安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








If you added the mod mid-playthrough or otherwise don't have one, you can get them by throwing a Dormant Experience Rune into Shimmer.
Non-ethereal Runes shouldn't be able to work on weapons with a higher (pre-reforge) rarity than the Rune.
Similarly, weapons should be incompatible with Non-ethereal Runes of a lower rarity than their own (pre-reforge). This is a means of balancing, as it forces higher tier weapons to require more XP to level up.
If you were trying Ethereal Runes, they ARE expected to work on anything. These are for letting players bypass the standard Rune mechanics should they desire/need to.
Runes should clarify what rarity of weapons do/don't work with them.
For balanced play, it is recommended you use NON-Ethereal Runes, which are set up such that higher-tier weapons have to use higher-tier Runes.
This makes it so that higher-tier weapons (Which earn XP faster since they deal more damage) have to earn more XP to level up than weaker weapons (Which earn XP slower since they deal less).
As previously mentioned, Ethereal Runes exist so you can get around the restrictions of other Runes like the Twilight Rune.
In most cases they will be OP, since they let you give powerful weapons very low XP requirements (or vice versa).
Ideally, they should be used in scenarios where a weapon has a rarity that forces it to use a much higher-tier Rune (and thus high XP threshold) than makes sense. A good example is weapons with modded rarities, as modded rarities default to the highest tier of Rune (that is to say, post-ML).