните задание, не используя медикаментов. 6.16. Сын короля Пока вы пробираетесь через форт, убейте каждого выстрелами в голову. Убейте 15 врагов во время побега на каноэ. Выполните с меткостью не менее 80%. 6.17. Мой последний сын Спасите Пэйту. Совершите 30 выстрелов в голову. Выполните с меткостью не менее 80%. Выполните задание, не используя медикаменты. 6.18. Лучшее в нас После прыжка с лошади Датча, попадите в голову, используя замедление. Завершите задание за 11 минут. Перебейте противников в поезде, показав точность не менее 80%. Выполните задание, не используя медикаменты. 6.19. Кровь, смерть и искупление Совершите 7 выстрелов в голову, прикрывая Сэди с маяка. После того как Сэди схватят, доберитесь до неё за 1 минуту. Выполните с меткостью не менее 70%. Выполните задание, не используя медикаменты. 🐄 Глава 7: Эпилог, часть 1 - Ранчо Пронгхорнов (10 миссий) 7.1. Колесо Доберитесь до ранчо Пронгхорнов, не обронив припасов. Отбейте украденную повозку за 1 минуту. 7.2. Простые радости Надоите молока в ведро за 30 секунд. Выполните в течение 5:15. 7.3. Фермерство для начинающих Почините первую часть изгороди за 1:30. Не дайте быку вас задеть. 7.4. Отцовство для начинающих Укротите Джерремию за 45 секунд. Дайте Джеремии угощение. Поучите Джека верховой езде так, чтобы лошадь его не скинула. Победите в скачке обратно к ранчо Пронгхорнов. 7.5. Старые привычки Победите Ларами, не получив ни одного удара. Победите Ларами за 25 секунд. 7.6. Джим Милтон снова в деле? Убейте 10 человек, стреляя с двух рук из личного оружия. Совершите 15 выстрелов в голову. Выполните задание, не используя медикаменты. 7.7. Отцовство для самых глупых Убейте всех 3 врагов, пока активен "Меткий глаз". После стычки вернитесь на ранчо Пронгхорнов за 1:30 секунд. 7.8. Материнство Выполните в течение 1:30. 7.9. Законная работа После прибытия в Строберри отыщите разыскиваемого за 30 секунд. После того, как сядете в седло поймайте разыскиваемого за 1:15 секунд. 7.10. Класс землевладельцев. Мелкий землевладелец Выполните в течение 2:30. 🐎 Глава 8: Эпилог, часть 2 - Бичерс-Хоуп (10 миссий) 8.1. Дружба без правил После прибытия в Сен-Дени разыщите Чарльза за 1:50. Убейте всех людей Мартелли за 10 секунд. 8.2. Домоводство для начинающих Выполните задание менее чем за 18 секунд. 8.3. Честный труд Убейте всех людей Лэнгтона во время побега верхом. Как решите, каким образом забрать Шейна, уйдите с ним за 5 минут. Выполните с меткостью не менее 70%. Выполните задание, не используя медикаменты. 8.4. Ящик с инструментами Попадите в голову всем Братьям Скиннерам, прячущимся в деревьях. Найдите мистера Уэйна за 2:15. Выполните, используя только личное оружие. Выполните задание, не используя медикаменты. 8.5. Новый Иерусалим Забейте гвозди с 80-процентной точностью. Выполните в течение 3:35. 8.6. По старой дружбе Заставьте людей Кортеса сбежать из Роудса за 30 секунд. Прикрывая Сэди, совершите 5 выстрелов в голову из винтовки. Убейте 4 врагов, стреляя от бедра. Выполните задание, не используя медикаменты. 8.7. Тяжелый день Дядюшки Попадите 5 раз в голову из лука. Освободив Дядюшку, вернитесь к Бичерс-Хоуп за 3:10. Выполните с меткостью не менее 80%. Выполните задание, не используя медикаменты. 8.8. Здоровая туша Выстрелите 4 раза в медведя, пока он нападает. Попадите в голову обоим охотникам, пока активен "Меткий глаз". Выполните в течение 7:15. 8.9. Новая попытка Поймайте рыбу. Выполните в течение 5:20 секунд. 8.10. Картина будущего Выполните в течение 7:30 секунд. 8.11. Американский яд Помогите Сэди захватить Клита за 35 секунд. Попадите в голову снайперу, стреляющему в Чарльза. Выполните с меткостью не менее 85%. Выполните задание, не используя медикаменты.

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2026-02-11 23:01:04 · 发布在 「席德·梅尔的文明®VI」
Zigzagzigal的指南 - 葡萄牙(GS)

Portugal is a rich maritime civ, excellent at exploration and with some great scientific potential. Here, I detail Portuguese strategies and counter-strategies. Introduction Following this guide requires the Gathering Storm expansion. It also assumes you have all other Civ 6 content, listed below, though it is not necessary to have these to utilise the key strategies of each civ. Pre-Rise and Fall content packs Vikings, Poland, Australia, Persia/Macedon, Nubia, Khmer/Indonesia Rise and Fall Expansion New Frontier content packs Maya/Grand Colombia, Ethiopia, Byzantium/Gauls, Babylon, Vietnam/Kublai Khan, Portugal These content packs include exclusive civs, city-states, districts, buildings, wonders, natural wonders, resources, and a disaster, but not core game mechanics - all you need is the base game and the Gathering Storm expansion for those. The trade of Portugal is the envy of the world - and of ambitious men who serve neither God nor the nation, but their own self interests. For too long incompetent governors who would rather fight than work with their successors have threatened the flow of valuable goods, and so we shall not give them nations to conquer, but fortresses to hold. Let the Feitorias line the seas so that all of the world's trade shall flow through Portugal. How to use this guide This guide is divided into multiple sections explaining how best to use and play against this specific civ. The Outline details the mechanics of how the civilization's unique features work and what their start bias is if they have one. The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) is inclined towards particular victory routes. This is not a rating of its power, but an indicator of the most appropriate route to victory. Multiple sections for Uniques explain in detail how to use each special bonus of the civilization. Administration describes some of the most synergistic governments, government buildings, policy cards, age bonuses, pantheons, religious beliefs, wonders, city-states and Great People for the civ. Only the ones with the most synergy with the civ's uniques are mentioned - these are not necessarily the "best" choices when playing as the civ for a given victory route. Finally, the Counter-Strategies discusses how best to play against the civ, including a consideration of leader agendas if the civ is controlled by a computer. Note that all costs (production, science, etc.) mentioned within the guide assume a game played on the normal speed settings. To modify these values for other game speeds: Online: Divide by 2 Quick: Divide by 1.5 Epic: Multiply by 1.5 Marathon: Multiply by 3 Glossary Terminology used in this guide and not in-game is explained here. AoE (Area of Effect) - Bonuses or penalties that affect multiple tiles in a set radius. Positive examples include Factories (which offer production to cities within a 6 tile radius unless they're within range of another building of the same type) and a negative example is nuclear weapons, which cause devastation over a wide radius. Beelining - Obtaining a technology or civic quickly by only researching it and its prerequisites. Some deviation is allowed in the event that taking a technology or civic off the main track provides some kind of advantage that makes up for that (either a source of extra science/culture or access to something necessary for a eureka or inspiration boost) CA (Civ Ability) - The unique ability of a civilization, shared by all its leaders. Compact empires - Civs with cities close together (typically 3-4 tile gaps between city centres). This is useful if you want to make use of districts that gain adjacency bonuses from other districts, or to maximise the potential of area-of-effect bonuses later in the game. Dispersed empires - Civs with cities that are spread out (typically 5-6 tile gaps between city centres). Civs with unique tile improvements generally favour a more dispersed empire in order to make use of them, as do civs focused on wonder construction. GPP - Short for Great Person Points. Districts, buildings and wonders generate these points and with enough you can claim a Great Person of the corresponding type. GWAM - Collective name for Great Writers, Artists and Musicians. All of them can produce Great Works that offer tourism and culture, making them important to anyone seeking a cultural victory. LA (Leader Ability) - The unique ability of a specific leader. Usually but not always, they tend to be more specific in scope than civ abilities. Some leader abilities come with an associated unique unit or infrastucture. Prebuilding - Training a unit with the intention of upgrading it to a desired unit later. An example is building Slingers and upgrading them once Archery is unlocked. Sniping - Targeting a specific city for capture directly, ignoring other enemy cities along the way. Typically used in the context of "capital sniping" - taking a civ's original capital as quickly as possible to contribute towards domination victory without leading to a drawn-out war. Start bias - The kind of terrain, terrain feature or resource a civilization is more likely to start near. This is typically used for civilizations that have early bonuses dependent on a particular terrain type. There are five tiers of start bias; civs with a tier 1 start bias are placed before civs of tier 2 and so on, increasing their odds of receiving a favourable starting location. Super-uniques - Unique units that do not replace any others. Examples include India's Varu and Mongolia's Keshigs. Tall empires - Empires that emphasise city development over expansion, usually resulting in fewer, but bigger, cities. Uniques - Collective name for civ abilities, leader abilities, unique units, unique buildings, unique districts and unique improvements. UA (Unique Ability) - A collective name for leader abilities and civ abilities. UB (Unique Building) - A special building which may only be constructed in the cities of a single civilization, which replaces a normal building and offers a special advantage on top. UD (Unique District) - A special district which may only be constructed in the cities of a single civilization, which replaces a normal district, costs half as much to build and offers some unique advantages on top. UI (Unique Improvement) - A special improvement that can only be built by the Builders of a single civilization. "UI" always refers to unique improvements in my guides and not to "user interface" or "unique infrastructure". UU (Unique Unit) - A special unit that may only be trained by a single civilization, and in some cases only when that civilization is led by a specific leader. Wide empires - Empires that emphasise expansion over city development, usually resulting in more, but smaller, cities. Outline (Part 1/2) Start Bias

葡萄牙有1级沿海地块起始倾向。这使其极有可能(但非绝对)在海边开始,这一点至关重要,因为葡萄牙几乎所有的独特加成都依赖于此。 文明能力:印度之家 国际贸易路线只能发送到沿海城市或拥有港口区域的城市。国际贸易路线对所有产出有+50%加成。商人单位即使没有古典时代的天体导航科技也能穿越水域,且水上移动范围+50%(从30格提升至45格)。 若昂三世的领袖能力:关闸

所有单位+1视野范围。每遇到一个完整文明,获得+1贸易路线容量。与所有城邦始终保持开放边境。特殊单位: Nau( Nau 为葡萄牙大帆船,是《文明》系列游戏中的专有单位名称,通常保留原词)

一种文艺复兴时期的海军近战单位,可替代卡拉维尔帆船 研发 淘汰 升级自 升级至 成本 资源 维护费用

制图学 科技 文艺复兴时代

蒸汽动力* 科技 工业时代

Galley (360

)

Ironclad (290

1

) 240

or 960

None 2

如果煤炭不足,你仍可以在未研发蒸汽动力科技的情况下继续建造诺尔斯(Naus)。 力量 远程力量 移动力 射程 视野 负面属性 正面属性 55

不适用 4

N/A 3

对城市城墙和城市防御造成-85%的伤害 初始获得1个免费晋升 拥有2次建造贸易站改良设施的次数 正面改动 每回合维护费用从4金币降至2金币(减少50%) 初始获得1个免费晋升 将轻快帆船升级为 Nau 时,会为其提供足以获得下一次晋升的经验值。拥有2次建造贸易站改良设施的次数 若单位剩余至少1次建造次数,则可修复改良设施并清除核辐射。 概述(第2/2部分) 特色改良设施:贸易站

研究 地形要求 建造者 基础掠夺产出

制图学 科技 文艺复兴时代

仅可放置在葡萄牙已签订开放边境协议的外国领土中无特征的海岸或湖泊地格上,需紧邻奢侈品或 bonus 资源(原词:bonus resource),且与陆地相邻,不可与其他贸易站(原词:Feitoria)相邻。你不能在与你处于战争状态的文明领土上建造贸易站(原词:Feitoria)。

瑙 无 防御加成 直接产出 相邻产出 其他加成 最大可能产出 无 4

1

无 无法被拆除,只能被掠夺。 从葡萄牙到这座城市的贸易路线为葡萄牙提供+4金币和+1生产力。 4

1

独特建筑:航海学校

一座中世纪时期的校园建筑,可替代大学 研究 前置条件 建造要求 成本 维护费用 基础掠夺产出 教育 科技 中世纪时期

校园

库

研究实验室 250

或 1000

或 500

2

25

用信仰值购买此建筑需城市信奉拥有“耶稣会教育”追随者信条的宗教。 固定产出 其他产出 市民槽位 伟人点数 其他效果 4

1

提供 1

每有2个城市范围内的海岸或湖泊地格,可获得1位科学家

(若已填写) 1

1

该城市海军单位产能+25% 摇滚乐队在此表演可获得+500

积极变革:该城市每拥有2个海岸或湖泊地格,便提供+1科研值。这些地格无需被开发。此加成不视为相邻加成或建筑直接产出,因此无法通过政策卡牌获得加成。每回合提供+1大 admiral 点数。该城市建造海军单位时+25%生产力。 胜利倾向 在本节中,将根据文明对特定胜利类型的倾向程度进行主观评分——而非其强度。评分达到3分或以上意味着该文明在该胜利路线上至少具备轻微优势。 领袖

文化

外交

控制区域

宗教

科学 若昂三世 6/10 (尚可) 8/10 (良好) 7/10 (良好) 5/10 (尚可) 9/10 (理想) 文化胜利对葡萄牙而言是一条不错的道路。拥有大量早期远程国际贸易路线,更容易从中获得25%的旅游业绩加成,不过对于没有沿海城市或港口的文明则无法进行贸易。强劲的金币产出有助于购买剧院广场建筑和考古学家,一旦建造足够多的商站,国际贸易就能成为奇观建造的强大生产力来源。但问题在于,葡萄牙在自然学家和摇滚乐队所需的信仰值生成方面能力较弱。 外交胜利也是一个不错的选择。与马里类似,葡萄牙的巨额财富使其能够从其他文明购买外交支持,并且在援助紧急事件中能稳定获得良好排名。此外,一旦贸易站建成,葡萄牙惊人的生产力可以帮助其建造关键的外交奇观,并在后期快速推进碳捕捉项目。 葡萄牙在征服胜利方面表现不俗——庞大的黄金产出使其能够在被占领城市中购买单位以保持压力,并支付单位维护费用。航海学校还能提供额外的大 admiral 点数,帮助更快训练海军。话虽如此,战争可能会难以充分发挥葡萄牙的国际贸易加成,而且该文明在宜居度或战斗力加成方面并无优势。宗教是葡萄牙的最弱势发展路径,不过获取大量早期国际贸易路线有助于宗教传播。 科技是葡萄牙的最佳发展路径。航海学校能为每个城市提供可观的科技产出加成,而高额的金币产出意味着即便是新城市也能快速建造该建筑并购买大量地块。国际贸易路线会提供额外科技——在游戏早期尤为有效——并且一旦建成商栈,葡萄牙强大的生产力将对太空竞赛大有帮助。 若昂三世的领袖能力:围城之门(Porta do Cerco)

探索吧,葡萄牙或将收获回报。若昂三世的领袖能力提供两项极为实用的加成:所有单位+1视野范围,以及仅需与其他文明相遇即可获得免费贸易路线容量。此外,它还有一个虽小但仍有意义的优势,即始终与城邦保持开放边界。所有单位+1视野范围所有单位的额外视野是一项用途广泛的加成,具有多种应用。从一开始,你的移民就能看到周围4格半径的范围——不过要忍住用移民去探索的诱惑。只需进行定居,最好选择沿海或湖泊 tiles。你初始的战士仍将拥有3格视野半径,这依然非常出色。在首都优先训练一名侦察兵是个不错的主意。侦察兵拥有3点移动力,并且有机会通过升级来提升其机动性或视野,因此能够迅速探索地图格子,并抢在其他单位之前发现城邦和部落村庄。额外的视野还有助于保护你的平民单位。拥有4格视野范围的移民可以在野蛮人发现他们之前先发现野蛮人,必要时可以让移民在没有护卫的情况下外出。同样,已上船的单位也有更大的机会在敌方单位发起反击前发现他们。

额外视野的另一项出色应用是清野。简单来说,蛮族营地只会出现在所有文明视野之外的地格上。通过部署少量位置得当的单位,蛮族就不会在你附近生成,这样你就能专注于其他事务。这同时也能让你提前洞察其他文明可能发动的入侵军队。 远程贸易单位可以用少量海军单位保护,因为海军能提前发现潜在的掠夺者单位。诺(Nau)单位在这方面尤为强大,凭借领袖能力,其视野范围可达4,再获得一次晋升后能提升至5。如果你能招募到中世纪时期的伟大海军统帅莱夫·埃里克松,还能额外增加1点视野,从而形成高达6的超大视野范围。如果你与其他文明没有开放边境,可以利用视野加成来侦察他们。只需将单位部署在靠近其边境的丘陵上,你就能发现他们是否在调动军事单位。 在战争中,攻击范围为3的单位(例如战列舰以及有观测气球/无人机支援的 siege units)无需其他单位提供视野即可攻击目标。 与文明首次接触可增加贸易路线容量 每遇到一个全新的文明,你的贸易路线容量就会+1。也就是说,游戏中每个文明(减去一个)都会为你提供一条额外的贸易路线。以下表格显示了不同地图尺寸下的文明总数: 地图尺寸 默认文明数量 最大文明数量 决斗 2 4 极小 4 6 小型 6 10 标准 8 14 大型 10 16 巨型 12 20 一张巨型地图理论上可支持多达19条贸易路线!即使在较小的地图尺寸上,免费获得额外的贸易路线容量也是早期探索的巨大动力。尽快研发文艺复兴时期的“制图学”科技以跨越海洋也很有帮助,不过凭借独特单位“ Nau”,葡萄牙本就应该以此为目标。早期使用这些贸易路线时面临的一个挑战是,你可能缺乏可派遣贸易路线的目标。留意沿海城邦,或是有强烈动机在沿海定居的文明(例如澳大利亚、印度尼西亚)。确保自己建立足够多的城市,这样才能充分利用增加的贸易路线容量——如果只有一个外国沿海城市,那么你拥有的每一点贸易路线容量都需要搭配一个自己的城市,才能获得最佳收益。 始终与所有城邦保持开放边界。 因为某个随机城邦封锁海岸而导致探索行动受阻,这是很令人头疼的事。葡萄牙则无需担心这个问题,它可以自由穿过城邦的领土。需要注意的是,城邦领土并不会仅仅因为你拥有开放边界就被视为友好领土,因此你的单位在那里不会更快恢复生命值。实际上,它们每回合只能恢复5点生命值,这使得城邦领土并非理想的撤退地点。 不过,将你的单位移至城邦领土有助于阻止敌方文明占领该城邦。用你的单位包围城邦中心,敌人将被迫撤退或向你宣战,并因此受到不满值惩罚。 最后,也是最重要的一点,这项加成允许你在城邦水域建造贸易站改良设施,这样即使你的外交处境不佳,通常也能找到合适的贸易伙伴。 总结:在首都优先训练一名侦察兵,以便更快地进行探索。在领地附近分散部署单位可以阻止蛮族生成。确保在游戏初期建立足够多的城市,以便充分利用贸易路线容量。城邦水域是建造“贸易站(Feitoria)”改良设施的可靠地点。文明能力:印度之家(Casa da India)

海洋的财富终将回归葡萄牙。葡萄牙的文明能力造就了极为强大的国际贸易路线——尤其是与贸易站改良设施和若昂三世的领袖能力相结合时——但有一个限制,即你只能向沿海城市或拥有港口区域的城市派遣国际路线。这一限制可能会使你的城市难以通过道路连接,而使得铁路可用的科技——蒸汽动力——会导致 Nau( Nau 为葡萄牙语“船”的意思,此处指游戏中的特定船只单位)淘汰,这一情况更让问题雪上加霜。因此,要依靠你的视野加成来发现敌人的动向,因为除非你将部分贸易路线用于效率较低的国内路线,否则你将很难修建道路。沿海贸易修正 葡萄牙的沿海贸易路线获得+50%的范围,且无需古典时代的“天体导航”科技即可建立。 这两项加成中的第一项使葡萄牙的海上贸易路线拥有45格的超大范围——是陆上贸易路线的三倍!这意味着你几乎可以向本土大陆上的任何城市以及许多其他大陆的城市派遣贸易路线。在城市中完成一条贸易路线会建立一个贸易站,这将延长你从该城市出发的贸易路线范围——用不了多久,你的贸易路线就能触及整个世界。 第二项加成的威力比初看时更为强大。贸易路线在跨越水域地格时会获得运输效率加成。凭借全运输效率,你将从国际贸易路线中获得所有基于区域的金币产出+100%的加成——跨水路线可以稳定实现这一点。这不会影响来自政策卡片等的金币加成,但会使葡萄牙的贸易路线在游戏初期阶段显著更有利可图。 +50%国际贸易产出 这个极其强大的加成让葡萄牙变得极为富有,并且还能以多种其他有益方式帮助该文明。 你从国际贸易路线获得的金币在很大程度上取决于目标城市存在哪些区域: 区域国际贸易产出

市中心3

Campus1

商业中心3

外交区(Diplomatic Quarter)

营地1

娱乐中心

政府广场3

Harbour3

圣地1

工业区1

Theatre Square1

水上乐园1

注意:其他区域不会影响贸易路线产出——即使是计入区域上限的机场和自然保护区也是如此。 葡萄牙的文明能力会影响所有这些产出——3金币变为4.5金币;1科技变为1.5科技,依此类推。如果你能利用早期较高的贸易路线容量向同一座城市派遣大量贸易路线,那么科技产出的效果会尤为显著。 不仅如此——国际贸易产出还有大量修正值,这些将在本指南的“管理”部分列出。其中特别值得注意的包括: 罕萨(贸易城邦)——宗主国奖励为贸易路线每行进5格增加1金币。撒马尔罕(贸易城邦)——宗主国加成允许你在城市中建造贸易穹顶改良设施,为城市的对外国际贸易路线增加+1金币。 贸易同盟(经济政策卡,需中世纪时代“雇佣兵”市政)——从国际贸易路线获得+1文化和+1科技。 货币改革(黄金时代奉献,文艺复兴至现代 era)——贸易路线不会被掠夺,且国际路线根据目标城市的特色区域数量,每个区域增加+3金币。 大津巴布韦(奇观,需文艺复兴时代“银行业”科技)——来自这座城市的贸易路线,每有1个位于该城市领土内的 bonus resource,便获得+2金币。贝伦塔(奇观,需文艺复兴时代的重商主义市政)——该城市出发的贸易路线,每为目标城市领土内的一种奢侈品资源提供+2金币。 民主政体(三级政府,需现代时代的选举权市政)——通往盟友及你所宗主城邦的贸易路线提供+4食物和+4生产力。其传承政策卡也提供相同加成。 电子商务(经济政策卡,需信息时代的全球化市政)——贸易路线产出+2生产力和+5金币。 对其他文明形成文化支配(对其拥有足够的旅游业绩),则通往其城市的贸易路线额外+4金币。若想通过非传统方式最大化贸易路线的金币收益,你可以征服城邦,引发针对你的城邦紧急状况。作为目标赢得紧急状况后,你将获得永久加成:每条通往城邦的贸易路线+2金币(葡萄牙为+3)。 在其他文明城市中建造的独特改良设施“商站”,叠加大量贸易路线增益加成后,将为你带来巨额金币和可观的生产力产出。建议招募总督雷纳(财务官)并为其选择“承包商”晋升,这样你就能用金币购买区域,帮助快速建立城市。 总结:早期大量探索以寻找沿海城市。寻找所有能提升国际贸易路线产出的加成,进一步强化这一能力。如果你无法抵达外国沿海城市与他们进行贸易,可以与更近的城市交易,这样就能在那里建立贸易站。招募拥有“承包商”晋升的蕾娜总督,以便用金币购买区域。特色建筑:航海学校

给我一片海,我便还你一片星空。 航海学校具有两大独特功能:它能为 Nau 特色单位提供更快的海军单位生产速度和一个海军统帅点数,同时还能为葡萄牙的科技发展提供助力,在岛屿城市中,其带来的科技产出加成尤为显著。 解锁航海学校 作为大学的替代建筑,航海学校需要中世纪时期的“教育”科技。而建造 Nau 和贸易站则需要文艺复兴时期的“制图学”科技,这两者在科技树上略有不同,因此需要仔细考虑优先研发哪一项。若拿不定主意,“教育”科技的研发速度比“制图学”稍快一些,且航海学校带来的科技加成也能帮助你更快完成“制图学”的研发。提前建造几所学院是个不错的主意。在沿海城市,学院的最佳选址通常是毗邻礁石地块。如果无法做到这一点,或者找不到山脉等其他优质地形,可以考虑将市中心、学院和港口建成三角形布局,这样后两个区域各可获得+1的相邻加成。 科技加成 航海学校基础提供+4科技值,且城市范围内每有两个湖泊或海岸地块,额外增加+1科技值。此加成不算作建筑或区域的一部分,因此不受任何政策卡片影响。不过,该加成无需你开发这些地块——只需拥有它们即可。此加成在被大量海岸地格环绕的小型岛屿城市中效果最佳,但在拥有多个大型湖泊或半岛的区域也能有不错的表现。每个沿海城市都应获得某种收益。为尽快最大化产出,可使用贸易路线带来的金币快速购买海岸和/或湖泊地格。忽略海洋地格,因为它们不提供任何科技加成。“土地测量员”或“征用”经济政策卡(分别需要远古时代的“早期帝国”市政和工业时代的“焦土政策”市政)能使地格购买成本降低20%,帮助你更快获得更多科技。如果你的金币产出足够高,即便是新城市也能迅速产生大量科技。将拥有“承包商”晋升的总督蕾娜(财务官)移动到城市,购买一个学院、图书馆和航海学校,并购买沿海或湖泊 tiles,直到无法再购买为止。 海军加成 航海学校提供+1 大 admiral 点数(相当于没有建筑的港口区域),以及对海军单位+25%的生产力加成。 这些加成中的第一项与你城市中可能拥有的所有港口完美结合,在大 admiral 生成方面带来巨大优势。其中一些大 admiral(如中世纪时期的郑和)提供贸易路线容量,而所有大 admiral 都能提升相应时代海军单位的机动性和战斗力。话虽如此,海军统帅通常不擅长支援探索,因为海军单位比他们移动得更快,所以这种额外机动性在侧翼包抄敌人时最为有用。 如果你有能力,有一位尤为重要的海军统帅必须争取——莱夫·埃里克松。他是中世纪时期的海军统帅,拥有两项关键优势:他能让你的海军单位提前跨越大洋,通过接触更多文明来帮助你最大化贸易路线容量;他还能为所有海军单位提供+1视野,这与若昂三世的领袖能力能很好地叠加。 如果你缺乏提升海军单位生产的合适政策卡,那么这项生产加成会非常有用;即便你有这些政策卡,它也能提供一定帮助。在训练 Nau( Nau 是《文明6》中的葡萄牙特色单位“ Nau”,中文通常音译为“ Nau”或意译为“ Nau 商船”,此处保留原词)或其他此类单位时,用你的金币购买其他物品以实现效率最大化。结论 航海学校的核心优势在于其科研加成,即便在新建城市中也能轻松将其最大化。这一科研加成能切实助力玩家达成科技胜利,或为文化胜利、统治胜利奠定技术优势。 特色单位: Nau

我将从远航归来,脱胎换骨,否则便永不归航。 Nau( Nau)并非为战斗而造,但非常适合探索,并可通过独特改良设施“Feitoria”( Feitoria)来强化贸易路线。其低廉的维护成本意味着你可以建造大量Nau,以保护贸易路线免受掠夺者侵扰。 要建造Nau,需要文艺复兴时期的“制图学”科技。以下是所有前置科技: 航海术(激励:在海岸定居城市。如果首都不在海岸,你的第二座城市就应该这样做)。 制陶术 文字(激励:遇到另一个文明。这应该很容易)。 造船术(激励:建造两艘三列桨座战船。使用“海洋产业”政策卡会有所帮助)。 货币(激励:建立贸易路线。同样,这应该很容易)。数学(科技加成:拥有3个不同的特色区域。推荐组合为学院、政府区和港口。) 扶壁(科技加成:拥有1个古典时代或更晚的奇观。此加成可能难以及时达成,因此不必勉强追求。) 制图学(科技加成:建造2座港口。建议在“造船术”之前先研究“天文导航”,以便建造港口。) Nau(诺乌船)初始即拥有1个免费晋升,这对新单位而言颇为实用,对已晋升的老单位则更为有利。通过让桨帆船与蛮族作战(若找不到三列桨座战船,可让桨帆船先承受弓箭手的几次攻击),可获得“舵手”晋升。再叠加1个晋升后,即可获得“航迹”晋升,+1视野。拥有“航迹”晋升的诺乌船将拥有高达5的视野范围。拥有至少1次建造次数的 Nau 可以修复被掠夺的改良设施,甚至清除核辐射。如果蛮族一直在袭扰你的海岸,或者飓风损坏了改良设施,这会非常有用。 如果你拥有煤炭,解锁工业时代的“蒸汽动力”科技后,将无法建造更多 Nau,也就无法为 Feitoria 获取额外的建造次数。因此,你要么需要暂缓研究该科技,要么有意耗尽所有煤炭。建造燃煤发电厂是个有效的方法,你甚至可以直接将煤炭交易给其他文明。如果你同时拥有“蒸汽动力”和原子时代的“联合作战”科技,无论你拥有多少资源,都将完全无法训练 Nau。结论 诺尔斯人是出色的探索者,他们广阔的视野范围非常适合侦察敌对文明并保障远程贸易路线的安全。他们真正的优势体现在“贸易站”改良设施上,因此为此目的应尽量多建造贸易站。 独特改良设施:贸易站

这片土地与海洋的财富将从这里开启它们的旅程。 贸易站是一种独特的改良设施,其独特之处在于它只能建造在其他文明的领土上。此外,它是一种罕见的特殊改良设施,不由建造者建造,也不基于陆地地块。尽管如此,它能为葡萄牙带来巨额财富和可观的生产力。 寻找城市 贸易站的建造位置有相当具体的要求,但在同一座城市的领土上建造得越多,获得的奖励就越丰厚。贸易站必须满足: 位于外国领土,且你必须与该文明拥有开放边境(城邦是可靠的目标)。你可以通过成为背叛、城邦、军事或核紧急情况的共同成员来获得开放边境。位于与陆地以及加成资源或奢侈品资源(该资源无需开发)相邻的水域地格。彼此不相邻。

如果你难以记住所有这些要求,可以使用地图标记来标出适合建造贸易站的位置。 虽然城市只能购买其市中心3格范围内的地块,但通过文化可以将扩张范围扩大到5格。这能让你在单个城市区域内建造更多的贸易站改良设施,不过这种情况并不常见。 最适合建造贸易站的城市位于面积适中(既不太大也不太小)的岛屿和半岛上,这些地方拥有足够的资源和毗邻陆地的沿海地块,能建造大量贸易站改良设施。但要记住,你不能在中立领土上建造贸易站——如果城市无法扩张边界,再好的位置也无法建造许多此类改良设施。避免在你无意进行贸易的城市建造商栈,除非你有意阻止对方建造水上改良设施(例如荷兰的圩田、印度尼西亚的甘榜)。否则这样做只会为目标文明提供金币和生产力,同时浪费你的 Nau( Nau 为葡萄牙特色单位“ Nau”,中文通常译为“ Nau 帆船”或直接保留“ Nau”)的建造次数。 建造牺牲城市

Relying on other civs to make the perfect city is a pain - but why not make your own? Find a spot with plenty of potential Feitoria locations in range, and settle a city there. Ignore the loyalty pressure - if there isn't any, you can sell the city to another civ, and if there's lots, the city will flip to their control soon enough. Use your gold to purchase lots of valid Feitoria tiles, and if you like, move in Governor Reyna with the Contractor promotion to buy a district. Using up the city's district capacity will stop the city's future owner from breaking your Feitoria placement with a Harbour or Water Park. Once that's done, sell the city to another civ or wait for it to flip to their control, then build the Feitorias in the best locations. Note that you can't build Feitorias in free cities as you are always considered at war with them. While in the short-term this costs quite a lot of gold and also gives the other civ an extra city, it will pay off with a huge gold and production yield for any trade routes you send there. Extra production in particular is key for space projects as you can't rush them with gold. Conclusion The Feitoria improvement can make specific cities even more amazing targets for trade than they would already be, but be careful of how you position the improvements. As you can't remove them, poor placement could cost you key gold and production. Be prepared to settle your own sacrificial city to produce optimum Feitoria locations. Administration - Government and Policy Cards Note that the Administration sections strictly cover the options that have particularly good synergy with the civ's uniques. These are not necessarily the best choices, but rather options you should consider more than usual if playing this civ relative to others. Government Tier One Classical Republic is a safe choice. Portugal's incentive to build up Campuses and Harbours makes all its attributes useful. Oligarchy may offer a strength bonus to Naus, but Naus aren't particularly well-equipped for warfare and the distribution of policy cards in the government is less than ideal. Take the Ancestral Hall building - founding plenty of cities early on is crucial for maximising the number of trade routes you can establish. Tier Two Merchant Republic helps you build Campuses and Harbours alongside other districts, builds on your gold advantage and has an excellent spread of policy cards. For a scientific game, the extra Spy from the Intelligence Agency will help you defend against sabotage attempts and eureka theft. For a diplomatic game, the diplomatic favour bonus of the Foreign Ministry will be more useful. Tier Three Democracy is ideal. Trading to an ally or city-state you are suzerain over will provide +6 food and production per turn thanks to Portugal's civ ability, and the arrangement of policy card slots is ideal for maximising trade route bonuses. The Royal Society will help you rush space race and carbon capture projects, ideal for the diplomatic and scientific games alike. Tier Four Synthetic Technocracy works well for diplomatic and scientific games alike with a bonus to city project production. Policy Cards Ancient Era Caravansaries (Economic, requires Foreign Trade) - Portugal's civ ability makes this add +3 gold to every international trade route. Colonisation (Economic, requires Early Empire) - Training plenty of Settlers early on is important for ensuring you can actually make enough trade routes to meet your high capacity. Land Surveyors (Economic, requires Early Empire) - Useful later on when you've got Navigation Schools constructed. Cutting the cost of purchasing tiles allows you to get your maximum science boost sooner. Maritime Industries (Military, requires Foreign Trade) - Directly useful for securing the eureka for Shipbuilding (which requires two Galleys to be built). You can also produce a few Galleys, train them up at Barbarians for a promotion, and upgrade them to Naus later for a second promotion. Classical Era Veterancy (Military, requires Military Training) - The boost to production for Harbours and their buildings helps you maximise your trade route capacity sooner. Medieval Era Professional Army (Military, requires Mercenaries) - Been building and training lots of Galleys in anticipation of the Cartography technology? This policy card halves the cost of upgrading them to Naus. Trade Confederation (Economic, requires Mercenaries) - Grant your international trade routes +1.5 science and +1.5 culture each! Renaissance Era Press Gangs (Military, requires Exploration) - Allows you to build Naus faster. Triangular Trade (Economic, requires Mercantilism) - Bonus gold and faith for all trade routes. Wisselbanken (Diplomatic, requires Diplomatic Service) - Trading with an ally or suzerain city-state now provides +3 food and +3 production for Portugal! Industrial Era Colonial Taxes (Diplomatic, requires Colonialism) - The gold bonus helps Portugal to become even richer. Expropriation (Economic, requires Scorched Earth) - Need to make a sacrificial city to maximise Feitoria yields? This policy card helps both with Settler training and cutting tile purchase costs. Military Research (Military, requires Urbanisation) - Fully developing your Harbour districts now produces science, allowing your Campuses and Harbours to complement each other even more. Raj (Diplomatic, requires Colonialism) - Provides a little more gold for trading with suzerain city-states. Modern Era Levee en Masse (Military, requires Mobilisation) - Makes Naus free to maintain, allowing you to keep the seas monitored. Market Economy (Economic, requires Capitalism) - Boosts the gold, science and culture yields of your international trade routes. Science Foundations (Wildcard, requires Nuclear Programme) - Rewards you for building lots of Navigation Schools with extra Great Scientist Points. Atomic Era Integrated Space Cell (Military, requires Space Race) - Ideal for scientific games, as you'll probably have plenty of Seaports built by the time you get space race projects started. Information Era Ecommerce (Economic, requires Globalisation) - For Portugal, this policy card grants +3 production and +7.5 gold to all international trade routes. Administration - Age Bonuses and World Congress Age Bonuses Only bonuses with notable synergy with the civ's uniques are covered here. Free Inquiry (Dedication, Classical to Medieval eras) - Rewards you for developing Campuses, something you should be doing in anticipation of the Navigation School building anyway. Free Inquiry (Golden Age, Classical to Medieval eras) - Developing lots of Harbours for trade route capacity will now offer plenty of science. Monumentality (Golden Age, Classical to Renaissance eras) - Allows you to purchase Traders with faith for a low cost, saving gold or production for other uses. Hic Sunt Dracones (Golden Age, Renaissance to Modern eras) - While Reform the Coinage is a better option for Portugal, this is still good for a heroic age. Faster naval units helps with establishing Feitorias, while cities starting at size 4 allows you to make a more powerful sacrificial city - you can purchase two districts there in order to maximise the trade route yields you'd receive from it later. Reform the Coinage (Dedication, Renaissance to Modern eras) - Portugal's huge number of trade routes makes this an easy source of era score. Reform the Coinage (Golden Age, Renaissance to Modern eras) - A massive increase to gold yields, and prevents your trade routes being pillaged. A reliably strong choice. Robber Barons (Dark Age, Industrial to Information eras) - If you can handle the amenity loss, the gold bonus nicely builds on Portugal's existing gold bonuses. World Congress How you should vote in the World Congress will often be specific to your game - if you have a strong rival, for example, it might be better to vote to hurt them than to help yourself. Furthermore, there may be general bonuses to your chosen victory route or gameplay which are more relevant than ones that have stronger synergy with civ-specific bonuses. Otherwise, here's a list of key relevant votes that have high relevance for this civ relative to other civs. Aid Request - Vote in favour Portugal's very strong economy makes it easy to win these emergencies. Espionage Pact - Effect B (The chosen Spy operation is unavailable) for Steal Tech Boost You'll probably end up with a lot of Campus districts, and keeping them all safe from enemy Spies is difficult without this resolution. International Space Station - Vote in favour if you're going for a scientific victory. Portugal's incentive to have lots of Campuses gives a slight advantage. Mercenary Companies - Effect A (Producing, or purchasing military units using the chosen currency type costs 100% more until the next World Congress) for production OR Effect B (Producing, or purchasing military units using the chosen currency type is -50% of the cost until the next World Congress) for gold. Extend your advantages in gold over civs that rely on production to raise a military. If you're not actively training units, effect A is better. If you're training naval units in cities with Navigation Schools, effect B is better. Military Aid- Vote in favour. Portugal's strong economy makes winning this easy. Patronage - Effect A (Earn double points towards Great People of this class) for Great Admirals or Scientists Only England can rival Portugal's generation of Great Admirals, and doubling their generation can allow you to get even more. Scientists are good as well thanks to Portugal's incentive to build lots of Campuses. Sovereignity - Effect A (+100% of the city-states' yield type when sending trade routes to a city-state of this type) on Trade or Scientific city-states. Applying the bonus to trade city-states can make for some extremely strong trade routes fairly early on. Trade Policy - Effect A (Trade routes sent to the chosen player provide +4 gold to the sender. The chosen player receives +1 trade route capacity) on yourself or a key target of your trade routes. If you use this effect on another civ, you can get an extra +6 gold per trade route to them. Given the large number of trade routes you're likely to have by that point, that's normally - though not always - a better option than getting +1 trade route capacity for yourself. Urban Development Treaty - Effect A (+100% production towards buildings in this district) on Campus or Harbour districts. Applying the bonus to Harbours helps you get more trade route capacity sooner, but applying it to Campuses will allow you to get through Libraries and then follow up with Navigation Schools. Administration - Pantheons, Religion and City-States Pantheons Divine Spark - Portugal needs to build plenty of Libraries to make the most of Navigation Schools, so you can get a fair amount of Great Scientist Points here. God of the Sea - An ideal choice for any maritime-focused civ to boost production. Religious Settlements - Both bonuses are great for Portugal! Faster border expansion helps maximise the number of coastal tiles you own by the time Navigation Schools come available. The bonus Settler aids in maximising the number of trade routes you can use early on. Religious Beliefs You can have one founder, one follower, one enhancer and one worship belief. Jesuit Education (Follower) - Allows you to buy Navigation Schools with faith, saving production and/or gold for other uses. Religious Community (Follower) - Extra gold for international trade routes. City-States Antananarivo (Cultural) - Portugal's edge at Great Admiral generation can make this city-state a slightly better source of culture. Auckland (Industrial) - A powerful boost to production in coastal cities. Bandar Brunei (Trade) - Get some extra gold for setting up trading posts in foreign cities. Bologna (Scientific) - Expand your advantages in Great Admiral and Scientist generation. Cardiff (Industrial) - Allows your Harbours to power your Research Labs without the need for any more districts or strategic resources - particularly nice for smaller cities. Chinguetti (Religious) - Extra faith from international trade routes. Hunza (Trade) - Very powerful in Portugal's hands, as you already have a minimum coastal trade route range of 45 tiles, and with trading posts, you can extend that much further for an even better gold bonus. Kumasi (Cultural) - A strong culture and gold bonus for trading with city-states, especially if your own city has a lot of districts. Mogadishu (Trade) - Keeps your Traders safe from pillaging, ensuring they can bring in lots of gold. Nan Madol (Cultural) - Helps boost a maritime civ's culture output. Samarkand (Trade) - The Trading Dome improvement is kind of like the Feitoria, but for origin rather than destination cities. Every one present in a city's limits adds +1 gold to the value of the city's international trade routes (+1.5 for Portugal) - stacking a lot of them and sending routes to Feitoria-heavy cities can produce amazing bonuses. Singapore (Industrial) - Gives you production for trading with a range of civs. Venice (Trade) - Extra gold from international trading. Administration - Wonders and Great People Wonders Colossus (Classical era, Shipbuilding technology) - A point of trade route capacity, and a free Trader on top so you can use it immediately! This wonder often isn't that competitive, and building it boosts the Buttress technology, so it's a good choice. Great Lighthouse (Classical era, Celestial Navigation technology) - Save time building Feitorias, and uncover more tiles every turn with faster naval units. Mausoleum at Halicarnassus (Classical era, Defensive Tactics civic) - Excellent in a coastal city with plenty of sea resources. Basically, a city which is great for the Navigation School building will also get strong yields with this wonder. Great Zimbabwe (Renaissance era, Banking technology) - Find a city with lots of bonus resources (e.g. fish) for this wonder to reach its full potential, as international trade routes from here will produce huge amounts of gold. Torre de Belém (Renaissance era, Mercantilism civic) - Target cities with lots of luxuries for trade routes from this city, and secure lots of gold. Venetian Arsenal (Renaissance era, Mass Production technology) - Allows you to double your Nau output, and therefore double your Feitoria charges. Big Ben (Industrial era, Economics technology) - Save up your gold for a few turns and enjoy a 50% increase in treasury which you can spend however you like. Also, you'll get a really useful economic policy card slot, which can be filled with a variety of trade route bonuses. Great People Great Generals and Admirals are only mentioned if their retirement bonuses have specific synergy with the civ; not merely for providing a strength bonus to a unique unit. Classical Era Hypatia (Great Scientist) - A free Library, and permanently boosts the science yield of all Libraries - quite powerful as you work your way to Navigation Schools. Zhang Qian (Great Merchant) - Extra trade route capacity. Medieval Era Ibn Fadlan (Great Merchant) - Extra trade route capacity, and bonus faith for trading with city-states. Leif Erikson (Great Admiral) - A very powerful Great Admiral for Portugal! You can cross oceans early to discover more civs and get trade route capacity, and the extra sight stacks well with João III's leader ability. Marco Polo (Great Merchant) - Extra trade route capacity and a free Trader. Zheng He (Great Admiral) - Extra trade route capacity and a free Trader. Renaissance Era Isaac Newton (Great Scientist) - A free Library and Navigation School, and bonus science for all Navigation Schools. Modern Era Albert Einstein (Great Scientist) - All those Navigation School cities will also be able to build Research Labs later - Albert Einstein will boost all their science outputs. John Rockefeller (Great Merchant) - Extra gold for trade routes. Shah Jahān (Great Engineer) - Portugal's strong economy allows you to essentially purchase a wonder with Shah Jahān's help. Atomic Era Melitta Bentz (Great Merchant) - Extra trade route capacity. Counter-Strategies Portugal is a very rich maritime civ with a decent science output from the medieval era. However, they have a relatively weak navy by the standards of maritime-focused civs, and have an even worse army. Civilization Ability: Casa da India Portugal is extremely reliant on maritime trade routes which often have to travel long distances to get to a small number of target cities. This makes their trade routes predictable, and easy to pillage. Pillaging trade routes will both weaken them and provide you with gold. Portugal's strong economy also makes them potentially rather generous in peace offers, so you can get extra gold that way. As Portugal can only send international trade routes to cities which are either coastal or have a Harbour district, you can deliberately choose districts for your own coastal cities with less useful trade route yield bonuses. Aerodromes and Preserves notably do not boost trade route yields, while Holy Sites add faith, which is typically of low priority for Portugal. João III's Leader Ability: Porta do Cerco Aside from cutting off Portugal's access to parts of a continent or the coast, it's hard to stop Portugal amassing a huge trade route capacity. However, there are ways of stopping them from using it. If there's a lack of coastal cities not owned by Portugal, Portugal will have to settle many cities just to establish those routes, or else rely on less effective internal routes. With a few military units parked near their border and a declaration of war, you can pressure Portugal to focus on their defence and not expansion. Portugal's sight bonus gives them a slight tactical advantage in war, but remember that rough terrain (hills, woods, etc.) can still block line of sight. As such, retreating over such tiles can still be a good option for your injured military units. João III's Agenda: Navigator's Legacy A computer-controlled João III loves exploration, and loves civs that do the same. He hates civs that haven't uncovered many tiles. He will never have the Explorer hidden agenda as it conflicts with this. This agenda is easy to meet for civs with advantages to exploration like the Cree. the Māori or Norway, but given the inherent advantages of early exploration (knowing where the good city spots are, meeting city-states so you can get more city-state quests completed and so forth) this is an agenda that any civ can make a good attempt at meeting. The civs most likely to fail to meet this agenda are scientific civs, as their victory route requires the least interaction with other civs. Things can get tricky in higher singleplayer difficulties where computer opponents start with a large number of units, and hence can explore rapidly. While eventually you'll be able to catch up, expect relations with Portugal to be poor in the early stages of the game. Unique Unit: Nau In itself, the Nau is not especially powerful. The Navigation School unique building allows it to be built a bit faster and will mean Portugal will usually have Great Admirals ready, while the free promotion could mean they get combat advantages sooner, but this unit largely plays a support role. Frigates are excellent against them, but if you lack nitre, promoted Caravels of your own will do. Unique Improvement: Feitoria The real power of the Nau UU comes in this unique improvement, which it can build in seas (or even lakes) foreign to Portugal. If you're playing a civ with a unique coastal improvement like Indonesia or the Netherlands, do not give Portugal open borders. Feitorias cannot be removed once placed, which can ruin your plans for your own improvements. If you have a city location with plenty of resources and plenty of coast, Portugal may be incentivised to build Feitorias there. That gives you a choice: either deny open borders to deny Portugal the potential gold and production, or stack bonuses in the city which give you gold for incoming trade routes. The improvement itself adds +4 gold and +1 production to its tile. You can build on that with extra Harbour buildings: Building Research Coastal Yield None None 5

1

1

灯塔

天体导航 科技 古典时代 5

2

1

澡港

电力 科技 现代 era 7

2

1

这个产量还不错,如果你玩的是需要大量金币的文明(比如许多征服型文明),那它可能会非常好用。你可以让葡萄牙在你的海域建造一些贸易站,然后向他们宣战,这样你就能开始劫掠他们的贸易路线了。 独特建筑:航海学校 航海学校有三种不同的加成,但除了+1大 admiral 点数的加成外,其他加成只对拥有海岸或湖泊 access 的城市有用。因此,限制葡萄牙的沿海扩张会很有帮助。或者,在葡萄牙附近定居,并通过购买/文化炸弹抢占他们的沿海地块,可以阻止他们获得科技产出。 其他指南com] 风云变幻 综合指南 文明概述(从这里开始了解所有文明) 文明专属技巧、秘密与说明(适合更有经验的玩家) 各文明指南 美国 - 无额外内容*(文化/外交/统治) 美国 - 含所有额外内容*(文化/外交/统治/科技) 阿拉伯(统治/宗教/科技) 澳大利亚(统治/科技) 阿兹特克(统治) 巴比伦(文化/统治/科技) 巴西(文化/统治/宗教/科技) 拜占庭(统治/宗教) 加拿大(文化/外交) 中国(文化/统治/科技) 克里(外交) 埃及(文化/外交/宗教) 英国(文化/统治/科技) 埃塞俄比亚(文化/宗教) 法国(文化/统治)高卢 (统治)格鲁吉亚 (外交/宗教)德国 (统治/科技)大哥伦比亚 (统治)希腊 (文化/外交/统治)匈牙利 (宗教/科技)印加 (统治/宗教)印度 (文化/统治/宗教/科技)印度尼西亚 (全类型)日本 (文化/宗教)高棉 (文化)刚果 (科技)朝鲜 (统治/科技)马其顿 (外交/宗教)马里 (文化/宗教)毛利 (文化/统治)马普切 (科技)玛雅 (统治)蒙古 (科技)荷兰 (统治)挪威 (统治)努比亚 (统治)奥斯曼 (文化/统治)波斯 (统治)腓尼基 (文化/统治/宗教)波兰 (外交/科技)葡萄牙 (统治)罗马 (文化/宗教)俄罗斯苏格兰(科技) 斯基泰(征服/宗教) 西班牙(征服/宗教/科技) 苏美尔(外交/征服/科技) 瑞典(文化/外交) 越南(文化/征服) 祖鲁(征服)*泰迪·罗斯福领袖包将罗斯福的领袖能力一分为二,这意味着有无该领袖包的游戏体验有显著差异——因此美国文明指南分为两个不同版本。林肯是后续新增的领袖,仅在后者的指南中涵盖。 其他拥有替代领袖形象的文明未进行拆分,因为后续内容中新增的领袖形象不会改变现有游戏玩法——因此这些指南对于没有这些领袖包的玩家同样适用。 迭起兴衰 这些指南适用于拥有《迭起兴衰》资料片但未拥有《风云变幻》资料片的玩家。这些内容已不再更新,也未根据《风云变幻》发布后的补丁进行更新。若要查看,请点击此处打开《迭起兴衰》文明总结指南。每个《迭起兴衰》指南的“其他指南”部分都包含指向其他所有《迭起兴衰》指南的链接。 原版 原版指南适用于未拥有《迭起兴衰》或《风云变幻》扩展包的玩家。这些指南已不再更新,也未根据《迭起兴衰》发布后的补丁进行更新。若要查看,请点击此处打开原版文明总结指南。每个原版指南的“其他指南”部分都包含指向其他所有原版指南的链接。

悠悠
2026-02-11 23:01:04 · 发布在 「席德·梅尔的文明®VI」
常规游戏:神级速通(10步)

一份面向新玩家的指南,旨在提供一种简单且可靠的方法来赢得神级难度的常规游戏。 步骤 1-地图选择:真实起始位置地球 2-扮演秦始皇(中国),对手选择北条时宗(日本),删除其他玩家槽位

在海岸建立第一座城市,并选择“航海术”作为首个研究项目

完成航海研究后,开始船舶建造研究,接下来的优先事项是建造2艘大型划桨船以加快研究进度。学习对外贸易政策。

一旦对外贸易政策完成,就将海事工业放入军事槽位,以加快游戏剩余时间内的海军生产。

6-造船完成后,开始生产四列桨座战船直至游戏结束。

使用四列桨座战船削弱首尔,派遣单层桨座战船夺取该城市并守住它,然后用其生产更多四列桨座战船。

向北条时宗(日本)宣战,并使用四列桨座战船削弱城市。

派遣桨帆船夺取这座城市。

现在应该会触发过场动画。

悠悠
2026-02-11 21:31:11 · 发布在 「极限竞速:地平线5」
快速移动地图 + 特殊房屋!

快速移动站点地图+特殊房屋,可让你移动到任何道路,包括土路。 本指南包含: 所有快速移动站点地图和特殊房屋,可让你移动到任何道路,包括土路。

快速移动站台地图:可通过已激活的快速移动站台进行移动!

特别住宅 - 布埃纳斯维斯塔(Buenas Vistas)

该房屋的价格为2,000,000 credits。此房屋允许您传送到任何道路,包括土路。传送需要消耗credits。每摧毁一个快速传送站,价格就会降低。摧毁所有传送站后,传送将完全免费! 补充说明 - 如果您的地图上没有此房屋,请完成“Baja探险”!

悠悠
2026-02-11 21:31:11 · 发布在 「极限竞速:地平线5」
在轮盘抽奖中仅获得车辆和金钱

这是一件需要花费CR但很值得的简单事! 秘诀 我相信这对有经验的玩家来说并非什么未知技巧,但我在Reddit上搜索时却找不到任何相关话题。 言归正传;这个技巧就是,你应该在游戏内的角色自定义界面尽可能多地为你的角色购买外观道具(如果你不想全部购买或资金不足,可以尝试购买最便宜的那些)。我之前已有许多道具,并且花费了超过300万CR购买了所有道具,但仅通过5次超级轮盘抽奖就回本了。轮盘抽奖只会产出车辆或游戏币(游戏不会在轮盘抽奖中重复产出外观物品),如果你已经拥有该车辆,游戏会提供选择,让你可以选择领取该车辆对应的游戏币而非车辆。 这是一款好游戏! [葡萄牙语-巴西] 我认为这对资深玩家来说或许不是什么未知的技巧,但我在Reddit上搜索时并未找到相关话题。 言归正传;技巧就是你应该在游戏的角色自定义界面尽可能购买最多的角色外观物品(如果你不想全部购买或没有足够的钱,尽量购买最便宜的那些)。我之前已经有很多物品了,并且花费了超过300万游戏币来购买所有物品,但仅通过5次超级轮盘抽奖,我就赚回了之前的花费。从字面意义上来说,轮盘里只会有车辆或金钱(游戏不会在轮盘中重复出现外观道具),如果你已经拥有该车辆,游戏会为你提供一个选项,让你选择接收该车辆对应的金钱而非车辆本身。祝大家游戏愉快!

悠悠
2026-02-11 19:31:32 · 发布在 「R.E.P.O.」
R.E.P.O. 中的所有敌人(最新)

本指南汇总了游戏中所有类型的怪物,以及它们的机制、行为和躲避策略。本指南面向刚下载游戏的新手玩家。 ------ 引言 ------ 在游戏《R.E.P.O.》中,除了需要在不损坏物品的情况下盗取各种物品,并与朋友一同逃生外,重要的还有躲避敌人并了解它们的机制——即它们的运作方式。与他们的遭遇并非总能善终:更多时候,你会听到同伴的尖叫,看到他的头颅滚落在地——这意味着他已死亡,而你最好也趁自己还没被吃掉,赶紧逃离这里。 如果你想知道如何与那个持枪的疯狂老头相处,或者至少尝试一下……以下是我收集到的截至2025年10月底所有怪物的重要信息。他们是谁,行为如何,什么会激怒他们,以及如何避免因在旁边呼吸声太大而被打爆头。开始行动!

------ 怪物 ------ 在《R.E.P.O.》中栖息着不少怪物——每只都有其独特的特性和攻击方式。有些怪物对你的战利品造成的伤害比对你自身更大,还有些则在你不去招惹它们的情况下毫无威胁。在当前版本(v0.3.0)中,游戏内可遇到29种不同的生物,它们可被大致分为三个危险等级。判断标准很简单:生物体型越大、其灵魂越珍贵,遭遇时的危险程度就越高。需要明白的是,刚在地图上生成时,不会有人攻击你——初期你处于怪物无法伤害的安全状态。但要记住,你并非绝对安全,危险可能源于自身哦 :) 敌人会尽量远离卡车,静止不动。至于这种无行动的状态,完全取决于你当前所在的关卡。而且重要的是,如果玩家离怪物太近,无动作状态会立即结束。我想,意思很清楚。 在关卡中度过3-4分钟后,如果怪物与所有玩家的距离超过20单位达20-40秒,它们可能会消失。而它们再次出现的速度,则取决于玩家在地图上已经花费的时间。实用表格: 怪物等级 1级:地精、呕吐怪、瘦长人小孩、鸭子、眼球、贝拉、寿星、狗、蜱虫 2级:婴儿、蟑螂、青蛙、隐形怪、尖叫者、蝴蝶结领结、外星人、爆破手、命运轮盘(gambit)、头蛆(headgrub)、食心者、螳螂幽灵(oogly) 3级:头颅、猎人、稻草人、小丑、修女、骑士、织布机(loom)、清洁工 任务等级 1级怪物 2级怪物 3级怪物 1-2 1 0 1 3-5 1 1 1 6-8 2 2 2 9-10 2 3 2 11及以上 2 3 3任务时间 怪物复活计时器 0-10分钟 4-5分钟 10-20分钟 3.2-4分钟 20-30分钟 2.4-3分钟 30-40分钟 1.6-2分钟 40-50分钟 0.8-1分钟 50+分钟或最终卸载后 1秒 这些表格可提供快速概览,有助于了解怪物按危险等级的分布情况以及游戏的主要参数。要全面了解它们的行为、弱点和战术,还需要继续阅读——这里仅提供基本信息。

地精

地精是你几乎肯定会遇到的第一种也是最嚣张的敌人类型。它们从不单独出现:地精只会以四人一组的形式出现。一旦发现你,它就会开始追击,直到要么追上你,要么注意到附近有什么值钱的东西。这时它会立刻忘记你,跑去破坏你的物品。在地图上探索时,矮人有时会停下来与其他矮人开小型会议——这样关卡中就会出现新的矮人团体。单个矮人可能不会造成严重伤害,但如果你在忙更重要的事,比如正努力从3级首领手下活下来,这些矮人就会变成真正的麻烦。他们不断纠缠、分散你的注意力,一旦聚集起来,很容易就能困住你并抢走所有战利品。如何击败它们? 只需抓起地精,将其扔向地面,或者用地精攻击另一个地精,就能一击达成连击击杀。如果地精数量太多,就跳跃,这能干扰它们瞄准。它们对玩家的感知很敏锐,尤其是在地面上时——躲到高处,比如柜子、容器或架子上。 地精的首要目标是破坏你的贵重物品,而非攻击你。 在高难度关卡(如果第三关的 Boss 被替换成地精),它们的数量可能多达 10 个! 呕吐者

呕吐怪是一种怪物,它起初会在附近平静地游动,直到发现你。一旦它看到你,就会立刻试图直接附着到你的脸上!当这个恶心的家伙缠住你时,你的声音会变得沙哑低沉,并且时不时会感到头晕目眩——它会呕吐出酸液,对所有被溅到的东西造成伤害。当你试图防御时,呕吐怪会进入攻击状态并开始向你吐呕吐物。 如何摆脱它? 如果呕吐怪靠得太近,只需抓住它并推开——可以无限次这样做,不会消耗体力。这种黏人的东西会在你身上持续10秒到1分钟——不要给它喘息的机会。 任何大小的贵重物品都能击晕呕吐怪,使其变得容易对付。无法识别内容,直接返回原文:РЕБЁНОК СЛЕНДЕРА

瘦长之子是二级怪物,仅通过传送移动,时不时会伴随着标志性的儿童笑声出现和消失。如果你注视它,它会发出笑声,你的屏幕会略微变暗。几秒钟后,它会突然惊吓你,造成伤害并将你击退一小段距离。落地失败可能会造成额外伤害。如果受到非致命伤害,会立即传送到其他地方,所以想要战利品的话,就得一击毙命。总的来说,这些生物与其说是构成严重威胁,不如说是制造麻烦。如果瘦长之子卡在对你不利的位置,你可以等10秒左右让它离开,或者攻击它来使其提前离开。 鸭子

鸭子是1级怪物,一旦发现你就会开始追击,并且紧追不舍。如果你向上看或跳跃,鸭子也会做出同样的动作,以保持在你的直线视野内。当你试图抓住它或对其造成伤害时,它会进入狂暴攻击状态,并在接下来的10秒内持续追杀你。 可以通过将鸭子扔进马桶并冲水来快速制服它。如果鸭子之前没有受到伤害,就需要追踪它的位置并多次攻击,直到它飞起。同样的技巧也适用于速帚学院的锅炉。此外,如果及时翻滚,还可以击晕鸭子。如果将鸭子引诱到物品交付点并交付物品,活塞会自动消灭怪物并夺取其灵魂。 眼睛

“眼球”是一级怪物,当玩家过于靠近时便会激活。它会张开并强迫玩家直视自身,每秒缓慢造成2点伤害。一旦玩家离开其直线视野范围,攻击就会停止。在此效果持续期间,玩家的声音会变高。“眼球”可以提前被发现——例如,若处于有多层结构的房间中,从上方就能看到它们。如果受到“眼”的影响且不知该逃往何处,打开地图——它将帮助你确定方向并离开其视野范围。你也可以使用道具来阻断与“眼”的直线视线,从而避免受到伤害。 贝拉(自行车)

贝拉乍一看只是一辆会时不时按响车铃的普通自行车,但实际上是一个能夺走你灵魂的一级恐怖怪物。它拥有200点生命值,会发动一连串攻击,每下造成5点伤害。 贝拉并非自行车,而是一种幻象,会在第三次铃声(警告)后出现。因此你需要知道:第一次铃声对应绿灯,第二次铃声对应黄灯,而第三次则是红灯——快跑!重要提示:贝拉的幽灵会在攻击时潜入你的掩蔽处。其攻击本身持续约15秒。寿星

“寿星”(英文:Birthday Boy),或者我更愿意叫他“气球男孩”,是一名一级怪物。他外形是一个面目狰狞的男孩,有着暗红色的眼睛,头上戴着红色的派对帽。他会在整个地图上吹红色的气球。 如果你决定戳破其中一个气球,破坏他的生日,那我建议你赶紧躲起来。他会听到气球破裂的声音,然后立刻怒气冲冲地赶到事发地点。当“寿星”发现玩家时,会挥舞手臂试图复仇,造成10点伤害。 只要别碰那些膨胀的球——你就能当它不存在,因为即便你靠近它,它也不会发起攻击。我认为这是游戏里最简单的怪物之一。 生命值:150。灵魂价值:2000 - 4000。 ELSA(狗)

艾尔莎(Elsa)是一级怪物,外形是一只可爱的白色小狗。乍一看她显得毫无威胁:小小的,毛茸茸的,还总是微笑着。然而,她那双发光的红色眼睛很快就暴露了这个生物的真实本性。 艾尔莎的行为在很大程度上类似于鸭子。如果试图抚摸她,她头顶会出现爱心,并且艾尔莎会暂时变得友好。经过几次抚摸后,她会离开玩家,继续在地图上徘徊。但如果你长时间无视她或对她造成伤害,艾尔莎(Elza)就会显露其真实面目。她的身体因愤怒而扭曲,化身为一头巨大的怪物,即便在难以抵达的地方也能追上你。怪物艾尔莎(Elza)会跳跃和俯身来捕捉猎物。短暂的暴怒过后,她冷静下来,变回了幼犬形态。作为第一阶段,她的生命值很高,具体为[b600点生命值][/b]。灵魂价值在2k到4k之间。TICK(蜱虫)

蜱虫(The Tick)是一级怪物,外形类似扁平的浅褐色昆虫,长着棕色的腿。它看起来人畜无害,但一旦附着在玩家身上,就会开始吸取玩家的生命值。 蜱虫会在地图上平静地游荡,直到发现携带物品的玩家或听到声响。这时它会发出短促的声音并跳跃,试图附着在玩家身上。接触时每秒吸取10点生命值,身体颜色会从橙色逐渐变为绿色。 若蜱虫吃饱或死亡,就会放开玩家。其死亡处会留下绿色云雾,可恢复20至80点生命值。 生命值:100点 魂值消耗:3000至5000 幼体

幼崽是一种二级怪物,它会在地图上平静地游荡,直到发现玩家。一旦发现玩家,它会试图抓起最近的贵重物品并扔向玩家。如果附近没有贵重物品,幼崽则不构成威胁。有时在尝试投掷较大物品时,它可能会伤到自己。如果有两名或更多玩家同时抓住婴儿,就可以轻松将其抱起并使其失去威胁,这样杀死他会容易得多。此外,力量不低于4时也可以单独抓住他。任何贵重物品,无论大小,都能使婴儿暂时失去行动能力。 ТАРАКАН

蟑螂是一种二级怪物,通常会漫无目的地游荡,直到发现玩家。一旦被发现,它就会开始胡乱挥舞手臂,对周围所有目标造成伤害。它本身不算太危险,但当它在更强的敌人附近活动时就会变得棘手,因为它能使玩家眩晕。待在高处或大型家具下方可以帮助躲避其跺脚造成的伤害。蟑螂经常会撞到地图上的物体,因此可能会伤到自己和贵重物品。 青蛙

青蛙是2级怪物,会在关卡中缓慢跳跃,直到发现玩家。发现目标后,它会抽出两把匕首,以极快的旋转速度发起攻击。 如何躲避? 可以用任何贵重物品击晕青蛙,无论物品大小。这使得即使单人也能轻松应对它。当它旋转时,即使是轻微的投掷也能将其掀翻。青蛙会在空中继续旋转,落地后还会旋转几秒。这让玩家有机会轻松将其推入坑中,快速解决它。一旦它拿出刀子,其移动方向就会固定。玩家只需向侧面闪避,或躲到墙后、门后,即可避免受到伤害。 隐形怪

隐形者(Hidden)是2级敌人,从名字就能看出,你很难注意到它,因为它是隐形的,但还是有可能发现。它存在的唯一迹象是附近某处沉重、冰冷的呼吸声,地面上的黑色烟雾状痕迹,以及一种轻微的预兆——下一秒你就会被拖入黑暗。当隐形人发现玩家时,他会迅速跑过来,抓住玩家并尽可能把玩家拖到远离其他人的地方,然后就把玩家丢下并消失。而且他的动作相当快,所以很容易让人慌了手脚。 提示: 如果你的队友突然开始朝未知方向移动——不要惊慌。当隐形人拖着他的时候,你可以跑过去,按住互动键就能直接把他救回来。没错,这听起来可能很蠢,但有时候“隐形人”确实能帮上忙。如果你在交完战利品后身处地图的另一端,他可能会“好心”把你送到离卡车更近的地方。但要小心:返程路上可能会有比他可怕得多的东西等着你。 留意黑烟。它不只是为了好看——通过黑烟大致能判断出那个怪物在哪里游荡。如果你手中有类似锤子的钝器,可以尝试朝着他一秒前所在的位置胡乱挥击。有时这招会奏效。 另外要记住,他不会对你造成伤害。但如果你手中拿着物品,而他抓住了你,那么你很可能会把物品弄坏。 尖叫者

尖叫怪(Upscream)是2级怪物,它似乎对所有活物都极为愤怒。看见你了?它就会冲过来。追上你了?就会抓住你,造成10点伤害,然后尖叫着把你扔出去很远,还会让你眩晕。如果你没能及时起身,它可能会再次发动这招,甚至第三次,之后通常就会离开。 尖叫怪的主要特点是特别喜欢捣乱,尤其是在不合时宜的时刻:比如你正搬运战利品时、旁边有悬崖时,或者拐角后还有其他怪物时。建议: 看到尖叫怪了?最好别逞英雄。这些怪物在悬崖边格外危险——它们可能会把你推下去,到时候可就没心情玩了。或者更糟——直接把你甩进另一只怪物的怀里。 别指望躲在高处。有些东西保护不了你——尖叫怪很会攀爬,就算在集装箱上也能轻松抓到你。 鹅(蝴蝶结领结)

领结怪(英文:Bowtie;也被称为“鹅”)是2级怪物,起初看起来毫无威胁:只是四处走动,迈着步子,仿佛在宜家迷了路。但一旦它发现玩家,就会变形成巨大的风扇,击退并伤害前方的所有物体。之后通常会消失在黄昏中,仿佛什么都没发生过。有时鹅可能会突然从“悠闲散步”模式切换到“无刹车坦克”模式——开始四处狂奔,撞倒一切活物。如果关卡中还有隐形怪(或隐藏怪),它们可能会跟着鹅跑,这时你就会陷入一场真正的怪物迪斯科。 小贴士: 不要挡在它的路上。尤其是当你无法抱起它或没有东西能让它眩晕时——领结鹅真的会把你从地面上扫走。 仔细听。他的脚步声沉重而清晰——如果你听到脚步声,最好四处看看。当他陷入疯狂时,离他远点。他甚至可能在没有恶意的情况下制造混乱。如果还有其他怪物追着他跑——场面就会变成一场带有生存元素的闹剧。外星来客(心灵术士)

外星来客(英文名为Mentalist,也被称作“心灵术士”)是2级怪物。它会在地图上缓慢游荡,直到发现玩家,这时心灵遥感表演就开始了:周围的物品会腾空而起,然后轰然落下,对所有未能及时躲藏的人造成最高50点伤害。 如果你处于它的紫色 aura 中,情况就已经不妙了,因为当 aura 变为红色时,你将无法自行逃脱。 注意: 心灵术士很安静。它不会发出声音,所以别指望能提前听到它的动静。留意周围环境,随时准备应对突然的悬浮攻击。 爆破者

爆破者是第二层的最终怪物,而且它不是单独出现的——通常是三只一起。这些家伙的行动模式很简单:发现玩家后,引线就会点燃,开始倒计时。爆破者会冲向目标,死亡后便会爆炸。如果你处于爆炸范围内,就会受到伤害(单个爆破者造成15点伤害),而爆破者自身也会被爆炸冲击波弹飞。它们有两种特征性声音:(1)点燃后发出类似“计时器”的滴答声(约10秒),(2)爆炸前会发出轻微的尖叫声——这是你最后的逃生机会。 提示: — 将爆破物扔进坑里,这是一个无需冒险就能摆脱它们的好方法。 — 爆炸前它们会原地静止,所以如果你听到尖叫声,别犹豫,快跑。 — 它们的爆炸在近距离会造成即时死亡,并对区域造成中等伤害。即使在它们死后也不要站得太近。 — 如果附近有战利品或重要物品,先把它们移到远处,然后再等待爆炸。 GAMBIT

“开局弃子”(Gambit)是基于随机性的一/二级怪物。它的力量在于与命运博弈:抓住玩家后,它会启动一个旋转轮盘,其结果可能有利,也可能致命危险。有时冒险是值得的——可以特意让“开局弃子”抓住自己,尝试获得有利结果。但要记住:运气是多变的,必须谨慎行事。在被抓取和齿轮启动之间有一个短暂的窗口期,此时对“盖比特”(Гэмбитом)造成眩晕不会引发爆炸。 被“盖比特”抓住的玩家仍能取出并使用武器,若反应足够快,可在怪物完成旋转前将其击杀或打断。 生命值:180点 灵魂成本:4000至6000 HEADGRAB

头抓怪(Headgrab)是一种二级怪物,外形类似绿色的哥布林生物。它会在地图上漫无目的地游荡,直到发现玩家。看到目标后,它会发出刺耳的叫声并伸出双手,之后既可能逃跑也可能发动攻击。通常它会进行一连串5点伤害的攻击,随后可能会用脚踢击(造成10点伤害)。一整套攻击组合能造成约20点伤害,之后头抓怪会迅速后退。在合作模式中,海德格莱布可以拾取阵亡玩家的头颅并戴上。在此状态下,他的攻击速度会加快,直到被击晕、其他玩家将头颅从他身上取下,或者一段时间后他自己将头颅丢弃。 生命值:220点 灵魂成本:5000至7000 噬心者

噬心怪(Heart Hugger)是一种二级怪物,属于固定威胁,能够使玩家产生幻觉。这种植物嫩芽会随机出现在地图上,并在一段时间内保持静止。当发现玩家时,它会释放粉色烟雾,引发幻觉:被感染的玩家会看到面前有一颗漂浮的心脏,上面带着笑脸和手臂。在迷雾的影响下,玩家会失去控制并开始缓慢飘向中心。当靠近时,怪物会显露其真实形态,造成最高60点伤害,随后将玩家击退,再造成10点物理伤害。攻击后,它会钻入地下并在其他位置出现。生命值:200点。灵魂成本:5000至7000。OOGLY(螳螂幽灵)

幽灵螳螂(Oogly)——二级怪物。它是一种悬浮生物,从高处观察玩家。它在地图上飞行,偶尔会进行传送。它会发出绿色的探照光,玩家需要避开这种光线——如果被光照到,怪物就会发现玩家并发起攻击。攻击时发出吼叫,随后用喙啄击、抓住玩家并在地图上拖拽,造成多次4点伤害。之后释放目标并消失。 生命值:180点 魂值消耗:4000至6000 头目(HEADMAN)

头目(Headman)是3级怪物,会在关卡中缓慢漂浮,通过磨牙来寻找猎物。敌人会对玩家的直视做出反应:如果你注视它过久,它会发出尖叫,然后高速冲向你。如果它看到你躲藏的位置,会尝试用可伸缩的下颚将你拖出来,但攻击范围有限。建议: 如果蹲下并滑到它下方,有可能迷惑它——它可能会跟丢你的位置。不过,在此之前你通常还是会受到一次攻击。 带有击退效果的武器,比如棒球棍,效果很好:你可以击晕“头”,然后趁它倒地时进行多次攻击。最好避免被发现,不要在开阔地带停留——“头”发现你的速度比你想象的要快。如果“头”发现了你,你必须躲到拐角后并更换房间来逃跑,让“头”失去你的踪迹。猎人(爷爷)

猎人(英文:Huntsman;或称老头)是3级怪物,它完全失明,但极其危险。它会对玩家或物品发出的任何声音做出反应,并立即向声源开火。命中会造成100点伤害并使玩家眩晕。如果猎人从楼梯上下来,它会摔倒、受到伤害并暂时眩晕。潜行的玩家可以保持不被发现,但猎人也能听到麦克风里的声音,所以靠近他时要安静。 提示: 如果有鸭子跟着你并跳跃,猎人会将其当作你的声音并可能向你射击。留意鸭子。 向他附近投掷物品以分散注意力或诱使他射击——这有助于避免正面冲突。 稻草人(收割者)

收割者(Reaper)是3级怪物,它会在区域内游荡,直到发现玩家。之后它会立即发起追击,快速挥舞手臂并将路径上的所有物品扫开。它的攻击极具侵略性且难以预测,在狭窄空间中尤为如此。 提示: 如果玩家能及时脱离收割者的视野,它很快就会失去兴趣——尽快逃跑并躲藏起来。不要躲在占地面积小的家具下面——如果离得太近,“人偶”(Чучело)甚至能攻击到掩蔽物下方。CLEANUP CREW

克林纳普·克鲁(英文:Cleanup Crew)是一个三级怪物,它是……不知道是什么。我真不知道该怎么描述,哈哈。它的主要攻击方式是发射具有爆炸危险的放射性头颅。 该怪物会在地图上漫游,直到发现玩家。当靠近时,它会发射自己的头颅,头颅无法被攻击且会追踪目标,命中时造成75点爆炸伤害,撞击到表面时还会造成额外伤害。爆炸后会残留辐射,接触后造成15点伤害。在头部再生期间,过于靠近的玩家会受到20–60点的近战攻击伤害。 克林普·克鲁因身体上长有多个头颅,因此能完全看清周围的一切。它死亡后会留下一个额外的头颅,该头颅会攻击最近的玩家。 生命值:400点 灵魂成本:8000–10000 LOOM

卢姆(Loom)是《R.E.P.O.》中新增的具有独特追击机制的三阶怪物。卢姆身形高大,身着黑色长裙,面容扭曲,嘴巴始终张开。它的双眼向两侧突出,不攻击时双手会伸在身前。它仿佛漂浮在地面上滑行一般移动。该怪物在出现后会立即选定目标。被标记的玩家会看到屏幕上短暂叠加卢姆的手部图案——这是它开始追击的信号。卢姆会追击目标直至目标死亡,除非有其他玩家距离更近、追击计时器结束或无法进行攻击。攻击方式为强力拍手,造成100点伤害并在周围产生冲击波。闪避可以减少伤害。 提示:可以用门挡住卢姆以阻止其攻击,也可以通过逃跑或跳跃来减轻伤害。怪物不会在第一关出现,且不会受到脉冲手枪的伤害。 生命值:350点。 灵魂成本:8000至10000 小丑

小丑(Clown)是3级怪物,移动时会发出响亮的脚步声。发现玩家后,它会发射激光(如果玩家离得太近,则会用脚踢)。 建议: 为安全击杀,推荐使用商店中可使其眩晕的道具。最好避免进入这个怪物的视野,因为它确实具有严重的威胁,并且能迅速造成大量伤害。 它的踢击也可以通过精准计算时机来躲避。 小丑不会被普通物品击晕,无论这些物品价值如何。 看到激光时,尽量躲到墙后——这可能会救你一命。在他附近保持安静:和其他许多怪物一样,他会对麦克风的声音做出反应。 修女

莫娜什卡(原词:Монашка,英文:Robe)是3级怪物。在静止状态下,它会以中等速度移动且完全无声。当得知它出现在关卡中时,请务必保持高度警惕。如果玩家在被追击时直视它的脸,莫娜什卡会陷入狂怒状态,并以双倍速度开始追击。在此状态下,即使是掩体也无法阻挡它——它会执着地试图从掩体下方抓住玩家。建议: 迅速躲藏并避免与她对视。 不要尝试过于靠近她。即使你不与她对视,她也可能会攻击你。 “莫娜什卡”几乎不发出声音,因此要定期观察周围环境,以免错过她的靠近。 “莫娜什卡”是少数能从深渊中爬出的敌人之一,所以将其推入深渊并不总能确保安全击杀。 骑士

骑士是一种移动非常缓慢且体型笨重的3级怪物。发现玩家后,它会发出警告声,然后开始向玩家移动。靠近后,骑士会发动攻击,推开周围所有物体。它还能用自己的头部攻击躲在桌子等物体下方的玩家,造成50点伤害。 提示: 骑士拥有500点生命值,因此仅依靠眩晕类物品很难将其击杀。如果你有毛绒小丑,最好在小丑被破坏前对骑士造成多次伤害,然后引爆它。由于骑士的移动轨迹可预测,地雷能发挥良好作用,但要击杀它需要多枚地雷。棒球棍和其他击退工具对骑士效果显著。将其击倒后,可以继续用近战武器或撬棍攻击。如果骑士在低矮遮蔽物下发现你,他可能会仰面摔倒并开始撕咬玩家。 指南结束?

悠悠
2026-02-11 17:31:18 · 发布在 「Left 4 Dead 2」
如何在《求生之路2》中获得F1成就

本指南将教你如何在《求生之路2》的对抗模式中被踢出游戏 第一步 进入对抗模式的游戏 (也可以在战役或生存模式的游戏中操作)

第二步:000 重要步骤!! 游玩《恐鬼症》或保持AFK状态 (你也可以绑定随机音频,以便轻松获得F1)

最终:DDDD 恭喜你,你刚刚赢得了一辆不错的F1赛车:DDD 接下来就等着看整个服务器的人怎么嘲讽你吧:3 附:如果你运气不好,可能会拿到F2赛车,但那就是另一个攻略的内容了;)

希望你们喜欢这份指南。

悠悠
2026-02-11 14:01:05 · 发布在 「Left 4 Dead 2」
如何在《求生之路2》中成为可爱的韩国僵尸女孩

大家好,小猫咪们!✨ 如果你一直梦想着跟在幸存者身后跑,像动漫里的女主角那样尖叫,并且可爱到让人不忍心下手——那么这份指南就是专门为你准备的! 步骤1:选择角色

想成为可爱又致命的存在吗?以下是你的最佳选择: 猎手(Hunter)—— 拥有柔软爪子的跑酷达人,像猫咪一样扑向敌人。 烟鬼(Smoker)—— 长长的舌头,最适合用来“略略略”! 喷吐者(Spitter)—— 就是那个用唾沫就能决定一屋人命运的“暴躁傲娇女”。 女巫(Witch)—— 哭得像在演悲情剧,却能一击撕碎心脏(和喉咙)。

正确昵称: ☆ UwU Chan ☆ KawaiiZombie OppaStoppa 聊天风格: "哎呀呀~你们为什么要跑呀?(>_<)" "哎呀呀,我只是想抱抱嘛……(♥︿♥)" "对不起呀,我这么让人讨厌,这不是我的错,是吐口水的人的口水啦(^-^;)" 步骤3:将风格融入游戏玩法

可爱的僵尸女孩玩法: 带着微笑的攻击性——迅猛出击,但在此之前在聊天框发送“(^_^)/”。 运用200智商——躲在门后,突然袭击并发送“Buuu! (>_<)”。 不在聊天框抱怨!——只有在完成多杀后说“哈哈,抱歉,我不是故意的”。 终章

恭喜你!现在你不只是一只僵尸,更是幸存者们最可爱的威胁!✨他们很快就会后悔低估了你,然后哭着打出“GG WP”。或者干脆像女巫一样尖叫……祝你们好运,我的小可爱们,记住:“僵尸也能当老婆!”

悠悠
2026-02-11 14:01:05 · 发布在 「Monster Hunter Wilds」
怪物猎人:荒野 双剑指南与配装汇总

为r/MonsterHunterMeta和怪物猎人集会堂Discord频道制作的《怪物猎人:荒野》双剑官方指南与配装合集。这里包含了毕业配装、双剑使用指南、进阶攻略以及其他实用信息。已针对《怪物猎人:荒野》1.020.01.00版本更新。由Team Leviathan撰写。

Bro4U July KreaTV1 OreoPancakes Pilgrim2092, author of Dual Blades Guide (Rise)[docs.google.com], Dual Blade Guide (Sunbreak)[docs.google.com], and Dual Blades Guide (World &amp; Iceborne)[docs.google.com] Refia❤️, author of Dual Blades Progression (World &amp; Iceborne)[imgur.com], DB Rise Endgame Builds[imgur.com], and Quick Wilds DB Gearing Guide (Wilds)[docs.google.com] Slott For the primary and original source, click here[docs.google.com]. Tired of Raw gaming? Are you sick of missing your True Charge Slash or Zero Sum Discharge and losing out on hundreds of damage? Want to make good use of Element weapons? You might be hearing the call to try Dual Blades! Dual Blades are the fastest Blademaster Weapon in the game and prioritize optimal damage towards the opposition by sticking to the monster like an irritating mosquito. Dual Blades are designed to utilize Element damage. They have lower Motion Values so pure Raw sets tend to fall behind quickly to their Element counterparts. As hunters, you will select the right equipment for the right job. Don't think of your weapons as just two swords, but as the silver bullets specifically designed to hunt your target. This guide intends to help improve your sets and understanding of opposing monsters. Hunters with Dual Blades should always focus on the monster’s weakest Hit Zone to maximize damage output. In addition, having higher levels of Sharpness buffs not only Raw Damage but Element Damage as well! The damage averages posted are tested via the Demon Flurry I into Blade Dance II &amp; III combo against Sever Hit Zones of 60 and Element Hit Zones of 20. There is an additional section dedicated to Sever Hit Zones of 30 and Element Hit Zones of 10 as well for the non-Weakness Exploit matchups. If you would like to support Pilgrim and his coffee addiction and the super secret but not that secretive project, check out the buy me a coffee page.[www.buymeacoffee.com] 1 - Supplementary Material 1.1 - Version History and Calculators Version 1.020.01.00 (4 July 2025): - Title Update 2 released; adjustments made. Version 1.010.00.00[docs.google.com] (12 April 2025): - Arch-tempered Rey Dau event; not relevant to Dual Blades meta (2 May 2025). - Emergency edit, better armour variant is found. - Title Update 1 released; adjustments made. Version 1.000.05.00[docs.google.com] (28 March 2025): - Guide released. Calculator - Coming at some point. 1.2 - A Conversation on Sharpness — wait, it’s different!? One of the struggles of writing this guide and as a Dual Blades user altogether is figuring out what the hell to use for Sharpness comfort. The problem with being the fastest weapon in the game is that they dull fast. Skills like Handicraft, Master’s Touch, and Razor Sharp help ease the pain, but the question is, how can we calculate this mathematically? First off, let’s talk about the jargon… wait. Something is different. Dual Blades DO NOT have a natural Sharpness loss modifier of 66.667% like others in the franchise. Wilds introduces a new variable which will be referred to from now on as Wear &amp; Tear. Wear &amp; Tear is defined by the dedicated multiplier each move has for how many Sharpness points are removed from the Sharpness Gauge. It is no longer random or chance, and how many hits can be deduced based on the attacks used. Effectively, Blade Dance and Heavenly Blade Dance have low Wear &amp; Tear (good), while the majority of Dual Blades’s other moves have high Wear &amp; Tear (bad). Okay… back to basics. A sliver of Sharpness is five points on the Sharpness Gauge. Handicraft adds two slivers worth of Sharpness. Razor Sharp or Master’s Touch adds a natural Sharpness modifier that confuses the hit count by adding a random chance if Sharpness is reduced or not. Master’s Touch is also a unique calculation, as its natural Sharpness is only as common as how high your Affinity is, and many hunter’s Affinity percentages heavily utilize Weakness Exploit. Simple, right? So you can see how this becomes confusing. The next question: How long should Dual Blades last before requiring a Whetstone? There’s also Protective Polish, which makes a weapon impervious to durability loss for thirty-ninety seconds. Sharpening has also introduced a new mechanic where the hunter can cancel out of sharpening with partial gains. Whetfish is similar to the old system, but requires a commitment of two sharpenings. It would be fantastic to go through the entire fight without having to sharpen, but then you may be losing damage output using Combat Decoration slots. Oh, that is the other thing. Sharpness-specific decorations are only available on weapons now, meaning things are tighter than ever. To stabilize set building, expectations are that builds have 300 hits minimum assuming Wear &amp; Tear is equal to Demon Flurry I into Blade Dance II and III. Optionally, Sharpness skills can be substituted with Protective Polish if hunters prefer that playstyle. The builds below are recommended based on this philosophy (Pilgrim2092). 1.3 - Comfort Skills, Meta, and Speedrunning To understand the point of this article, it must be understood that it is for developing meta-builds. We will not be giving a pinpointed explanation about what dictates meta, but for Monster Hunter, a meta-build is designed for the fastest clear time with the highest chance of success. This can vary depending on a build’s pilot, but that specific pilot might not be well-practiced yet and may need additional comfort. Speedrunners desire specific builds and optimal scripts based on the matchup, but a non-runner focuses on tactics more than strategy. Meta-builds marry these different thought processes. What dictates comfort? In essence, any skill that makes playing more user-friendly. Skills that improve durability are comfort but are also negated by their necessity. With Dual Blades in Wilds, hunters now use the Demon Gauge often to use Demon Flurry and Blade Dance, making Focus and Power Prolonger more useful. Power Prolonger also increases the Demon Boost Mode duration, making it significant. Evade Window synergizes with Adrenaline Rush and Perfect Dodging, and Constitution enables us to dodge more often. Team Leviathan has decided to forego comfort skills for the time being until it becomes apparent when one becomes relevant. It is up to the reader if they wish to drop skills for additional support. Yes, this guide can be considered “opinionated,” but this is not a critical assumption. The article intends to balance both sides harmoniously and offer an optimal experience for the hunter. Hunters who wish to build around specific monsters need to consider modifying a build for that specific target; this article is meant to universally tackle all monsters (Pilgrim2092). Another important point to keep in mind, to understand builds and reasons we take certain skills, is “uptime”. Some skills are passively active from the get go such as Attack Boost which is present at all times, while some need to be triggered like Adrenaline Rush which needs hunters to actively dodge enemy attacks or Agitator which requires the monster to be enraged, thus, they aren't active whole hunt and we can’t make calculations based on 100% uptime for them: it wouldn’t be realistic, making skills look more important than what they actually are. Two main skills we look for proper uptime is Agitator and Adrenaline Rush. Agitator depends on how fast and how long the monster is Enraged while we are hunting it. If the monster is not enraged due to not reaching damage threshold, due to being tired, or due to special mechanics, Agitator value is effectively 0 raw and 0 affinity, so in cases of Guardian Monsters, it would be better to run something else since uptime will be really low, or in case of Zoh Mama, it is activate at all times on last phase. Enrage no longer has a cooldown period post-Enrage in Wilds, making Agitator and enrage more difficult to gauge (Bro4U &amp; Pilgrim2092). Adrenaline Rush will always depend if we keep dodging enemy attacks, like we should since it also helps our Demon Boost Mode uptime. It's worth emphasizing that it will not be able to be refreshed while it is active; there could be moments where we dodge an attack but Adrenaline Rush is already active and about to end, thus losing the buff for some time until we can dodge again. For multiplayer, it is important to mention that uptime for Adrenaline Rush could be actually lower, due to the monster focusing another player and not being able to dodge the attack or teammates using traps, paralyze, mounting, etc (Bro4U). As things get more complicated, it is better that we are up front with uptimes. The uptimes the team expects are (Pilgrim2092): Adrenaline Rush: 75% (85% if the hunter has Razor’s Edge I/II enabled) Agitator: 75% Burst is always maxed Coalescence: 0% (38% if the hunter has Black Eclipse I/II enabled) Convert Element: 50% Counterstrike: 50% Elemental Absorption: 50% Frenzy onset is expected to last 20 seconds with Black Eclipse I/II enabled) Latent Power: 40% Leviathan’s Fury: 40% (50% if the hunter has Azure Bolt II enabled) Seregios’s Tenacity: 50% 1.4 - tl;dr what changed? Title Update 2 (July 4/5th, 2025): New weapon skills have been added. Bladescale Honing adds +6 unique points maximum of Sharpness to the gauge whenever the hunter successfully dodges an attack. The points are unique because they influence the Sharpness Multipliers. Instead of whatever Sharpness Colour the weapon is at, the Sharpness Multipliers change to x1.4 Raw and x1.25 Element. Convert Thunder Resistance is simple and effective. For each point of Thunder Resistance, add +4 Thunder. There are lots of ways to gain Thunder Resistance, so this becomes powerful quickly. New Set Bonus skills have been added. Usually, Adrenaline Rush lasts about thirty seconds. With Razor’s Edge, the skill’s duration changes to 45 seconds, as well as allows one reset with another successful dodge. With the second bonus, the hunter also receives a x1.05 Raw increase on the second dodge. Azure Bolt is a mix of Scorcher and an Affinity bonus. Azure Bolt I’s damage trigger is 30 plus Thunder hit zone multiplied by 0.7, while Azure Bolt II’s damage trigger is 60 plus Thunder hit zone multiplied by 2. The Affinity bonus is +15% and lasts 20 or 30 seconds respectively. After the Set Bonus fades, there is a 30 second cooldown before triggering again. Lots of changes to moveset. Motion Value buffs, Element and Status Multiplier nerfs, movement speed increase, Demon Boost Mode changes (now x1.15 Raw and x1.3 Element), one new action, and attack speed increase. Title Update 1 (April 3rd/4th, 2025): Corrupted Mantle is nerfed. who would have guessed Raw multiplier is nerfed from 10% to 5% and Affinity is nerfed from 30% to 10%. The duration is also reduced from 120 seconds to 90 seconds. On top of it, all of the additional attacks had their Motion Values, Element Multipliers, and Status Multipliers cut in half. Saying this, the mantle is still good. Other mantles received duration and other various buffs. If hunters are comparing Evasion Mantle to Corrupted Mantle, be aware that only its use duration is buffed, not its damage duration of 10 seconds. New weapon skills have been added. Depending on conditions, Slicked Blade can add either 0% up to a maximum of 30% Affinity. As cool as it is, it is extremely strict. The hunter has to be hunting in the rain, waterblighted, or in a body of water, and/or have been hit by one of Mizutsune’s bubbles or have Bubbly Dance II. Whiteflame Torrent is an oddball skill. It activates only on specific moves and is a flat 50 damage trigger. When equipped alongside Scorcher, it completely modifies how the skill functions. The formulas look like so: Scorcher I &amp; Whiteflame Torrent = 60 * (1 + ((Fire hit zone / 100) / 2)) Scorcher II &amp; Whiteflame Torrent = 80 * (1 + (Fire hit zone / 100)) New Set Bonus skills have been added. Dodging with Bubbly Dance II enough times triggers the hunter to have minor bubbleblight, which is useful for Slicked Blade and Coalescence. Yet, for some reason, the Mizutsune armour does not have Resuscitate which would have made great use of the skill. Like its predecessors, Super Recovery allows the hunter to regenerate health beyond the red portion. Nothing cool to mention here. It is pretty slow. Be aware that Recovery Speed only works on the red portion of the health gauge. New Group skill has been added. Guts (Tenacity) is Felyne Moxie as a Group skill. The hunter can survive a strong hit if their HP is beyond a specific threshold. It also modifies Attack and Defense based having either yet to trigger the lethal threshold and after. Before is +5% more Raw and -5% less Defense, and after, +5% more Defense and +3 additional Elemental Resistance. Skills with “Flayer”-like functions have been reworked. Supposedly, after one hit with a trigger-able move, a three second cooldown occurs before the next trigger can happen. Each time a trigger fails, the odds of a successful occurring doubles, starting at 25%. The third trigger will always succeed. 2 - Endgame Sets Alright, so how has Title Update 2 spiced up Dual Blades? To begin with, no, Black Eclipse I is still a thing when considering builds with Tiltkreise. Yet, the first smithable Dual Blades to overcome the Artian threshold has made an appearance! Say hello to Levin Acrus. May its reign be long and healthy. Tiltkreise sets mix Black Eclipse I and Azure Edge I, mostly for their Affinity bonuses. Levin Acrus is hungry for Thunder Resistance, so it prefers Rey Dau γ armour for Guts (Tenacity) Group skill, as well as Lagiacrus armour for Azure Edge. Both of these sets have high Thunder Resistance. Black Eclipse I is used for its ability to self-inflict Frenzy Virus. The reason for Frenzy is the built-in Affinity bonus it gives when Cured, and the easy-to-insert Lv 1 decoration “Sane Jewel” gives the new skill Antivirus which when maxed, provides +10% Affinity during the Frenzy-Cure status. Coalescence also activates after being Cured of Frenzy for thirty seconds, which activates a +10% Element boost. A quick explanation of Critical hits: When should hunters start using Critical Boost over Critical Eye? When the hunter has a consistent Affinity of 34% and above. With the above skills, hunters now will get a better damage average from Critical Boost. Burst Lv 1 is mandatory; the first hit, it is inactive. The following four hits grants +5 Raw and +30 Element, and then any further hits add +8 Raw and +40 Element. Damage skills prioritized are Weakness Exploit and Adrenaline Rush. The former grants +30% Affinity on 45 Sever hit zones and an additional +20% Affinity on wounds at Lv 5, while the latter grants +30 Raw at Lv 5 whenever the hunter successfully dodges an attack. Adrenaline Rush activates under the same conditions as a Perfect Dodge making it an important synergy skill. The buff is a little easier to activate than Perfect Dodge but cannot be reactivated while it is triggered like Demon Boost Mode. Although ignored in previous guide versions, Counterstrike and skills like it shall be considered from now on. When the hunter is knocked back, the hunter receives a +25 Raw increase at Lv 3. This skill is extremely easy to slot in and does a weird amount of damage for what is essentially a band-aid skill. The best infusions and reinforcements are to max Attack Infusions, four Attack Reinforcements, and one Sharpness Reinforcement. Unfortunately due to the changes to Dual Blades moveset, Element was nerfed enough to make it actually the worst Reinforcement. Reinforcement preferences go from Attack, to Affinity, to Element now. The last thing to mention is whenever there are empty Lv1 slots left over. These slots can be filled with whatever the hunter desires, though the team advises either Constitution or Marathon Runner (Pilgrim2092). 2.0 - READ ME BEFORE LOOKING AT SETS The sets listed here are endgame sets. It is expected that you have at minimum defeated Arkveld in High Rank and are at HR31. If you’re looking for progression sets, check 4.1 - Progression Sets. There is no best universal Dual Blades set. Each set below is tailored for specific foes. It is time to get good, son. Weakness Exploit is not good in every matchup. For monsters like Gore Magala, it may be smarter for the hunter to use a Mind’s Eye set. This is up to the hunter, but the primary sets for meta Dual Blades are immediately below. For those who do not wish to use Weakness Exploit, go to 3 - Mind’s Eye Sets. For monster matchup tips, refer to the Endgame Sets. Heroics are not suggested in any of the meta-templates. It is an extremely powerful boost but requires the hunter to play very dangerously. None of the sets listed will be using Flinch Free Lv1. What does this do? It prevents you from being tripped, which can be super helpful in multiplayer if you are getting side-swiped by teammates. Should you be adding it? It’s up to you. Demon Mode has built-in Flinch Free Lv1, but outside of it and with poor stamina management, there’s a good chance getting tripped can get you carted. It’s definitely a skill worth considering. While this guide covers what Elements you should be using against each monster, you should consider using Kiranico’s website for a general look on hit zones. There is also a 4.5 - Cheat Sheet at the bottom of the article. 2.1 - Fire ~ Tiltkreise

Most monsters in Monster Hunter Wilds are weak to Fire. There is not too much to be said about Congalala, Blangonga, Gypceros, or Gore Magala. These fights are mostly “aim for the head” type fights when the hunter can, each tends to maneuver around the arena a lot. Doshaguma and its Guardian variant also have a weak head hit zone, but due to their stature, it can be difficult to reach. The hunter should aim for the forelegs with the intent of reaching the head. For the Temnoceran encounters, Lala Barina and Nerscylla, the brunt of your attacks should be focused on their abdomen. It is a large target with good hit zones. If a Wound appears on the legs, they will provide a valuable topple when the Wound is popped. It is recommended to not Focus Strike these Wounds. Break them normally with attacks as the Focus Strike swings the hunter around too much to take full advantage of a leg break topple. The hunter should generally avoid Focus Striking Lala Barina especially, as it has an annoying spore spread mechanic that will paralyze the hunter if they touch them. Focus Strike often causes the hunter to get paralyzed through its violent swings as the spores are also in the air (July &amp; Pilgrim2092). Gypceros is the original Tzitzi-Ya-Ku, but more fun. It will play dead, but hunters will not fall for it (we hope). Be aware that when Gypceros begins its flash attack animation, the head can be Focus Striked and cancel the animation. Destroying the beak will also cause the flash attack to fail (Pilgrim2092). Jin Dahaad is a mini siege battle with multiple phases and a rather large health pool. The primary tactic will be to topple Jin multiple times by breaking the legs repeatedly and taking advantage of topples by hitting favorable hit zones. Each of Jin’s legs can be broken twice. When Jin is toppled, the hunter should focus on breaking Jin’s various weak hit zones. The Tail Plating, Abdominal Plating and Head Plating can each be broken once, exposing the Large Plating on his upper back. When the Lg. Iceplate on his upper back is destroyed, Jin loses the ability to use a majority of his cold based moves. In addition to turning off his moves, each Plating is a 95/20 hit zone until destroyed (Head is 75/20). When all 4 platings are destroyed, the hunter should focus on either the Abdominal Plating or Lg. Iceplate for the rest of the fight during downs (75/10). The Lg. Iceplate cannot be destroyed until after Jin does his ultimate move, as such a hunter can take advantage of that 95/20 Weak Point far more than intended. Jin has forced health transitions and will stop taking damage at 90% life and move to the second area. At 68% health, Jin moves to the 3rd area, and at 40% to the last area. As such, it’s recommended to hold onto the corrupted mantle until one of the later stages. Focus Strike is actually not a bad move here, as it forces a knockdown and deals quite a bit of damage (Slott). One quick note about Jin Dahaad is that almost all of its body is not weak to any Element and is Raw favoured, the only areas where a Fire weakness appears are the head and the two separate iceplates when toppled. Since for the majority of the fight hunters will not be wailing on its head, they should consider Raw related skills for this matchup such as only 1 level of Burst and more levels of Adrenaline Rush and including Weakness Exploit and Agitator. It is also recommended to either use Fire DB with the Raw favoured armour skills (No Blaze Jewel, use Critical Jewel instead) or start with Blast and switch to Fire during the first or second transition (July &amp; Slott). A triumphant roar for the Lagiacrus fans as it finally returns in 4k glory. This fight has an underwater portion that this guide will not go into depth. As for the fight on dryland, Lagiacrus’ juicy hitzone is the chest. The body part that is beneath its long neck. You will find yourself constantly hitting this as Lagi’s head is too high or too long to reach (the hitzones are also worse). Focus on wounds whenever they present themselves. An additional hitzone can be its back spikes where you will see Lagi uses it to charge electricity. If you are able to land hits on this zone, you will topple it on a break and you will additionally be able to damage it more. These backspikes are the best hitzones for Lagi but you will not always be able to hit them. While it may be tempting to focus strike the long lizard of the shocking torrents when weakpoints present themselves, it is still not recommended unless you can guarantee you will end up at its face instead of its tail or if you really really REALLY need breathing room. The damage of our spineride is still too low to consider as a proper damaging combo. As for movesets, just pay attention to the head movements. Those give the biggest tells on which moves it will be doing. Lagi has a few AOE electric attacks that are heavily telegraphed and easily avoidable (July). 2.2 - Water~ Tiltkreise

守护黑炭凶爪龙是这几只怪物中最常规的对手,其头部拥有极高的40水属性肉质。猎人应始终尝试瞄准它的头部。守护系怪物在使用发光爪击攻击地面时会产生额外爆炸,并造成龙属性异常状态。猎人必须对这些攻击做好准备,避免过早或过近地进行回避。其他战斗则有所不同。 由于阿贾拉坎和努乌德拉的招式与身体结构设计,猎人应优先攻击它们的手臂/触手。对于阿贾拉坎,即使在其倒地时,猎人也应始终瞄准手臂,因为手臂拥有更高的物理和属性肉质。在努乌德拉(Nu Udra)身上,猎人应瞄准其巨大的手臂/触手,有机会时优先攻击头部/口部。 对于非守护兽的兽脚龙,如奎玛特里斯(Quematrice)和隆波波洛(Rompopolo),攻击头部是首要目标。这两只怪物的尾巴也有易伤区域,因此有机会时应优先集中攻击这些部位。守护兽雷颚龙(Guardian Fulgur Anjanath)的战斗主要围绕腿部展开。猎人应瞄准并破坏雷颚龙的腿部使其倒地,然后在有机会时猛击其尾巴、翅膀或头部。 铠龙(Gravios)可能是双剑最容易对付的对手。由于水属性弱点异常明显,格拉维欧斯坚硬的外壳很容易被猎人高元素伤害的输出击碎。要最快击败格拉维欧斯,猎人应瞄准它的腹部。最终,腹部会被破坏并留下一个永久性的攻击破绽(Pilgrim2092)。 2.3 - 雷电 ~ Tiltkreise

Oh my lord, is this a set that does not use an Artian weapon!? Yes, indeed! Levin Acrus has overcome this stupid threshold! How? Convert Thunder Resistance is REALLY strong. With it, it steals the Hirabami matchup from Fire Tiltkreise. The armour pieces that come with Guts (Tenacity) and Azure Edge I each have 4 Thunder Resistance, allowing us to push the meta forward. Make sure to eat a village meal! Chatacabra and Balahara are a couple of the earliest new monsters in Monster Hunter Wilds and are designed to be tutorials. Chatacabra’s whole body is weak and is designed to teach hunters what a good hit zone looks like. Balahara is also designed to teach hunters to Focus Strike on certain attacks — When it opens its mouth, a red aura will appear and offer an opportunity for the hunter to Focus Strike and knock it down. The area Balahara likes to rest in also has a fixed event where it tries to climb fulgurite and attack hunters with projectiles. The hunter can pull the fulgurite down with the slinger and cause the Balahara to fall with it. Uth Duna has one of the most unusual mechanics in Monster Hunter. The apex leviathan has unusual modifiers applied to its veil which covers most of its body. It can be identified when the hunter sees their damage score as light blue with a shield symbol beside it. The veil is a super weak hit zone that’s Raw values are modified to become significantly less (the 90 Sever hit zones become 25.714 for Dual Blades). Every attack on the veil will trigger hitstop, which can be quite irritating. Element values are unaffected by the modifier. Due to being a weak hit zone, Weakness Exploit works on it but Mind’s Eye does not. The hunter’s goal is to remove the veil by attacking it so they can reach the hind legs, forelegs, and torso areas. If Uth Duna dives into the river or the lake to retreat, hunters should pay attention to collapsible roofs. Pulling it down should force Uth Duna out of the water and knock it back for a time. Hirabami is probably the most irritating monster. Due to its levitation and unusual rhythm, it makes hitting it quite difficult. Most of its body is weak, so the strategy is to get it on the ground and keep it there (Pilgrim2092). Mizutsune’s weakest hitzone throughout all phases is the head, which takes significantly more Raw damage but less Element than the rest of its body. Due to how much of our damage comes from Raw, hunters should focus on the head when possible. After entering soulseer mode (glowing blue eye), Raw damage improves substantially on the rest of its body, so the damage loss from hitting other parts becomes smaller. While still receiving less damage than the head, hitting the front claws will cause topples when they break, and the tail is severable. Mizutsune is very agile and aggressive, and its tempered version becomes one of the hardest hitting monsters in the base game, capable of one shotting with its tail slam. Hunters should get used to utilizing Demon Flurry I to gap close and shorten their combo lengths to be ready to dodge incoming attacks. Bubbles can also be used to easily trigger perfect dodges by dodging into them, since you will enter the hitbox while i-framed, triggering it at no risk if spaced properly (OreoPancakes). Seregios’ fight has gone through multiple iterations across the series. This time in Wilds, we are focusing on the legs. The legs have the best hitzones and also force topples on wound and part breaks. The legs are your one and only target. Against tempered versions, the tempered wounds might be an alternative but these will only create topples rather than allow for proper damage. If, by the grace of bad rng, you find yourself unable to hit the aforementioned chicken feet, then the chicken head is a serviceable alternative for that moment. The fight itself boasts some new moves that will require you to manage stamina much more efficiently as Seregios loves to use multi-hit combos. Many of these moves will force bleed so this fight truly tests your ability to manage stamina and time your perfect dodges. Use flash pods if you find yourself struggling against Steve. These help to keep it focused in one direction; just keep in mind that flash pods do not topple Steve as long as they do on Rathalos (July). Seregios is a perfect fight to practice getting used to Demon Dodge -&gt; Blade Dance II -&gt; Blade Dance III, as many of its final attacks in its sequence will land it in close proximity to you, under the assumption that you actually managed to dodge that attack (July). 2.4 - Ice ~ Tiltkreise

雷道的主要受击部位一如既往是头部。在释放一次闪电攻击后,其头部会出现红色 aura(气场),此时猎人可进行蓄力一击,使雷道短暂倒地。但可惜的是,由于雷道体型较长,猎人在骑乘其背部后往往难以调整到理想位置。当雷道位于巢穴时,猎人需留意上方,那里有可坠落的崩塌式龙击炮,能对毫无防备的雷道造成打击。风漂平原生态区的许多区域都有类似的机关。 徐武对冰属性极为脆弱,但这种头足类怪物滑溜的动作仍会给灵活移动的猎人带来不少麻烦,猎人需要频繁调整位置。徐武的大部分受击部位都比较脆弱,若将其掀翻,其腹部中央则是超级弱点。无论是狂暴状态与否,大怪鸟的小小身躯几乎全是攻击判定区。猎人最好多加小心,因为它的单次攻击通常就能将猎人击飞。首选攻击部位是它的头部。它的生命值通常较低,所以只要猎人稍微留意这只鸟龙种的攻击倾向,战斗应该会很快结束(Pilgrim2092)。 2.5 - 龙 ~ 倾斜角度

Arkveld是猎人最常狩猎的怪物之一,对于属性武器而言是个棘手的对手。在常态下,它的属性弱点部位是游戏中最差的之一,唯一值得注意的只有头部(5点)。它对龙属性的弱点只有在伤口出现时才会真正显现。Arkveld锁链上的伤口是其所有身体部位中承受伤害最高的。 雌火龙与雄火龙是经典回归的飞龙种怪物。和往常一样,它们会使用毒和火球攻击,这是激活恶魔强化模式的绝佳时机。雄火龙似乎更喜欢空中作战,因此猎人应抓住任何击倒它的机会全力输出。有时,当雄火龙处于空中时,若使用 blade dance(剑舞)对其攻击,镜头会拉远,能看到雄火龙在原地挣扎。在此状态下持续攻击它,它就会倒下并露出巨大破绽——类似于投掷闪光弹的效果。 守护雌火龙与普通雌火龙有着相似的特性,同样会被击落。守护亚种的大部分爪击都会引发爆炸,还会用龙奶生成结晶。这些结晶在接触火球后1秒便会爆炸,只要掌握好爆炸时机,就能稳定触发恶魔强化模式(KreaTV1)。 祖希艾是一场多阶段战斗。该怪物在战斗开始时全身覆盖着“Wylk”,因此受到的伤害会降低。在此阶段攻击时,它会生成威尔克水晶。猎人可以用在场地内拾取的元素弹破坏这些水晶,使其爆炸并造成元素伤害。有时这样做会迫使佐赫倒地,猎人也可借此机会触发恶魔强化。猎人应优先攻击它的翼臂和头部。 战斗后期,它会显露体内的黑龙,开始使用火焰攻击。同时,当它显露黑色部位时,这些部位对龙属性伤害更为敏感。对佐赫造成更多伤害后,它会飞到场地中央,并在全场生成威尔克水晶。猎人应尽可能多地破坏水晶,以在大范围蔓延的火焰吐息中创造尽可能多的安全区域。在这段过场动画式的攻击后,竞技场会生成两个神社碎片,猎人可将其击落并砸向佐赫(Zoh),使其倒地并造成大量伤害。在战斗的最后三分之一阶段,它会褪去所有维尔克(Wylk) armor,使猎人更容易对其造成大量龙属性伤害,并且它会使用红色闪电攻击(Refia❤️)。 3 - 心眼套装 心眼套装优先考虑物理伤害加成,而非属性或会心。由于恐暴龙(Seregios)的“不屈”技能拥有众多强力技能,因此它最终成为不依赖弱点特效的最佳配装选择。元素与属性强化最终表现欠佳,这是由于“心眼”技能极大地提升了物理伤害。考虑到“心眼”的适用情况,“雷光迅斧”并非主流选择。不出所料,就像“熔山龙”宣传的那样,所有套装看起来都一模一样。 简单解释一下“心眼”的机制:当攻击部位的肉质值在44及以下时,该技能就会触发。当猎人预计难以攻击到优质肉质区域时,就应该使用这些套装。“心眼”等级3时,会额外增加1.3倍物理伤害。这个增益能让像“ Gore Magala”这样艰难的战斗变得顺利许多。 3.1 - 火 ~ Tiltkreise

3.2 - 水 ~ 倾斜圆(Tiltkreise)

3.3 - 雷鸣 ~ 倾斜圆环(Tiltkreise)

3.4 - 冰 ~ 倾斜圆(Tiltkreise)

3.5 - 龙 ~ 倾斜圆环

4 - 流程、招式表、速查表与常见问题 4.1 - 流程阶段 《狂野之心》的流程体验总体较为流畅,但老玩家会注意到前期雷属性和冰属性的装备较少。雷属性装备要到猎人进入最终流程阶段才会变得重要。剧情节点会限制猎人在事件结束前无法休息,而且下位任务的开放度并不像想象中那么高。直到上位任务的最终Boss被击败后,世界才会真正开放。尽管各阶段的装备套装都是针对游戏特定部分优化的,但猎人应将这些套装模板视为里程碑,并在感觉到难度提升时对其进行升级(Pilgrim2092)。 初始下位装备(从开始到击退UTH DUNA)

击败土砂龙后,早期最强的双剑是土砂迅刃Ⅰ。游戏此时没有值得期待的主要 armor 部件。所选的 armor 会对耐力有所帮助,但优化方面基本也就这样了。击退火山龙后,猎人将开始发现有用的属性选择。 中下位装备(至黑炎龙被击败)

公会骑士 saber 是极为强大的双剑,在大多数情况下都堪称最佳选择。奎玛特里斯·西莱克斯 II 能应对部分场合,但有一种观点认为,猎人仅凭水属性双剑就能轻松度过游戏的这一阶段。 下位毕业装备(直至下位结束)

到目前为止,双剑一直没有值得期待的重要防具技能。现在,时机已到——“爆发”(Burst)是双剑最核心的技能。该技能的强度过高。猎人还能利用“黑狼鸟”套装的套装效果“爆发强化II”(Burst Boost II)。有了这套装备,猎人已为挑战下位最终Boss做好充分准备。 上位初期装备(直至讨伐“狱狼龙”)

进入上位后变化不大。猎人可以制作白速龙β套装来获得“ agitator”技能,以及“反击护符I”来获得“肾上腺素”技能,在重新进入龙人族遗迹之前基本就是这样了。“肾上腺素”会在猎人闪避攻击时激活,因此与双剑的配合效果很好。 中上位装备(至击败Arkveld)

随着新版守护者乌木盔甲的推出,猎人有了装备“肾上腺素激增”的空间。需要注意的是,此期间可获取雷电双剑,但在任何战斗中都派不上用场。 游戏后期前的高等级装备

这是猎人获得终局装饰品和工匠武器前的过渡装备。仅考虑可制作或熔合的装备。 4.2 - 弱点与创伤 虽然前作中存在对应怪物正常、激怒和破部位等状态的肉质值,但《怪物猎人:荒野》引入了两种新的不同状态: 创伤 - 每个肉质部位的创伤次数有限。猎人会看到白色创伤形成,随后变为红色创伤,接着形成结痂。一旦结痂出现,该部位在一段时间内无法产生新的创伤。 红色创伤在破裂并形成结痂前,会根据创伤肉质值受到额外伤害。红色创伤也可成为集中攻击(Focus Strikes)的目标。破坏特定的红色伤痕、对伤痕使用蓄力攻击,或破坏强化伤痕,通常会迫使敌人倒地。 弱点——在特定条件下,敌人的受击区域会在专注模式中呈现红/粉色发光效果。这是一种额外的受击区域状态,通常会使敌人受到额外伤害。例如金·达哈德的装甲(破坏前为一次性弱点)以及各种吐息攻击。这些区域在特定持续时间内会受到显著更高的伤害,之后恢复为非弱点状态。 猎人应利用这些伤痕和弱点,这可能会缩短狩猎时间(Slott)。 4.3 - 腐化披甲 在讨论连招和招式前,需要先介绍腐化披甲。免费标题更新1对该披风进行了大幅削弱,同时延长了其他所有披风的持续时间。其强度基本减半,活跃时间比以前减少了30秒。这一改动旨在让猎人能更自由地选择披风,避免某一款披风成为无可争议的最佳选择。不过,它仍然是双剑最高的伤害增益来源,但如果猎人能保持足够的 uptime(持续生效时间),在较长的战斗中回避披风也值得考虑(KreaTV1)。 该披风的明显效果是根据类似爆发的机制增加0-5%的物理伤害和5-10%的会心,一旦激活且披风仍在生效,这些加成就是永久性的。披风持续时间为90秒。它还会为基础攻击增加额外的打击次数,例如圆形斩连击、六重连击和恶魔乱舞冲刺。而像 blade dance(剑舞)或恶魔乱舞这类更复杂的攻击则不会获得额外打击次数(Pilgrim2092 & KreaTV1) 对于想要突破主流配装的速通玩家来说,有一些有趣的方式可以利用这件披风。“腐化连击”(在相应章节中会详细说明)能让猎人保持在狱魔形态,因此不会消耗耐力。这为“极限会心”的各种操作提供了可能性(Pilgrim2092)。 此外,无需收刀即可装备或卸下披风。只需按住前L键并按下后R键即可切换披风的开启或关闭状态。这在战斗中尤其有用,能让战斗更加流畅(KreaTV1)。 4.4 - 连击与招式

Just button mash lul. /guide. (I'm kidding.) The Basics Dual Blades are a relatively simple weapon that play extremely reactionary. If hunters button mash, they will get locked into more lengthy animations and probably get punished for it. A good majority of basic moves flow into each other really well, including interrupting combos to dash out of the way. Stay mobile, reposition, and keep up the pressure. The standard combo is done by pressing Up Face Button/Left Click three times. In standard stance, press Right Face Button/Right Click to use Lunging Strike. To activate Demon Mode, press Rear R/MB4. In Demon Mode, Demon Flurry Rush used by pressing /Right Click by itself. Press Right Face Button/Right Click multiple times to use Left or Right Roundslash. Blade Dance is activated by pressing Up and Right Face Buttons/Left and Right Click simultaneously. In Monster Hunter Wilds, things get quite a bit more complicated. Managing the Demon Gauge Underneath the Sharpness Gauge is the Demon Gauge which is a total of 100 points. The Demon Gauge is used to activate Archdemon Mode which replaces the standard stance. Blade Dance and Demon Flurry also use up Demon Gauge, making it more important than ever. When in Demon Mode, hunters can use Sixfold Demon Slash Combo, Demon Flurry Rush, and Focus Strike: Turning Tide to fill the Demon Gauge. The gauge will also be filled whenever popping a Wound with the Focus Strike. Below is how much each move fills the gauge by: Sixfold Demon Slash combo (61.5) Demon Fangs = 7.5 Twofold Demon Slash (R) = 5 Twofold Demon Slash (L) = 5 Sixfold Demon Slash (L1) = 2.5 Sixfold Demon Slash (R1) = 2.5 Sixfold Demon Slash (R2) = 7.5 Sixfold Demon Slash (L2) = 7.5 Sixfold Demon Slash (L3) = 12 Sixfold Demon Slash (R3) = 12 Demon Flurry Rush (20) Demon Flurry Rush (R1) = 2.5 Demon Flurry Rush (L1) = 2.5 Demon Flurry Rush (R2) = 2.5 Demon Flurry Rush (L2) = 2.5 Demon Flurry Rush (R2) = 5 Demon Flurry Rush (L2) = 5 Rising Slash (5) Rising Slash = 5 Double Roundslash (37.5) Spinning Slash (1) = 2.5 Spinning Slash (2) = 5 Spinning Slash (3) = 10 Double Roundslash (1) = 5 Double Roundslash (2) = 5 Double Roundslash (3) = 10 Focus Strike: Turning Tide, no Wound (5) Focus Strike: Turning Tide (R) = 2.5 Focus Strike: Turning Tide (L) = 2.5 Perfect Dodge (7) Perfect Dodge (R1) = 1.5 Perfect Dodge (L1) = 1.5 Perfect Dodge (R2) = 2 Perfect Dodge (L2) = 2 Screw Slicer (14) Screw Slicer (R1) = 2 Screw Slicer (L1) = 2 Screw Slicer (R2) = 2.5 Screw Slicer (L2) = 2.5 Screw Slicer (R3) = 2.5 Screw Slicer (L3) = 2.5 Filling the Demon Gauge is very important. With Archdemon Mode, hunters gain Demon Flurry and Demon Flurry Rush. Without Archdemon Mode being available, stamina management with switching between Demon Mode and standard stance is much more difficult, as the /Right Click attack is just the average Lunging Strike. More importantly, there is Dual Blades’ new bread and butter. Dual Blades users' new main tech is mixing Demon Flurry and Blade Dance. To use, Demon Gauge is required, although being in Archdemon Mode is not. On using either of the moves, the Demon Gauge is reduced by the below values: Blade Dance I = 5% of Demon Gauge Blade Dance II = 10% of Demon Gauge Blade Dance III = 15% of Demon Gauge Demon Flurry I = 5% of Demon Gauge Demon Flurry II = 10% of Demon Gauge Managing the gauge is the lifestyle of the Wilds Dual Blades hunter. Focus and Power Prolonger help significantly with maintaining Blade Dance and Demon Flurry’s high damage per second, but learning effective strategies through knowledge of each combo give and take, and practice will propel the hunter to great success! Absolutely Perfect Shrouded Dodgy Adept Vault of Evasion… &amp; Screw Slicer In either Archdemon Mode or Demon Mode, Down Face Button -&gt; Up Face Button In either Archdemon Mode or Demon Mode, Space Bar -&gt; Left Click Moves: Demon Dodge (turns into Perfect Dodge if conditions are met) -&gt; Screw Slicer Motion Value Total: 22 (Perfect Dodge) + 55 (Screw Slicer) Element Multiplier Total: 1.2 (Perfect Dodge) + 2.6 (Screw Slicer) Hit count: 3 hits (Perfect Dodge) + 6 hits (Screw Slicer) Silly names aside, Perfect Dodge is Dual Blades most important new tool. It is a repeatable dodge that requires good timing and to connect with an attack hitbox. What is meant by repeatable is that the only cooldown is the hunter’s stamina, for there is no Hunter Art or Wirebug cooldown. It also activates Demon Boost Mode, which is a buff that triggers a 20% increase to the hunter’s Raw stat and a hidden 20% Element post-multiplier for 24 seconds. The hunter’s red aura will be replaced with a blue aura. If the hunter sheathes, Demon Boost Mode will wear off. If the hunter successfully Perfect Dodges while in Demon Boost Mode, a few seconds is added to the buff timer. The other cool tech with Demon Boost Mode is that it turns Demon Dodge into an attack and changes the followup attack to Screw Slicer, increasing Dual Blades mobility. Learn the monster’s behaviour and timings and the hunter will become the greatest of mosquitoes!

剑刃乱舞 在恶魔模式下,上+右面部按键→上+右面部按键→上+右面部按键 在恶魔模式下,左键+右键→左键+右键→左键+右键 招式:剑刃乱舞I→剑刃乱舞II→剑刃乱舞III 总动作值:393 总元素倍率:20 连招持续时间:5.39秒 命中次数:27次 剑刃乱舞获得了一项有趣的实用性强化——通过反复点击上+右面部按键,猎人可以延长连招,造成极高伤害。此连招较长,最适合在怪物倒地时使用。该连招的另一大优势是磨损度较低,使得猎人最强的通用连招同时也是最不浪费武器耐久的。安吉尔会为此感到骄傲。

乱舞刃 在 demon mode( demon mode)下,上+右面部按键→Rear R→Rear R→Rear R→Rear R 在 demon mode( demon mode)下,左键+右键→R→R→R→R 招式:刃舞 I→ demon flurry( demon flurry) I→刃舞 II→ demon flurry( demon flurry) II→刃舞 III 动作值总和:393(刃舞)+110( demon flurry( demon flurry)) 属性倍率总和:20(刃舞)+7.2( demon flurry( demon flurry)) 连招持续时间:7.25秒 命中次数:35次 《怪物猎人:荒野》中双剑的新核心机制是刃舞的模块化。这意味着什么呢?猎人在开始刃舞或 demon flurry( demon flurry)后,可以通过按下Rear R在连招中途切换至 archdemon mode( archdemon mode),反之亦然。他们也可以再次按下上+右面部按键来继续当前模式的连招。现在,猎人需要注意的是,这套连招的伤害效率并不高,但理解其机动性是重要的知识,因为它能让猎人重新调整位置。恶魔乱舞的损耗效率同样较低。

4.4 - 连招与招式(续) 魔空闪I接剑舞II & III 在魔化状态下,上+右面部按键 -> 后R -> 上+右面部按键 在魔化状态下,左键+右键 -> R -> 左键+右键 招式:魔空闪I -> 剑舞II -> 剑舞III 动作值总计:255(剑舞)+ 60(魔空闪) 属性倍率总计:10.8(剑舞)+ 4(魔空闪) 连招持续时间:4.14秒 命中次数:19次 猎人可能会问:“剑舞与魔空闪的最佳组合方式是什么?”答案是先使用魔空闪I,然后衔接剩余的剑舞连招。这种组合机动性最佳,能让猎人最快进入最强攻击状态。“恶魔乱舞II”的威力相当弱,因此“利刃之舞II”是更优的后续技能。猎人若想达到最佳伤害输出,应使用“利刃之舞”完整连招,或采用此技能。

八重腐蚀披风 恶魔模式下,上方向键→上方向键→上方向键 恶魔模式下,左键→左键→左键 招式:恶魔獠牙→二重恶魔斩→六重恶魔斩 动作值总计:116(六重连击)+14(腐蚀披风) 元素倍率总计:5.4(六重连击)+1.5(腐蚀披风) 连击持续时间:2.27秒 命中次数:14次 需求:装备腐蚀披风 腐蚀披风拥有为基础攻击附加额外攻击的特殊机制。许多标准连击都带有这些额外攻击,但没有像剑舞或恶魔乱舞那样复杂的招式。六重连击会额外增加两次攻击,从而实际变为八重连击。就每秒伤害而言,它对“六连”的提升不大,肯定比不上那些基础核心连招,但真正的亮点在于它能为“恶魔计量条”充能更多。

梗骑手 按住右后方键 -> 前右方键 按下Alt键进入专注模式 -> Shift键 招式:专注攻击:逆转浪潮 脊柱骑手招式回归,其对物理定律的突破更上一层楼。“按需召唤利维坦”在怪物即将撤退时非常实用,因为该招式通常能造成怪物僵直。猎人可使用《怪物猎人:崛起》中的“御龙飞翔”作为接近敌人的手段或触发“裂伤”状态,随后衔接“天彗龙刃舞”。从每秒伤害来看,这是一个表现平平的攻击,且往往会让猎人处于不利的站位。此外,该招式还存在一些bug,可能导致猎人向奇怪的方向飞行,并且与怪物的连接时间过长。不过,其优点是通常能填充三分之二的“鬼人槽”。

腐化连击 在恶魔模式下,上方向键→上+右方向键 在恶魔模式下,左键→左键+右键 招式:双重斩击→恶魔乱舞I 动作值总计:79 + 4(腐化披风) 元素倍率总计:5.2 + 0.6(腐化披风) 连击持续时间:1.31秒 命中次数:8次 需求:装备腐化披风 真正的新强力技巧是腐化连击。该连击速度极快,连击之间没有任何延迟。双重斩击还会使猎人向前移动一小步,因此站位很重要。其每秒伤害可与“恶魔乱舞I接剑舞II和III”的连击相媲美,只是略低一些。“腐化连击”不再是双剑猎人在长时间控制下的最强连招,但如果猎人希望节省恶魔槽,它仍是值得考虑的技巧。该连招仍需装备“腐化披风”才能生效,因此请在猎人能充分利用披风持续时间时使用此连招。

强化版剑舞 在恶魔强化模式下,下方向键→上+右方向键→上+右方向键 在恶魔强化模式下,空格键→左键+右键→左键+右键 招式流程:回避→剑舞II→剑舞III 总动作值:277 总属性倍率:12 连招持续时间:3.82秒 命中次数:18次 双剑猎人在Title Update 2中获得了新连招。若恶魔强化模式激活,猎人可在回避后直接衔接剑舞II!那么,该连招与其他剑舞变体相比表现如何?从DPS角度而言,恶魔乱舞I接剑舞II和III仍是最强的技术流派,但这一新增连招为快速爆发提供了另一个出色的手段。

投射器 按住左扳机键 -> 按下左摇杆 按住Alt键进入专注模式 -> 鼠标3键 投射器弹药是猎人必备的实用工具。猎人可能不知道的是,投射器可以在武器出鞘的状态下使用! 投射器目前有两个主要用途:使用闪光弹让飞行怪物坠机或暂时致盲怪物,以及使用引诱弹。引诱弹可用于将怪物引向环境陷阱、吸引其注意使其远离其他猎人,以及阻止它们撤退!过来吧!

4.5 - 速查表 鉴于当前…简单的游戏环境,默认猎人都了解双剑的最优配装中,不同颜色对应双剑的哪种元素属性…这些元素属性大多名称相同。

4.6 - Frequently Asked Questions Q: “Should I go Raw or Element?” A: (Really? C’mon man…) To quote the introduction, “Dual Blades are designed to utilize Element damage.” The hunter should prioritize Element sets and learn the appropriate matchups (Pilgrim2092). Q: “What if I want just one set?” A: Stop it. Q: “I don’t like the Artian Dual Blades, what do I use instead?” A: By crafting the final version of a weapon branch, you gain the option to layer your current weapon with the skins of that weapon branch (KreaTV1 &amp; Pilgrim2092)! Q: “I don’t like Protective Polish.” A: Cool, it is optional (Pilgrim2092). 👍👍 Q: “What's my skill priority?” A: In general for a mixed build in endgame, Sharpness comfort (durability should be 300 hits minimum or 120 hits minimum with Protective Polish), Burst Lv1, Adrenaline Rush Lv1, Weakness Exploit Lv1-5, Adrenaline Rush Lv2-5, Agitator Lv1-5, then Burst Lv2-5 (Pilgrim2092). Q: “Do I want X or Y Reinforcement on my Artian Element Dual Blades?” With Title Update 2, it is recommended to get one Sharpness reinforcement and as many Attack reinforcements as possible. This is followed by Affinity, then Element (Bro4U &amp; Pilgrim2092). Q: “I found a better set” A: There is always room to improve with your own preferences. These are just our recommendations for places to start making endgame Dual Blades’ sets (Pilgrim2092). Q: “I saw a speedrunner using X.” A: We appreciate the extreme proficiency runners have with their weapons, but you should not assume that the builds they use are the best possible builds because the said runner is using it. Use math and what applies to you to decide what you should build instead of simply copying that runner. They may be fighting with a different philosophy for that specific hunt (Pilgrim2092). Q: “I like to use X set/skill.” A: There is no wrong way to play. If you are having fun, you do not have to adjust to the uniform meta. Some people like to play in their own unique ways. As long as you are having fun, that is okay! That being said, if you are coming to a set guide for validation in your personal sets, we cannot really help you (Pilgrim2092). Q: “Should I use Flinch Free or Shockproof?” A: Completely up to you. Demon Mode has built-in Flinch Free. It will only be useful in the other stances, but is a valuable skill in cooperative play (Pilgrim2092). Q: “Dual Blades love to dodge! Why aren’t the sets using Evade Extender?” A: Evade Extender actually may make playing Dual Blades worse. You can absolutely get used to it, but more often than not, you will overshoot your destination (Pilgrim2092). Q: “Dual Blades love to dodge! Why aren’t the sets using Evade Window?” A: Evade Window is a fantastic skill! It is now a utility skill over a comfort skill, as it improves Demon Boost Mode uptime by improving your ability to dodge through attacks (Pilgrim2092)! Q: “Does Evade Window increase the Perfect Dodge window?” A: It does! Each level of Evade Window increases the base iframes by another 5% (KreaTV1). Q: “Do Dual Blades use Focus Mode?” A: While our Focus Strike Turning Tide, as further explained in the Combos and Moves, it is unreliable in practice, using just Focus Mode to aim your hunter’s attacks is a very strong new tool. Sixfold Combo and Blade Dance Combo should almost always be accompanied by Focus Mode (KreaTV1). Q: “Ok, so I want to be in Focus Mode all the time?” A: Hunters will want to operate in and outside of Focus Mode. Though there are lots of advantages in utilizing the Focus Mode during combat, it should not be turned on all the time. For example the move Screw Slicer (after a Perfect Evade) suffers from being used in Focus Mode because it’ll ignore directional input and always lunges toward the center of your screen. This is problematic after a Demon Boost Mode Dodge when trying to close the gap and the monster is not perfectly centered. It may therefore send off-target. To fix this, briefly disable Focus Mode before using Screw Slicer for better control (KreaTV1). Q: “When do I unlock layered weapons?” A: As soon as you complete any weapon branch (Pilgrim2092)! Q: "Why is Sharpness such a big deal?" A: It is because each tier of Sharpness increases Raw and Element via a multiplier. Getting to white is going to be the best source of damage for a lot of meta options. Sharpness loss mitigation is required because Dual Blades eat through Sharpness as an owl goes through tootsie pops. If you want to stay at your optimal Sharpness levels without stopping to sharpen too often, you're going to need the appropriate weapon skills (Pilgrim2092). Q: "Should I be using Dash Juice?" A: Up to you. Dual Blades can manage their Stamina pretty well in Wilds, even with the restriction of getting forced out of Demon Mode at empty Stamina, so it is not a necessary buff but can certainly help. Dash Juice reduces the effects of both the Stamina lost on evading, as well as Demon Mode’s continuous Stamina drain. It is a 25% Reduction to both, stacking with the skills Constitution and Marathon Runner multiplicatively. However, a fixed cap of 50% reduction is forced upon the stacking of the stamina reduction buffs. The buff provided by Dash Juice will therefore greatly decrease in combination with the highest level of either Stamina Skill (KreaTV1). Q: "What ingredients should I eat?" A: Hmm… This is a tough question. In the game’s current state, ingredients are difficult to come by without spending a bunch of resources and wasting lots of time. We would advise taking advantage of any Village meal event which occurs randomly and can be seen on the World Map, as they last an hour and offer the best bonuses for free. Otherwise, for now, just basic meals of Meat. We are meat lovers. If you are to optimize a meal, it would be Meat, Tumbler Meal (Hi), and whatever Secondary Ingredient sounds best for the situation (Pilgrim2092). Credits