{
    "item.reliquified_artifacts.mimi_dust": "咪咪尘",
    "relics.description.anglers_hat.ability.catch": "幸运垂钓",
    "relics.description.anglers_hat.ability.catch.description": "每次成功捕获的鱼有 %1$s%% 的几率额外复制最多 %4$s 次.",
    "relics.description.anglers_hat.ability.catch.experience_source.catch": "每次捕获获得+1经验.",
    "relics.description.anglers_hat.ability.catch.experience_source.fish_eaten": "每次吃鱼获得+1经验.",
    "relics.description.anglers_hat.ability.catch.experience_source.treasure_catch": "每次钓到宝藏获得+1经验.",
    "relics.description.anglers_hat.ability.catch.rank_modifier.healing": "食用鱼恢复 %2$s 点生命值.",
    "relics.description.anglers_hat.ability.catch.rank_modifier.quick_bite": "食用鱼的速度加快2倍.",
    "relics.description.anglers_hat.ability.catch.rank_modifier.treasure": "有 %3$s%% 的几率钓到宝藏而非鱼.",
    "relics.description.anglers_hat.ability.catch.statistic.fish_caught": "捕获的鱼",
    "relics.description.anglers_hat.ability.catch.statistic.fish_eaten": "吃掉的鱼",
    "relics.description.anglers_hat.ability.catch.statistic.healing_restored": "通过鱼恢复的生命值",
    "relics.description.anglers_hat.ability.catch.statistic.treasures_caught": "钓到的宝藏",
    "relics.description.anglers_hat.description": "一顶饱经风霜的渔夫帽,浸透了盐分、海风与水边漫长等待的耐心.帽檐被阳光晒得褪色,布料仍带着河流与海岬的气息.据说,经验丰富的渔夫上岸时绝不会不戴这样一顶帽子——有了它,鱼线拉得更沉,渔获更加丰厚,有时从深水中浮起的,是远比普通鱼类珍贵得多的东西.",
    "relics.description.antidote_vessel.ability.antidote": "抗毒",
    "relics.description.antidote_vessel.ability.antidote.description": "施加于圣物持有者的所有负面效果持续时间减少%1$s%%.",
    "relics.description.antidote_vessel.ability.antidote.experience_source.negative_effect": "每受到一个负面效果,+1经验.",
    "relics.description.antidote_vessel.ability.antidote.rank_modifier.limiter": "圣物持有者身上的负面效果强度不能超过1级.",
    "relics.description.antidote_vessel.ability.antidote.rank_modifier.recovery": "负面效果结束后,圣物持有者获得%3$s秒内免疫同一效果再次施加的保护.",
    "relics.description.antidote_vessel.ability.antidote.rank_modifier.resilience": "每个生效的负面效果会使圣物持有者受到的伤害减少%2$s%%.",
    "relics.description.antidote_vessel.ability.antidote.statistic.damage_reduced": "因负面效果数量而减少的伤害",
    "relics.description.antidote_vessel.ability.antidote.statistic.negative_effects_received": "受到的负面效果数",
    "relics.description.antidote_vessel.ability.antidote.statistic.recovery_dodges": "阻止的重复效果施加次数",
    "relics.description.antidote_vessel.ability.antidote.statistic.reduced_effect_duration": "减少的负面效果总时长",
    "relics.description.antidote_vessel.description": "一个装满清澈药水的小密封容器,其中净化粒子缓慢旋转.其内容物对毒药和诅咒产生反应,在它们完全生效前削弱其影响.携带此容器者能更轻松地承受毒性打击,并更快摆脱有害效果.",
    "relics.description.aqua_dashers.ability.water_dash": "水上疾跑",
    "relics.description.aqua_dashers.ability.water_dash.description": "奔跑时,允许圣物持有者在水面上自由移动.踏上水面时,移动速度暂时降低%1$s%%,并在%2$s秒内逐渐恢复正常.",
    "relics.description.aqua_dashers.ability.water_dash.experience_source.projectile_phase_ignore": "每次在水面上移动时忽略的弹射物获得+1经验.",
    "relics.description.aqua_dashers.ability.water_dash.experience_source.surface_movement": "每在水面上移动5秒获得+1经验.",
    "relics.description.aqua_dashers.ability.water_dash.experience_source.water_jump_boost": "每次在水面上的强化跳跃获得+1经验.",
    "relics.description.aqua_dashers.ability.water_dash.rank_modifier.free_dash": "允许无需奔跑即可在水面上移动.",
    "relics.description.aqua_dashers.ability.water_dash.rank_modifier.projectile_phase": "当圣物持有者在水面上移动时,敌对弹射物会穿过他们.",
    "relics.description.aqua_dashers.ability.water_dash.rank_modifier.water_jump": "在水面上的跳跃高度增加%3$s%%.",
    "relics.description.aqua_dashers.ability.water_dash.statistic.projectiles_ignored": "在水面上移动时忽略的弹射物数量",
    "relics.description.aqua_dashers.ability.water_dash.statistic.surface_time": "在水面上度过的时间",
    "relics.description.aqua_dashers.ability.water_dash.statistic.water_jump_boosts": "在水面上执行的强化跳跃次数",
    "relics.description.aqua_dashers.description": "轻便的跑鞋,能在鞋底下方创造有弹性的水支撑.每一步,水面都会短暂地变得坚实,让穿戴者仿佛在道路上滑行.最初的几步较慢,但运动会迅速恢复全速.",
    "relics.description.bunny_hoppers.ability.jump": "兔子跳",
    "relics.description.bunny_hoppers.ability.jump.description": "按住跳跃键时,允许遗物持有者进行持续最多%1$s秒的高跳.",
    "relics.description.bunny_hoppers.ability.jump.experience_source.impact_hit": "在高跳后下落期间,每次击中目标获得+1经验.",
    "relics.description.bunny_hoppers.ability.jump.experience_source.jump_height": "每单位跳跃高度获得+0.1经验.",
    "relics.description.bunny_hoppers.ability.jump.rank_modifier.impact": "当遗物持有者在高跳后处于空中时,每向上获得1格高度,造成的伤害增加%3$s%%.",
    "relics.description.bunny_hoppers.ability.jump.rank_modifier.repel": "进行跳跃时,推开%2$s格范围内的附近目标.",
    "relics.description.bunny_hoppers.ability.jump.rank_modifier.safe_landing": "高跳后着陆不会造成坠落伤害.",
    "relics.description.bunny_hoppers.ability.jump.statistic.high_jumps_done": "执行的高跳次数",
    "relics.description.bunny_hoppers.ability.jump.statistic.impact_bonus_damage": "跳跃后下落期间造成的额外伤害",
    "relics.description.bunny_hoppers.ability.jump.statistic.jump_duration": "跳跃持续时间",
    "relics.description.bunny_hoppers.description": "一双柔软的兔子形状拖鞋,带有弹力鞋底.一次跳跃就足以将穿着者高高弹起,将普通的跳跃变为持续的垂直爆发.这种拖鞋在机动战斗和出其不意的上方攻击中尤为有用.",
    "relics.description.charm_of_shrinking.ability.size": "尺寸控制",
    "relics.description.charm_of_shrinking.ability.size.experience_source.evasion_parry": "每次闪避获得+1经验.",
    "relics.description.charm_of_shrinking.ability.size.experience_source.fall_reduced": "每防止1点坠落伤害获得+1经验.",
    "relics.description.charm_of_shrinking.ability.size.experience_source.moving_shrink": "在缩小模式下每移动5秒获得+1经验.",
    "relics.description.charm_of_shrinking.ability.size.grow.description": "以每秒 %2$s 的速度逐渐将圣物持有者的尺寸恢复至正常.",
    "relics.description.charm_of_shrinking.ability.size.mode.grow": "变大",
    "relics.description.charm_of_shrinking.ability.size.mode.shrink": "缩小",
    "relics.description.charm_of_shrinking.ability.size.mode.stabilize": "稳定",
    "relics.description.charm_of_shrinking.ability.size.rank_modifier.evasion": "每缩小一单位尺寸,闪避伤害的几率增加 %6$s%%.",
    "relics.description.charm_of_shrinking.ability.size.rank_modifier.fall_resistance": "每缩小一单位尺寸,坠落伤害减少 %3$s%%.",
    "relics.description.charm_of_shrinking.ability.size.rank_modifier.target_escape": "每缩小一单位尺寸,有 %4$s%% 的几率使 %5$s 格范围内的生物失去圣物持有者的视野.",
    "relics.description.charm_of_shrinking.ability.size.shrink.description": "以每秒 %2$s 的速度逐渐将圣物持有者缩小至 %1$s.",
    "relics.description.charm_of_shrinking.ability.size.stabilize.description": "锁定圣物持有者当前的尺寸.",
    "relics.description.charm_of_shrinking.ability.size.statistic.evasion_damage_avoided": "通过闪避避免的伤害",
    "relics.description.charm_of_shrinking.ability.size.statistic.evasion_misses": "总闪避次数",
    "relics.description.charm_of_shrinking.ability.size.statistic.fall_damage_reduced": "减少的坠落伤害",
    "relics.description.charm_of_shrinking.ability.size.statistic.shrink_duration": "处于缩小模式的时间",
    "relics.description.charm_of_shrinking.description": "一枚带有水晶的小护身符,水晶中映出的世界略显诡异,仿佛透过未打磨好的玻璃观看.佩戴它足够久的人会注意到一些奇怪的现象:周围的空间似乎改变了对佩戴者身体的态度.脚步声变得更轻,坠落更柔和,佩戴者甚至可以改变自身的尺寸,仿佛世界短暂地忘记了他们本应是什么大小.",
    "relics.description.charm_of_sinking.ability.sinking": "沉潜",
    "relics.description.charm_of_sinking.ability.sinking.description": "当圣物持有者站在水底时,其氧气供应停止减少,并以每秒%1$s个气泡的速度开始恢复.",
    "relics.description.charm_of_sinking.ability.sinking.experience_source.air_bubble": "每恢复一个气泡,+1经验.",
    "relics.description.charm_of_sinking.ability.sinking.experience_source.blocked_damage": "持有者头顶上方水方块减少的每点伤害,+1经验.",
    "relics.description.charm_of_sinking.ability.sinking.rank_modifier.fluid_collision": "允许持有者在水中自由移动.",
    "relics.description.charm_of_sinking.ability.sinking.rank_modifier.immortality": "如果圣物持有者在水底静止不动超过%3$s秒,则获得不朽状态,此状态持续到其第一次移动为止.",
    "relics.description.charm_of_sinking.ability.sinking.rank_modifier.resistance": "在水中时,持有者头顶上方的每个水方块会使其受到的伤害减少%2$s%%.",
    "relics.description.charm_of_sinking.ability.sinking.statistic.air_bubbles_restored": "恢复的气泡数",
    "relics.description.charm_of_sinking.ability.sinking.statistic.damage_reduced": "持有者头顶上方水方块减少的伤害",
    "relics.description.charm_of_sinking.ability.sinking.statistic.immortality_duration": "处于不朽模式的时间",
    "relics.description.charm_of_sinking.description": "一个内部有致密蓝色石头的护身符,其中缓慢搅动着黑暗的水下深渊.它的重量似乎将主人向下拉,直抵水底.在他人缺乏空气和力量的地方,佩戴者感觉更稳定——仿佛水本身成为了他们的保护.",
    "relics.description.chorus_totem.ability.chorus": "紫颂绽放",
    "relics.description.chorus_totem.ability.chorus.description": "当受到致命伤害时,通过将遗物持有者传送到32格范围内的安全地点来防止其死亡.激活后,该能力进入%1$s秒的冷却时间.",
    "relics.description.chorus_totem.ability.chorus.experience_source.disorient_target": "每个被致盲的目标获得+1经验.",
    "relics.description.chorus_totem.ability.chorus.experience_source.trigger": "每次能力激活获得+1经验.",
    "relics.description.chorus_totem.ability.chorus.rank_modifier.disorient": "传送前,触发点%4$s格范围内的所有目标会被致盲%5$s秒并失去对遗物持有者的视线.",
    "relics.description.chorus_totem.ability.chorus.rank_modifier.recovery": "能力激活后,生命恢复效果提升%2$s%%,持续%3$s秒.",
    "relics.description.chorus_totem.ability.chorus.rank_modifier.vanishing": "能力激活后,遗物持有者获得%6$s秒的隐身效果.",
    "relics.description.chorus_totem.ability.chorus.statistic.disoriented_targets": "被致盲的目标数",
    "relics.description.chorus_totem.ability.chorus.statistic.recovery_healed": "激活后恢复的生命值",
    "relics.description.chorus_totem.ability.chorus.statistic.triggers": "能力激活次数",
    "relics.description.chorus_totem.description": "一个由紫颂能量驱动的紧凑图腾,专为主人的紧急救援而调谐.当一击本应是最后一击时,该装置会瞬间激活,将遗物持有者从危险中撕裂出来,传送到最近的安全地点.",
    "relics.description.cloud_in_a_bottle.ability.jump": "空中跳跃",
    "relics.description.cloud_in_a_bottle.ability.jump.description": "允许圣物持有者在空中额外跳跃最多%1$s次.",
    "relics.description.cloud_in_a_bottle.ability.jump.experience_source.air_jump": "每次额外空中跳跃获得+1经验.",
    "relics.description.cloud_in_a_bottle.ability.jump.experience_source.combat_recovery_hit": "每次战斗恢复激活获得+1经验.",
    "relics.description.cloud_in_a_bottle.ability.jump.rank_modifier.combat_recovery": "在一系列空中跳跃期间击中目标会恢复1次额外跳跃次数.",
    "relics.description.cloud_in_a_bottle.ability.jump.rank_modifier.slow_fall": "执行一次额外跳跃后,在%2$s秒内降低圣物持有者的下落速度.",
    "relics.description.cloud_in_a_bottle.ability.jump.rank_modifier.updraft": "如果圣物持有者在进行额外跳跃时向上看,其垂直推力增加%3$s%%.",
    "relics.description.cloud_in_a_bottle.ability.jump.statistic.air_jumps_done": "执行的额外跳跃次数",
    "relics.description.cloud_in_a_bottle.ability.jump.statistic.combat_recovery_bonus_damage": "通过恢复的额外跳跃次数造成的额外伤害",
    "relics.description.cloud_in_a_bottle.ability.jump.statistic.slow_fall_duration": "处于缓降状态的时间",
    "relics.description.cloud_in_a_bottle.ability.jump.statistic.updraft_jumps_done": "执行的助推跳跃次数",
    "relics.description.cloud_in_a_bottle.description": "一个透明的瓶子,里面有一小朵云懒洋洋地旋转着.当它的主人蹬踏空气时,被封存的气流会将他们向上托起,仿佛脚下出现了无形的台阶.这样的瓶子让人即使在早已没有地面支撑的地方也能继续前行.",
    "relics.description.cloud_in_a_bottle.synergy.cloud_burst": "喷气推进",
    "relics.description.cloud_in_a_bottle.synergy.cloud_burst.description": "每次额外跳跃有%1$s%%的几率自动触发放屁垫.",
    "relics.description.cowboy_hat.ability.riding": "大师马鞍",
    "relics.description.cowboy_hat.ability.riding.description": "当持有者骑乘坐骑时,其属性提高%1$s%%.",
    "relics.description.cowboy_hat.ability.riding.experience_source.mounted_distance": "骑乘坐骑时每移动10格获得+1经验.",
    "relics.description.cowboy_hat.ability.riding.experience_source.tamed_mount": "每驯服一个坐骑获得+1经验.",
    "relics.description.cowboy_hat.ability.riding.rank_modifier.mounted_absorption": "骑乘时,持有者获得%3$s点伤害吸收.",
    "relics.description.cowboy_hat.ability.riding.rank_modifier.reach": "骑乘时,攻击范围和方块交互范围增加%2$s%%.",
    "relics.description.cowboy_hat.ability.riding.rank_modifier.taming": "瞬间驯服坐骑.",
    "relics.description.cowboy_hat.ability.riding.statistic.absorbed_damage": "骑乘时吸收的伤害",
    "relics.description.cowboy_hat.ability.riding.statistic.mounted_distance": "骑乘移动的距离",
    "relics.description.cowboy_hat.ability.riding.statistic.tamed_mounts": "已驯服的坐骑数量",
    "relics.description.cowboy_hat.description": "一顶磨损的宽边帽,属于那些驰骋在无尽平原上的骑手.它的皮革因阳光和漫长旅途而变暗,帽檐上仍沾着古老道路的尘土.据说,佩戴这种帽子的人,在马鞍上的时间比在地上还多——因此,他们胯下的任何坐骑都会移动得更自信、更迅速,并服从缰绳最细微的动作.",
    "relics.description.cross_necklace.ability.protection": "神圣庇护",
    "relics.description.cross_necklace.ability.protection.description": "受到伤害后,使持有者的无敌时间延长 %1$s 秒.",
    "relics.description.cross_necklace.ability.protection.experience_source.damage_taken": "每次受到攻击获得+1经验.",
    "relics.description.cross_necklace.ability.protection.experience_source.holy_fire_ignite": "每次点燃亡灵生物获得+1经验.",
    "relics.description.cross_necklace.ability.protection.experience_source.salvation_save": "抵消致命伤害时,每受到1点伤害获得+1经验.",
    "relics.description.cross_necklace.ability.protection.experience_source.smite_hit": "每次击中亡灵生物获得+1经验.",
    "relics.description.cross_necklace.ability.protection.rank_modifier.holy_fire": "攻击持有者的亡灵生物将被点燃 %2$s 秒.",
    "relics.description.cross_necklace.ability.protection.rank_modifier.salvation": "有 %4$s%% 的几率抵消致命伤害.",
    "relics.description.cross_necklace.ability.protection.rank_modifier.smite": "对亡灵生物造成的伤害增加 %3$s%%.",
    "relics.description.cross_necklace.ability.protection.statistic.fatal_cancels": "防止的致命伤害次数",
    "relics.description.cross_necklace.ability.protection.statistic.holy_fire_duration": "亡灵生物燃烧时间",
    "relics.description.cross_necklace.ability.protection.statistic.invulnerability_time": "额外无敌时间",
    "relics.description.cross_necklace.ability.protection.statistic.smite_bonus_damage": "对亡灵生物造成的额外伤害",
    "relics.description.cross_necklace.description": "一枚被时光染黑的十字架护身符,是朝圣者与游荡的不死生物猎人所佩戴的那种.其金属上留有古老祈祷与幸存战斗的痕迹.据说,在最艰难的时刻,它会将一部分打击承接到自身,给予其主人一个短暂的瞬间,有时这足以让他们在原本必死的境况中幸存下来.",
    "relics.description.crystal_heart.ability.heart": "水晶储备",
    "relics.description.crystal_heart.ability.heart.description": "使圣物持有者的最大生命值增加%1$s点.如果当前生命值低于此值,加成暂时消失,能力进入%2$s秒冷却,之后额外的生命储备会恢复.",
    "relics.description.crystal_heart.ability.heart.experience_source.bonus_health_healed": "通过该能力提供的额外生命储备每恢复1点生命值,获得+1经验.",
    "relics.description.crystal_heart.ability.heart.experience_source.immortality_trigger": "每次触发不朽效果,获得+1经验.",
    "relics.description.crystal_heart.ability.heart.rank_modifier.bastion": "当圣物持有者生命值全满时,受到的伤害减少%3$s%%.",
    "relics.description.crystal_heart.ability.heart.rank_modifier.recuperation": "在低于加成储备阈值时,受到的治疗效果增加%4$s%%.",
    "relics.description.crystal_heart.ability.heart.rank_modifier.survival": "如果一次受到的攻击超过圣物持有者最大生命值的%5$s%%,则获得%6$s秒的不朽状态.",
    "relics.description.crystal_heart.ability.heart.statistic.immortality_triggers": "获得的不朽效果次数",
    "relics.description.crystal_heart.description": "一颗切割成心形的水晶,内部有柔和的深红色光芒脉动.其能量暂时增强了主人的生命力,拓展了身体耐力的极限.",
    "relics.description.digging_claws.ability.digging": "挖掘者",
    "relics.description.digging_claws.ability.digging.description": "方块挖掘速度提升 %1$s%%.",
    "relics.description.digging_claws.ability.digging.experience_source.mined_block": "每挖掘一个方块有 10%% 几率获得 +1 经验.",
    "relics.description.digging_claws.ability.digging.rank_modifier.bare_hands": "徒手挖掘方块的速度提升 %2$s%%.",
    "relics.description.digging_claws.ability.digging.rank_modifier.mastery": "使遗物持有者的时运附魔等级提升 1 级.",
    "relics.description.digging_claws.ability.digging.rank_modifier.momentum": "持续挖掘在前一个方块被破坏后不晚于 %4$s 秒内破坏的方块,会使后续每个方块的破坏速度提升 %3$s%%.",
    "relics.description.digging_claws.ability.digging.statistic.mined_blocks": "挖掘的方块数量",
    "relics.description.digging_claws.description": "一副用于快速凿穿石头和泥土的强化爪.其刃部以惊人的轻松度咬入岩石,将方块挖掘变成一种无情而激进的推进.",
    "relics.description.eternal_steak.ability.meal": "无尽之餐",
    "relics.description.eternal_steak.ability.meal.description": "可作为食物使用,每次使用消耗1点耐久度.当耐久度耗尽时,物品无法使用.耐久度每%1$s秒恢复1点.最大耐久度:%5$s.",
    "relics.description.eternal_steak.ability.meal.experience_source.consume": "每次使用获得 +1 经验.",
    "relics.description.eternal_steak.ability.meal.experience_source.healing": "该物品恢复的每点生命值提供 +1 经验.",
    "relics.description.eternal_steak.ability.meal.rank_modifier.preservation": "有 %3$s%% 的几率,食用时不消耗耐久度.",
    "relics.description.eternal_steak.ability.meal.rank_modifier.quick_meal": "食用速度加快 %4$s%%.",
    "relics.description.eternal_steak.ability.meal.rank_modifier.restoration": "食用时额外恢复 %2$s 点生命值.",
    "relics.description.eternal_steak.ability.meal.statistic.consume_duration": "食用耗时",
    "relics.description.eternal_steak.ability.meal.statistic.consumes": "食用次数",
    "relics.description.eternal_steak.ability.meal.statistic.healed": "通过食用恢复的生命值",
    "relics.description.eternal_steak.description": "一块性质不寻常的牛排:无论吃多少,它都会随时间自我恢复.每一口都会在上面留下印记,但这块肉会逐渐恢复原状,让主人可以一次又一次地享用一顿小餐.",
    "relics.description.everlasting_beef.ability.meal": "无尽之餐",
    "relics.description.everlasting_beef.ability.meal.description": "可作为食物使用,每次使用消耗1点耐久度.当耐久度耗尽时,物品无法使用.耐久度每%1$s秒恢复1点.最大耐久度:%5$s.",
    "relics.description.everlasting_beef.ability.meal.experience_source.consume": "每次使用获得+1经验.",
    "relics.description.everlasting_beef.ability.meal.experience_source.healing": "该物品恢复的每点生命值获得+1经验.",
    "relics.description.everlasting_beef.ability.meal.rank_modifier.preservation": "有%3$s%%的几率,食用时不消耗耐久度.",
    "relics.description.everlasting_beef.ability.meal.rank_modifier.quick_meal": "食用速度加快%4$s%%.",
    "relics.description.everlasting_beef.ability.meal.rank_modifier.restoration": "食用时额外恢复%2$s点生命值.",
    "relics.description.everlasting_beef.ability.meal.statistic.consume_duration": "食用耗时",
    "relics.description.everlasting_beef.ability.meal.statistic.consumes": "食用次数",
    "relics.description.everlasting_beef.ability.meal.statistic.healed": "通过食用恢复的生命值",
    "relics.description.everlasting_beef.description": "一块性质不寻常的肉:无论吃多少,它都会随时间自我恢复.每一口都会在上面留下印记,但这块肉会逐渐恢复原状,让主人可以一次又一次地享用一顿小餐.",
    "relics.description.feral_claws.ability.feral": "掠食狂热",
    "relics.description.feral_claws.ability.feral.description": "每次攻击若在前一次攻击后的%1$s秒内进行,则攻击速度提升%3$s%%并增加1层充能.充能层数不能超过%2$s.",
    "relics.description.feral_claws.ability.feral.experience_source.charge_gain": "每获得1层充能获得+1经验.",
    "relics.description.feral_claws.ability.feral.rank_modifier.linger": "如果攻击之间有停顿,充能会开始逐渐消退——每秒减少1层.",
    "relics.description.feral_claws.ability.feral.rank_modifier.rend": "遗物持有者的攻击使目标的伤害免疫时间减少%4$s%%.",
    "relics.description.feral_claws.ability.feral.rank_modifier.retaliation": "受到伤害会重置充能开始损失前的计时器.",
    "relics.description.feral_claws.ability.feral.statistic.charges_gained": "获得的技能充能",
    "relics.description.feral_claws.description": "一双为无情而狂暴的猛攻打造的掠食者之爪.每一次精准的打击都会激发猎手的本能,加快主人的动作,将一连串的攻击转化为不断升级的战斗狂热.",
    "relics.description.fire_gauntlet.ability.flame": "灼热烈焰",
    "relics.description.fire_gauntlet.ability.flame.description": "遗物持有者的攻击会使目标着火%1$s秒.",
    "relics.description.fire_gauntlet.ability.flame.experience_source.ignite_new_target": "点燃一个新目标获得+1经验.",
    "relics.description.fire_gauntlet.ability.flame.experience_source.spark_damage_hit": "每次被火花击中获得+1经验.",
    "relics.description.fire_gauntlet.ability.flame.rank_modifier.burning_damage": "对燃烧目标造成的伤害增加%2$s%%.",
    "relics.description.fire_gauntlet.ability.flame.rank_modifier.spark": "因该能力而燃烧的生物死亡时,会释放最多%5$s个火花,每个火花造成%6$s点伤害并使目标着火%7$s秒.",
    "relics.description.fire_gauntlet.ability.flame.rank_modifier.spread": "对燃烧目标的攻击会使%3$s格范围内的其他目标着火%4$s秒.",
    "relics.description.fire_gauntlet.ability.flame.statistic.ignited_targets": "被点燃的目标数",
    "relics.description.fire_gauntlet.ability.flame.statistic.spark_damage_dealt": "火花造成的伤害",
    "relics.description.fire_gauntlet.ability.flame.statistic.sparks_created": "创造的火花数",
    "relics.description.fire_gauntlet.description": "一副带有炽热核心的战斗护手,每次打击都会迸发火焰.它的触碰会在敌人身上留下火舌,而持久的战斗会迅速将战场变成焦土.",
    "relics.description.flame_pendant.ability.fire": "复仇烈焰",
    "relics.description.flame_pendant.ability.fire.description": "受到伤害时,有%1$s%%的几率点燃攻击目标,持续%2$s秒.",
    "relics.description.flame_pendant.ability.fire.experience_source.burning_hit": "每击中一个燃烧目标,+1经验.",
    "relics.description.flame_pendant.ability.fire.experience_source.ignite": "能力点燃的每个目标,+1经验.",
    "relics.description.flame_pendant.ability.fire.rank_modifier.burning_damage": "对燃烧目标造成的伤害增加%3$s%%.",
    "relics.description.flame_pendant.ability.fire.rank_modifier.healing": "当持有者燃烧时,每秒恢复%4$s点生命值.",
    "relics.description.flame_pendant.ability.fire.rank_modifier.resistance": "赋予对火焰伤害的完全免疫.",
    "relics.description.flame_pendant.ability.fire.statistic.burning_bonus_damage": "对燃烧目标造成的额外伤害",
    "relics.description.flame_pendant.ability.fire.statistic.healing_restored": "燃烧时恢复的生命值",
    "relics.description.flame_pendant.ability.fire.statistic.ignited_duration": "能力造成的目标燃烧时间",
    "relics.description.flame_pendant.ability.fire.statistic.ignited_targets": "点燃的目标数",
    "relics.description.flame_pendant.description": "一个带有炽热水晶的吊坠,内部有一簇明亮的火焰永不熄灭地闷烧.这块石头蕴藏着铁匠熔炉的热量,并以爆发的火焰回应敌意攻击.当对手触碰到佩戴者时,水晶会以火舌回应,将战斗的怒火转化为炽热的反击.",
    "relics.description.flippers.ability.swim": "迅捷游泳",
    "relics.description.flippers.ability.swim.description": "增加圣物持有者%1$s%%的游泳速度.",
    "relics.description.flippers.ability.swim.experience_source.evasion_miss": "每次在水下对圣物持有者的攻击落空获得+1经验.",
    "relics.description.flippers.ability.swim.experience_source.swimming_time": "每游泳5秒获得+1经验.",
    "relics.description.flippers.ability.swim.rank_modifier.breathing": "当圣物持有者在水中时,他们的氧气消耗速度减慢%2$s%%.",
    "relics.description.flippers.ability.swim.rank_modifier.buoyancy": "在水下时,重力不再影响圣物持有者.",
    "relics.description.flippers.ability.swim.rank_modifier.evasion": "当圣物持有者在水下时,有%3$s%%的几率使攻击落空.",
    "relics.description.flippers.ability.swim.statistic.evasion_damage_dodged": "通过水下攻击落空避免的伤害",
    "relics.description.flippers.ability.swim.statistic.evasion_misses": "在水下对圣物持有者的攻击落空次数",
    "relics.description.flippers.ability.swim.statistic.swimming_time": "游泳时间",
    "relics.description.flippers.description": "一双灵活的脚蹼,专为在水中快速移动而设计.它们增强每一次划水,让穿戴者能以更快的速度和更强的敏捷性在水中穿行.",
    "relics.description.golden_hook.ability.hook": "掠夺者之钩",
    "relics.description.golden_hook.ability.hook.description": "遗物持有者击杀目标获得的经验值增加 %1$s%%.",
    "relics.description.golden_hook.ability.hook.experience_source.crowd_pull_target": "每个被拉拽的目标获得 +1 经验.",
    "relics.description.golden_hook.ability.hook.experience_source.disarm_item": "每件从目标手中击落的物品获得 +1 经验.",
    "relics.description.golden_hook.ability.hook.experience_source.xp_drop": "每次触发额外经验掉落获得 +1 经验.",
    "relics.description.golden_hook.ability.hook.rank_modifier.boat_guard": "%2$s 格范围内的经验球会自动被吸引至遗物持有者.",
    "relics.description.golden_hook.ability.hook.rank_modifier.crowd_pull": "攻击一个目标会轻微地将 %3$s 格范围内的附近生物拉向该目标.",
    "relics.description.golden_hook.ability.hook.rank_modifier.disarm": "有 %4$s%% 几率击落被攻击目标手中的物品.",
    "relics.description.golden_hook.ability.hook.statistic.bonus_experience_gained": "获得的额外经验",
    "relics.description.golden_hook.ability.hook.statistic.disarmed_items": "从目标手中击落的物品数量",
    "relics.description.golden_hook.ability.hook.statistic.xp_orbs_picked": "收集的经验球数量",
    "relics.description.golden_hook.description": "一个镀金的钩子,专为那些不仅收集战利品,还搜刮每一丝经验的人打造.它的金属似乎会伸向倒下敌人的能量,使掉落的经验球更快地找到其主人,并提供更多力量.",
    "relics.description.helium_flamingo.ability.flying": "空中游弋",
    "relics.description.helium_flamingo.ability.flying.description": "二段跳后,允许圣物持有者在空中自由悬停最多%1$s秒.飞行速度取决于持有者的游泳速度,并额外增加%2$s%%.",
    "relics.description.helium_flamingo.ability.flying.experience_source.flight_second": "每悬停一秒获得+1经验.",
    "relics.description.helium_flamingo.ability.flying.rank_modifier.aerial_archery": "悬停时进行的远程攻击造成%3$s%%更多伤害.",
    "relics.description.helium_flamingo.ability.flying.rank_modifier.aerial_guard": "悬停时,圣物持有者受到的伤害减少%4$s%%.",
    "relics.description.helium_flamingo.ability.flying.rank_modifier.efficient_hover": "如果圣物持有者几乎不动,则不消耗悬停时间.",
    "relics.description.helium_flamingo.ability.flying.statistic.aerial_archery_bonus_damage": "悬停时远程攻击造成的额外伤害",
    "relics.description.helium_flamingo.ability.flying.statistic.aerial_guard_damage_reduced": "悬停时减免的伤害",
    "relics.description.helium_flamingo.ability.flying.statistic.hover_duration": "悬停时间",
    "relics.description.helium_flamingo.description": "一只明亮的充气火烈鸟,充满了轻质气体和奇特的发明家逻辑.持有者起跳的瞬间,这只鸟会将他们托入空中,让他们仿佛在平静的水面上滑行般在天空中移动.",
    "relics.description.kitty_slippers.ability.feline_aura": "猫科灵光",
    "relics.description.kitty_slippers.ability.feline_aura.description": "在%1$s格范围内的苦力怕和幻翼会避开遗物持有者,如同附近有猫一样.",
    "relics.description.kitty_slippers.ability.feline_aura.rank_modifier.crouch_speed": "潜行时,遗物持有者的移动速度提升%2$s%%.",
    "relics.description.kitty_slippers.ability.feline_aura.rank_modifier.soft_landing": "减少%3$s%%的坠落伤害.",
    "relics.description.kitty_slippers.ability.feline_aura.statistic.crouch_movement_time": "潜行移动时间",
    "relics.description.kitty_slippers.ability.feline_aura.statistic.fall_damage_reduced": "减少的坠落伤害",
    "relics.description.kitty_slippers.ability.nine_lives": "九命",
    "relics.description.kitty_slippers.ability.nine_lives.description": "有%1$s%%的几率,致命伤害不会杀死遗物持有者,而是使其生命值保留为1点.",
    "relics.description.kitty_slippers.ability.nine_lives.experience_source.evasion_miss": "每次对遗物持有者的攻击落空获得+1经验.",
    "relics.description.kitty_slippers.ability.nine_lives.experience_source.survival_trigger": "当救命效果触发时,每存活1点伤害值获得+1经验.",
    "relics.description.kitty_slippers.ability.nine_lives.rank_modifier.evasion": "受到伤害后,下一次对遗物持有者的攻击有%3$s%%的几率落空.",
    "relics.description.kitty_slippers.ability.nine_lives.statistic.evasion_misses": "对遗物持有者的落空攻击",
    "relics.description.kitty_slippers.ability.nine_lives.statistic.survival_triggers": "救命触发次数",
    "relics.description.kitty_slippers.description": "一双柔软的拖鞋,上面印着猫脸,散发出一种奇怪但极具说服力的气息.怪物们能从中感受到捕食者的存在,因而选择保持距离,而穿着者则能更安静、更轻盈地移动.据说这双拖鞋有时会给主人第二次机会——仿佛它们真的拥有不止一条命.",
    "relics.description.lucky_scarf.ability.fortune": "幸运矿脉",
    "relics.description.lucky_scarf.ability.fortune.description": "挖掘矿石及其他受时运影响的方块时,有 %1$s%% 的几率额外应用一级时运效果,最多可触发 %2$s 次.",
    "relics.description.lucky_scarf.ability.fortune.experience_source.bonus_fortune": "每次获得额外时运等级获得+1经验.",
    "relics.description.lucky_scarf.ability.fortune.rank_modifier.chain": "每次成功触发会使下一个方块的触发次数上限增加 %4$s.",
    "relics.description.lucky_scarf.ability.fortune.rank_modifier.pity": "每挖掘一个未获得额外掉落物的方块,会为下一次触发累积 %3$s%% 的隐藏几率.",
    "relics.description.lucky_scarf.ability.fortune.rank_modifier.vein": "如果附近有同类型的方块,则每个此类方块会额外增加 %5$s%% 的触发几率.",
    "relics.description.lucky_scarf.ability.fortune.statistic.bonus_fortune_procs": "额外时运触发次数",
    "relics.description.lucky_scarf.description": "一条探矿者与矿脉寻觅者佩戴的薄围巾,被石尘与地下的漫长岁月磨得褪色.据说它的线编织得如此巧妙,能将稀有的运气直接从矿石中牵引出来.在别人只能找到贫瘠矿脉的地方,这条围巾的主人往往能从岩石中收获远为丰厚的回报.",
    "relics.description.lucky_scarf.synergy.chest_mastery": "宝箱精通",
    "relics.description.lucky_scarf.synergy.chest_mastery.description": "授予 %1$s 级的幸运效果,提高在宝箱中找到的战利品质量.",
    "relics.description.night_vision_goggles.ability.vision": "夜视",
    "relics.description.night_vision_goggles.ability.vision.disabled.description": "该能力已停用,不提供任何加成.",
    "relics.description.night_vision_goggles.ability.vision.enabled.description": "将黑暗中的能见度提高%1$s%%.",
    "relics.description.night_vision_goggles.ability.vision.experience_source.evasion_miss": "在黑暗中闪避成功获得+1经验.",
    "relics.description.night_vision_goggles.ability.vision.experience_source.vision": "在模式激活时,于黑暗中每移动5格获得+1经验.",
    "relics.description.night_vision_goggles.ability.vision.mode.disabled": "已禁用",
    "relics.description.night_vision_goggles.ability.vision.mode.enabled": "已启用",
    "relics.description.night_vision_goggles.ability.vision.rank_modifier.ambush": "在黑暗中,将遗物持有者造成的伤害提高至多%3$s%%.该加成随周围黑暗等级变化:在微光下较小,在完全黑暗中达到最大值.",
    "relics.description.night_vision_goggles.ability.vision.rank_modifier.clarity": "移除迷雾和朦胧,极大改善能见度.",
    "relics.description.night_vision_goggles.ability.vision.rank_modifier.evasion": "在黑暗中,给予攻击者至多%2$s%%的几率未命中遗物持有者.该几率随持有者周围的黑暗等级变化:在微光下较小,在完全黑暗中达到最大值.",
    "relics.description.night_vision_goggles.ability.vision.statistic.ambush_bonus_damage": "在黑暗中造成的额外伤害",
    "relics.description.night_vision_goggles.ability.vision.statistic.darkness_duration": "在黑暗中度过的时间",
    "relics.description.night_vision_goggles.ability.vision.statistic.evasion_damage_avoided": "通过在黑暗中闪避避免的伤害",
    "relics.description.night_vision_goggles.ability.vision.statistic.evasion_misses": "在黑暗中的闪避次数",
    "relics.description.night_vision_goggles.description": "一副沉重的护目镜,配有一套精心打磨的镜片,专为那些习惯于在光线难以久留之地工作的人打造.它的玻璃能捕捉最微弱的光芒,将黑暗转化为世界的清晰轮廓.在经验丰富的佩戴者手中,它们不仅能恢复夜间的视力——更能让黑暗本身成为盟友.",
    "relics.description.novelty_drinking_hat.ability.drinking": "快速啜饮",
    "relics.description.novelty_drinking_hat.ability.drinking.description": "将使用所有饮品的速度加快%1$s%%.",
    "relics.description.novelty_drinking_hat.ability.drinking.experience_source.breathing": "通过饮用恢复的每点空气获得+1经验.",
    "relics.description.novelty_drinking_hat.ability.drinking.experience_source.consume": "每消耗一个饮品物品获得+1经验.",
    "relics.description.novelty_drinking_hat.ability.drinking.experience_source.healing": "通过饮用恢复的每点生命值获得+1经验.",
    "relics.description.novelty_drinking_hat.ability.drinking.experience_source.nutrition": "通过饮用恢复的每点饥饿值获得+1经验.",
    "relics.description.novelty_drinking_hat.ability.drinking.rank_modifier.breathing": "饮用时额外恢复%4$s点空气.",
    "relics.description.novelty_drinking_hat.ability.drinking.rank_modifier.healing": "饮用时额外恢复%3$s点生命值.",
    "relics.description.novelty_drinking_hat.ability.drinking.rank_modifier.nutrition": "饮用时额外恢复%2$s点饥饿值.",
    "relics.description.novelty_drinking_hat.ability.drinking.statistic.air_restored": "通过饮用恢复的空气值",
    "relics.description.novelty_drinking_hat.ability.drinking.statistic.consumed_duration": "饮用花费的时间",
    "relics.description.novelty_drinking_hat.ability.drinking.statistic.consumed_items": "消耗的饮品物品数量",
    "relics.description.novelty_drinking_hat.ability.drinking.statistic.health_restored": "通过饮用恢复的生命值",
    "relics.description.novelty_drinking_hat.ability.drinking.statistic.hunger_restored": "通过饮用恢复的饥饿值",
    "relics.description.novelty_drinking_hat.description": "一项带有两根弯曲管子的古怪帽子,最初是为喧闹的派对和无尽的祝酒而发明.然而,随着时间的推移,它证明在旅途中远比在宴会上有用得多.有了它,水瓶、药水和任何饮品几乎都能在奔跑中一饮而尽,无需中断战斗或浪费一秒钟喘息.",
    "relics.description.obsidian_skull.ability.lava": "熔岩抗性",
    "relics.description.obsidian_skull.ability.lava.description": "允许在熔岩中停留最多 %1$s 秒而不受伤害.离开熔岩后,此时间储备每秒逐渐恢复.",
    "relics.description.obsidian_skull.ability.lava.experience_source.lava_second": "在能力效果下,每在熔岩中停留1秒获得+1经验.",
    "relics.description.obsidian_skull.ability.lava.experience_source.safe_fall": "每次安全落入熔岩获得+1经验.",
    "relics.description.obsidian_skull.ability.lava.rank_modifier.heat_surge": "当时间储备消耗75%%时,在熔岩中的移动速度增加 %2$s%%,直到能力效果结束.",
    "relics.description.obsidian_skull.ability.lava.rank_modifier.lava_launch": "圣物持有者落入熔岩时不会受到坠落伤害.",
    "relics.description.obsidian_skull.ability.lava.rank_modifier.obsidian_skin": "当圣物持有者在熔岩中且能力效果激活时,受到的伤害减少 %3$s%%.",
    "relics.description.obsidian_skull.ability.lava.statistic.damage_reduced": "在熔岩中减少的伤害",
    "relics.description.obsidian_skull.ability.lava.statistic.heat_surge_procs": "第3级能力触发次数",
    "relics.description.obsidian_skull.ability.lava.statistic.lava_duration": "在效果下于熔岩中停留的时间",
    "relics.description.obsidian_skull.ability.lava.statistic.safe_falls": "第1级能力触发的安全落入熔岩次数",
    "relics.description.obsidian_skull.description": "一颗用整块黑曜石雕成的沉重头骨,被下界深处的热量熏得漆黑.即使在寒冷中,其表面也保持温热,干燥的灰烬气息仿佛从其空洞的眼窝中飘散出来.据说这颗头骨曾为那些敢于踏入熔岩之河的人所佩戴,在其力量之下,即使是熔岩本身也会暂时失去致命性.",
    "relics.description.onion_ring.ability.hunger_mining": "饥饿钻头",
    "relics.description.onion_ring.ability.hunger_mining.description": "方块挖掘速度每点遗物持有者的饱和度提升 %1$s%%.",
    "relics.description.onion_ring.ability.hunger_mining.experience_source.mined_block": "每挖掘一个方块有 10%% 几率获得 +1 经验.",
    "relics.description.onion_ring.ability.hunger_mining.experience_source.sustenance_hunger": "能力恢复的每点饥饿值获得 +1 经验.",
    "relics.description.onion_ring.ability.hunger_mining.rank_modifier.food_rush": "进食后,挖掘速度额外提升 %2$s%%,持续 %3$s 秒.",
    "relics.description.onion_ring.ability.hunger_mining.rank_modifier.perfect_focus": "在饱和度达到最大值时,方块会被瞬间破坏.",
    "relics.description.onion_ring.ability.hunger_mining.rank_modifier.sustenance": "破坏方块有 %4$s%% 几率恢复 1 点饥饿值.",
    "relics.description.onion_ring.ability.hunger_mining.statistic.mined_blocks": "挖掘的方块数量",
    "relics.description.onion_ring.ability.hunger_mining.statistic.sustenance_hunger_restored": "恢复的饥饿值",
    "relics.description.onion_ring.description": "一个带有刺鼻洋葱气味的手环,莫名地将饱食度与镐击的力量联系起来.只要胃是满的,身体工作起来就更快、更不知疲倦,将挖掘石头和矿石变成一种无情而贪婪的节奏.",
    "relics.description.panic_necklace.ability.panic": "恐慌",
    "relics.description.panic_necklace.ability.panic.description": "每个将圣物持有者设为目标且在%2$s格范围内的生物,会使移动速度提升%1$s%%.加成上限为%3$s%%.",
    "relics.description.panic_necklace.ability.panic.experience_source.targeted_hit": "受到将圣物持有者设为目标的生物伤害时,+1经验.",
    "relics.description.panic_necklace.ability.panic.experience_source.targeted_kill": "将圣物持有者设为目标的生物死亡时,+1经验.",
    "relics.description.panic_necklace.ability.panic.rank_modifier.frenzy": "每个将圣物持有者设为目标的生物,会使攻击速度提升%6$s%%.",
    "relics.description.panic_necklace.ability.panic.rank_modifier.healing": "当一个将圣物持有者设为目标的目标死亡时,恢复%4$s点生命值.",
    "relics.description.panic_necklace.ability.panic.rank_modifier.resistance": "如果视野内没有将圣物持有者设为目标的生物,则受到的伤害减少%5$s%%.",
    "relics.description.panic_necklace.ability.panic.statistic.absorbed_damage": "无目标可见时吸收的伤害",
    "relics.description.panic_necklace.ability.panic.statistic.healing_restored": "目标在视野内死亡时恢复的生命值",
    "relics.description.panic_necklace.ability.panic.statistic.targeted_duration": "处于生物目标锁定下的时间",
    "relics.description.panic_necklace.description": "一条细链上的小护身符,内部有一枚微小的水晶在颤动,仿佛能感知敌意.注视其主人的眼睛越多,护符的反应就越强烈——心跳加速,身体充满紧张而救命的能量.",
    "relics.description.pickaxe_heater.ability.heating": "热处理",
    "relics.description.pickaxe_heater.ability.heating.description": "有%1$s%%的几率在开采矿石方块时自动熔炼它们.",
    "relics.description.pickaxe_heater.ability.heating.experience_source.blazing_ignite": "每次被镐攻击点燃的目标获得+1经验.",
    "relics.description.pickaxe_heater.ability.heating.experience_source.molten_luck_level": "每个额外的时运等级获得+1经验.",
    "relics.description.pickaxe_heater.ability.heating.experience_source.smelted_block": "每个自动熔炼的方块获得+1经验.",
    "relics.description.pickaxe_heater.ability.heating.rank_modifier.blazing_strike": "用镐攻击会使目标着火%2$s秒.",
    "relics.description.pickaxe_heater.ability.heating.rank_modifier.molten_luck": "有%4$s%%的几率,对开采的掉落物应用额外的时运等级,最多%5$s次生效.",
    "relics.description.pickaxe_heater.ability.heating.rank_modifier.overheat": "每次熔炼未能触发时,其触发几率增加%3$s%%,直到下一次成功触发.",
    "relics.description.pickaxe_heater.ability.heating.statistic.blazing_ignites": "被点燃的目标数",
    "relics.description.pickaxe_heater.ability.heating.statistic.molten_luck_levels": "激活的额外时运等级数",
    "relics.description.pickaxe_heater.ability.heating.statistic.smelted_blocks": "熔炼的方块数",
    "relics.description.pickaxe_heater.description": "一个直接安装在镐上的紧凑加热模块.它能瞬间加热开采的矿石,有时甚至在开采的那一刻就将其变成现成的金属锭.",
    "relics.description.plastic_drinking_hat.ability.drinking": "快速啜饮",
    "relics.description.plastic_drinking_hat.ability.drinking.description": "将使用所有饮品的速度加快%1$s%%.",
    "relics.description.plastic_drinking_hat.ability.drinking.experience_source.breathing": "通过饮用恢复的每点空气获得+1经验.",
    "relics.description.plastic_drinking_hat.ability.drinking.experience_source.consume": "每消耗一个饮品物品获得+1经验.",
    "relics.description.plastic_drinking_hat.ability.drinking.experience_source.healing": "通过饮用恢复的每点生命值获得+1经验.",
    "relics.description.plastic_drinking_hat.ability.drinking.experience_source.nutrition": "通过饮用恢复的每点饥饿值获得+1经验.",
    "relics.description.plastic_drinking_hat.ability.drinking.rank_modifier.breathing": "饮用时额外恢复%4$s点空气.",
    "relics.description.plastic_drinking_hat.ability.drinking.rank_modifier.healing": "饮用时额外恢复%3$s点生命值.",
    "relics.description.plastic_drinking_hat.ability.drinking.rank_modifier.nutrition": "饮用时额外恢复%2$s点饥饿值.",
    "relics.description.plastic_drinking_hat.ability.drinking.statistic.air_restored": "通过饮用恢复的空气值",
    "relics.description.plastic_drinking_hat.ability.drinking.statistic.consumed_duration": "饮用花费的时间",
    "relics.description.plastic_drinking_hat.ability.drinking.statistic.consumed_items": "消耗的饮品物品数量",
    "relics.description.plastic_drinking_hat.ability.drinking.statistic.health_restored": "通过饮用恢复的生命值",
    "relics.description.plastic_drinking_hat.ability.drinking.statistic.hunger_restored": "通过饮用恢复的饥饿值",
    "relics.description.plastic_drinking_hat.description": "一项带有两根弯曲管子的古怪帽子,最初是为喧闹的派对和无尽的祝酒而发明.然而,随着时间的推移,它证明在旅途中远比在宴会上有用得多.有了它,水瓶、药水和任何饮品几乎都能在奔跑中一饮而尽,无需中断战斗或浪费一秒钟喘息.",
    "relics.description.pocket_piston.ability.piston": "活塞脉冲",
    "relics.description.pocket_piston.ability.piston.description": "攻击范围和方块交互范围增加%1$s%%.",
    "relics.description.pocket_piston.ability.piston.experience_source.extended_break": "每次在标准范围外破坏的方块获得+1经验.",
    "relics.description.pocket_piston.ability.piston.experience_source.extended_hit": "每次在标准范围外进行的攻击获得+1经验.",
    "relics.description.pocket_piston.ability.piston.experience_source.extended_place": "每次在标准范围外放置的方块获得+1经验.",
    "relics.description.pocket_piston.ability.piston.experience_source.long_reach_stun_hit": "每个被眩晕的目标获得+1经验.",
    "relics.description.pocket_piston.ability.piston.rank_modifier.distance_power": "每距离目标1格,造成的伤害和挖掘速度增加%3$s%%.",
    "relics.description.pocket_piston.ability.piston.rank_modifier.long_reach_stun": "在接近最大范围处进行的攻击会使目标眩晕%4$s秒.",
    "relics.description.pocket_piston.ability.piston.rank_modifier.repulse": "徒手攻击会将目标击退%2$s格.",
    "relics.description.pocket_piston.ability.piston.statistic.distance_power_bonus_damage": "因距离造成的额外伤害",
    "relics.description.pocket_piston.ability.piston.statistic.extended_breaks": "在扩展范围破坏的方块数",
    "relics.description.pocket_piston.ability.piston.statistic.extended_damage_dealt": "在扩展范围造成的伤害",
    "relics.description.pocket_piston.ability.piston.statistic.extended_places": "在扩展范围放置的方块数",
    "relics.description.pocket_piston.ability.piston.statistic.stunned_targets": "被眩晕的目标数",
    "relics.description.pocket_piston.description": "一个内置在战斗手套中的紧凑活塞机构.每次动作时,它都会投射出隐藏的脉冲,让佩戴者能够触及比平常更远的距离,并自信地控制周围的空间.",
    "relics.description.power_glove.ability.power": "强力打击",
    "relics.description.power_glove.ability.power.description": "每 %1$s 次攻击造成 %2$s%% 额外伤害.",
    "relics.description.power_glove.ability.power.experience_source.echo_kill": "使用强力打击击杀目标时获得 +1 经验.",
    "relics.description.power_glove.ability.power.experience_source.power_strike": "每次强力打击获得 +1 经验.",
    "relics.description.power_glove.ability.power.rank_modifier.armor_pierce": "强力打击无视目标 %3$s%% 的护甲值.",
    "relics.description.power_glove.ability.power.rank_modifier.echo_strike": "若强力打击击杀了目标,则下一次攻击也视为强力打击.",
    "relics.description.power_glove.ability.power.rank_modifier.shield_break": "强力打击可击破目标的盾牌.",
    "relics.description.power_glove.ability.power.statistic.bonus_damage": "造成的额外伤害",
    "relics.description.power_glove.ability.power.statistic.power_strike_kills": "被强力打击击杀的目标数",
    "relics.description.power_glove.ability.power.statistic.power_strikes": "执行的强力打击次数",
    "relics.description.power_glove.ability.power.statistic.shields_broken": "击破的盾牌数量",
    "relics.description.power_glove.description": "一副沉重的战斗手套,能在打击之间储存能量,并在罕见但毁灭性的力量爆发中释放.当充能达到顶峰时,打击将以难以想象的力量砸向敌人.",
    "relics.description.rooted_boots.ability.devouring": "根须滋养",
    "relics.description.rooted_boots.ability.devouring.description": "消耗圣物持有者下方的草方块,将其转化为泥土,并恢复%1$s点饥饿值和%2$s点饱和度.激活后,该能力进入%3$s秒冷却.",
    "relics.description.rooted_boots.ability.devouring.experience_source.fertilizer_application": "每次施加生长效果获得+1经验.",
    "relics.description.rooted_boots.ability.devouring.experience_source.grass_consumed": "每消耗一个草方块获得+1经验.",
    "relics.description.rooted_boots.ability.devouring.rank_modifier.fertilizer": "每%6$s秒一次,对圣物持有者下方的植物施加骨粉效果.",
    "relics.description.rooted_boots.ability.devouring.rank_modifier.healing": "当该能力激活时,额外为圣物持有者恢复%5$s点生命值.",
    "relics.description.rooted_boots.ability.devouring.rank_modifier.restoration": "被转化的泥土最迟在%4$s秒后恢复为草方块.",
    "relics.description.rooted_boots.ability.devouring.statistic.fertilizer_applications": "催熟的植物数量",
    "relics.description.rooted_boots.ability.devouring.statistic.grass_consumed": "消耗的草方块数量",
    "relics.description.rooted_boots.ability.devouring.statistic.healing_done": "恢复的生命值",
    "relics.description.rooted_boots.description": "靴子,鞋底编织着活生生的根系网络.当穿戴者踏上草方块时,根须会短暂地扎入大地,从中汲取养分.",
    "relics.description.running_shoes.ability.runner": "加速",
    "relics.description.running_shoes.ability.runner.description": "在持续奔跑期间,逐渐增加圣物持有者的移动速度,最多增加%1$s%%.停止后,积累的加速度会逐渐消散.",
    "relics.description.running_shoes.ability.runner.experience_source.running_jump": "每次奔跑时跳跃获得+1经验.",
    "relics.description.running_shoes.ability.runner.experience_source.running_time": "每持续奔跑5秒获得+1经验.",
    "relics.description.running_shoes.ability.runner.rank_modifier.immortality": "达到最大速度时,圣物持有者获得不朽效果.",
    "relics.description.running_shoes.ability.runner.rank_modifier.jump_boost": "奔跑时跳跃会使加速度获取速度加快%3$s%%,从而减少达到最大速度所需的时间.",
    "relics.description.running_shoes.ability.runner.rank_modifier.step_up": "将自动上台阶高度增加到%2$s格.该值随当前加速度增长,并在达到最高速度时达到最大值.",
    "relics.description.running_shoes.ability.runner.statistic.immortality_time": "处于不朽状态的时间",
    "relics.description.running_shoes.ability.runner.statistic.running_jumps": "奔跑时执行的跳跃次数",
    "relics.description.running_shoes.ability.runner.statistic.running_time": "奔跑时间",
    "relics.description.running_shoes.description": "一双为依赖速度的人打造的轻便跑鞋.它们的鞋底似乎能捕捉运动,将普通的奔跑转化为稳步积累的加速度.主人保持步调越久,步伐就越快,直到惯性本身也开始为他们效力.",
    "relics.description.scarf_of_invisibility.ability.invisibility": "消隐",
    "relics.description.scarf_of_invisibility.ability.invisibility.description": "如果圣物持有者静止不动超过 %1$s 秒,他们将获得消隐效果.与世界的任何交互都会中断此能力,并且至少在 %2$s 秒内无法重新激活,前提是附近没有将持有者视为目标的生物.",
    "relics.description.scarf_of_invisibility.ability.invisibility.experience_source.attack": "每次从隐身状态发起攻击获得+1经验.",
    "relics.description.scarf_of_invisibility.ability.invisibility.experience_source.toggle": "每次进入和离开隐身状态获得+1经验.",
    "relics.description.scarf_of_invisibility.ability.invisibility.rank_modifier.regeneration": "消隐激活期间,圣物持有者每秒恢复 %5$s 点生命值.",
    "relics.description.scarf_of_invisibility.ability.invisibility.rank_modifier.strike": "离开消隐状态后的首次攻击造成 %3$s%% 的额外伤害.",
    "relics.description.scarf_of_invisibility.ability.invisibility.rank_modifier.stun": "离开消隐状态后的首次攻击使目标眩晕 %4$s 秒.",
    "relics.description.scarf_of_invisibility.ability.invisibility.statistic.attacks": "从隐身状态发起的攻击次数",
    "relics.description.scarf_of_invisibility.ability.invisibility.statistic.bonus_damage": "从隐身状态造成的额外伤害",
    "relics.description.scarf_of_invisibility.ability.invisibility.statistic.duration": "处于隐身状态的时间",
    "relics.description.scarf_of_invisibility.ability.invisibility.statistic.entries": "进入隐身状态的次数",
    "relics.description.scarf_of_invisibility.ability.invisibility.statistic.healing": "隐身期间恢复的生命值",
    "relics.description.scarf_of_invisibility.ability.invisibility.statistic.stun_time": "从隐身攻击造成的眩晕时间",
    "relics.description.scarf_of_invisibility.description": "一条由特殊布料织成的轻薄深色围巾,似乎模糊了身体与空气的界限.当佩戴者静止不动时,线缕开始轻柔地颤动,轮廓逐渐消融于周围的世界.",
    "relics.description.shock_pendant.ability.shock": "连锁闪电",
    "relics.description.shock_pendant.ability.shock.description": "受到伤害时,有%1$s%%的几率释放一道电火花,在%2$s格范围内最多跳跃%3$s次,对每个目标造成%4$s点伤害.",
    "relics.description.shock_pendant.ability.shock.experience_source.lightning_resist": "每承受一次闪电打击,+1经验.",
    "relics.description.shock_pendant.ability.shock.experience_source.spark_created": "每生成一个火花,+1经验.",
    "relics.description.shock_pendant.ability.shock.experience_source.tremor_applied": "每施加一次震颤效果,+1经验.",
    "relics.description.shock_pendant.ability.shock.rank_modifier.conductor": "在水中或雨中,火花造成%5$s%%额外伤害.",
    "relics.description.shock_pendant.ability.shock.rank_modifier.resistance": "赋予对闪电伤害的完全免疫.",
    "relics.description.shock_pendant.ability.shock.rank_modifier.tremor": "当持有者受到伤害时,有%6$s%%的几率对攻击者施加%7$s秒的震颤效果.",
    "relics.description.shock_pendant.ability.shock.statistic.lightning_resists": "承受的闪电打击次数",
    "relics.description.shock_pendant.ability.shock.statistic.spark_damage_dealt": "火花造成的伤害",
    "relics.description.shock_pendant.ability.shock.statistic.spark_targets_hit": "被火花击中的目标数",
    "relics.description.shock_pendant.ability.shock.statistic.sparks_created": "生成的火花数",
    "relics.description.shock_pendant.ability.shock.statistic.tremor_duration": "施加的震颤效果总时长",
    "relics.description.shock_pendant.description": "一个内部有裂痕水晶的吊坠,其中不断闪烁着细微的放电.这块石头对敌意攻击反应敏锐,储存能量并瞬间向外释放.当敌人触碰到佩戴者时,水晶会以一连串明亮的火花在目标间跳跃作为回应.",
    "relics.description.snorkel.ability.snorkeling": "水下呼吸",
    "relics.description.snorkel.ability.snorkeling.description": "如果遗物持有者与空气之间相隔的水不超过%1$s格,则允许在水下呼吸.",
    "relics.description.snorkel.ability.snorkeling.experience_source.air_spent": "在水下每消耗一个气泡获得+1经验.",
    "relics.description.snorkel.ability.snorkeling.experience_source.reserve_unique": "每次获得独特的水下呼吸效果获得+1经验.",
    "relics.description.snorkel.ability.snorkeling.rank_modifier.reserve": "当潜入安全深度以下时,在返回安全区域前,会获得%2$s秒的水下呼吸效果.",
    "relics.description.snorkel.ability.snorkeling.rank_modifier.resistance": "将水下溺水伤害降低%3$s%%.",
    "relics.description.snorkel.ability.snorkeling.rank_modifier.vision": "移除水下迷雾,并显著改善水下能见度.",
    "relics.description.snorkel.ability.snorkeling.statistic.drowning_damage_reduced": "水下减少的溺水伤害",
    "relics.description.snorkel.ability.snorkeling.statistic.reserve_breathing_duration": "获得的水下呼吸持续时间",
    "relics.description.snorkel.ability.snorkeling.statistic.safe_underwater_duration": "在安全水下深度停留的时间",
    "relics.description.snorkel.description": "一根被盐渍染黑的呼吸管,是沉船寻宝者和海洋奥秘猎人的装备.它狭窄的管道似乎能将空气输送到比正常情况下更深的地方,让持有者能在水下停留更久.有了它,潜水不再是争夺最后一口气的竞赛,而水本身也显得平静而顺从.",
    "relics.description.snowshoes.ability.snow": "雪地疾行",
    "relics.description.snowshoes.ability.snow.description": "在雪上增加圣物持有者%1$s%%的移动速度.",
    "relics.description.snowshoes.ability.snow.experience_source.snow_movement": "每在雪上移动5秒获得+1经验.",
    "relics.description.snowshoes.ability.snow.rank_modifier.frost_immunity": "赋予圣物持有者冰冻免疫.",
    "relics.description.snowshoes.ability.snow.rank_modifier.linger": "离开雪地后,速度加成会额外持续%2$s秒.",
    "relics.description.snowshoes.ability.snow.rank_modifier.powder_walk": "允许圣物持有者在细雪上自由移动而不下陷.",
    "relics.description.snowshoes.ability.snow.statistic.snow_movement_time": "在雪上移动的时间",
    "relics.description.snowshoes.description": "一双宽大的雪鞋,能分散重量,仿佛雪原变成了坚实的道路.它们让人可以自信且毫不费力地在雪堆上移动,即使在普通步伐会陷入雪中的地方也能保持步调.",
    "relics.description.steadfast_spikes.ability.resistance": "坚定",
    "relics.description.steadfast_spikes.ability.resistance.description": "增加%1$s%%对击退和平滑表面的抵抗力.",
    "relics.description.steadfast_spikes.ability.resistance.experience_source.damage_taken": "每次受到攻击获得+1经验.",
    "relics.description.steadfast_spikes.ability.resistance.rank_modifier.anchor": "当圣物持有者站立不动时,他们无法被移动.",
    "relics.description.steadfast_spikes.ability.resistance.rank_modifier.crouch": "潜行时,该能力的效果翻倍.",
    "relics.description.steadfast_spikes.ability.wall_slide": "贴墙滑落",
    "relics.description.steadfast_spikes.ability.wall_slide.disabled.description": "该能力已停用,不提供任何加成.",
    "relics.description.steadfast_spikes.ability.wall_slide.enabled.description": "允许圣物持有者通过沿垂直表面滑下来减缓下落速度.",
    "relics.description.steadfast_spikes.ability.wall_slide.experience_source.wall_slide_time": "在贴墙滑落状态下每度过一秒获得+1经验.",
    "relics.description.steadfast_spikes.ability.wall_slide.mode.disabled": "禁用",
    "relics.description.steadfast_spikes.ability.wall_slide.mode.enabled": "启用",
    "relics.description.steadfast_spikes.ability.wall_slide.rank_modifier.damage_resistance": "当圣物持有者沿墙壁滑落时,受到的伤害减少%1$s%%.",
    "relics.description.steadfast_spikes.ability.wall_slide.statistic.wall_slide_time": "贴墙滑落时间",
    "relics.description.steadfast_spikes.description": "一套坚固的尖刺,附着在鞋底,每一步都咬入地面.在普通鞋履会打滑失去抓地力的地方,它们能让穿戴者保持稳定,即使在平滑的冰面上也能维持平衡.",
    "relics.description.strider_shoes.ability.lava_stride": "熔岩漫步",
    "relics.description.strider_shoes.ability.lava_stride.description": "潜行时,允许遗物持有者在熔岩表面自由行走.踏上熔岩时,移动速度暂时降低 %1$s%%,并在 %2$s 秒内逐渐恢复正常.",
    "relics.description.strider_shoes.ability.lava_stride.experience_source.lava_jump_boost": "在熔岩表面每次进行强化跳跃,获得 +1 经验.",
    "relics.description.strider_shoes.ability.lava_stride.experience_source.surface_movement": "在熔岩表面每移动 5 秒,获得 +1 经验.",
    "relics.description.strider_shoes.ability.lava_stride.rank_modifier.fire_immunity": "当遗物持有者在熔岩表面移动时,获得对火焰伤害的完全免疫.",
    "relics.description.strider_shoes.ability.lava_stride.rank_modifier.free_stride": "允许无需潜行即可在熔岩表面行走.",
    "relics.description.strider_shoes.ability.lava_stride.rank_modifier.lava_jump": "在熔岩表面跳跃时,跳跃高度提升 %3$s%%.",
    "relics.description.strider_shoes.ability.lava_stride.statistic.lava_jump_boosts": "在熔岩表面进行的强化跳跃次数",
    "relics.description.strider_shoes.ability.lava_stride.statistic.surface_time": "在熔岩表面停留的时间",
    "relics.description.strider_shoes.description": "鞋底能耐受熔岩灼烧的耐热靴履.每踏出一步,脚下的熔岩便会短暂凝固,让穿戴者得以自信地在其表面行走.最初的几步略显迟缓,但很快便能恢复如常的移动速度.",
    "relics.description.superstitious_hat.ability.looting": "迷信战利品",
    "relics.description.superstitious_hat.ability.looting.description": "击杀生物时,有 %1$s%% 的几率额外应用一级抢夺效果,最多可触发 %8$s 次.",
    "relics.description.superstitious_hat.ability.looting.experience_source.bonus_looting": "每次额外抢夺效果触发获得+1经验.",
    "relics.description.superstitious_hat.ability.looting.rank_modifier.beast_hunter": "对动物提供恒定的 %4$s 点抢夺等级加成.",
    "relics.description.superstitious_hat.ability.looting.rank_modifier.first_kill": "在暂停 %2$s 秒后的首次击杀,获得额外 %3$s%% 的几率触发能力.",
    "relics.description.superstitious_hat.ability.looting.rank_modifier.streak": "如果击杀间隔不超过 %5$s 秒,则每次后续击杀的触发几率增加 %6$s%%,最多叠加 %7$s 次.",
    "relics.description.superstitious_hat.ability.looting.statistic.bonus_looting_procs": "额外战利品触发次数",
    "relics.description.superstitious_hat.description": "一顶颜色鲜艳、略有褪色的帽子,有着卷曲的帽檐和磨损的缎带,让人联想到与矮妖精及其他幸运精灵相关的头饰.它被那些相信丰厚战利品只青睐勇者的人所佩戴.",
    "relics.description.thorn_pendant.ability.poison": "毒刺",
    "relics.description.thorn_pendant.ability.poison.description": "当持有者受到伤害时,将%1$s%%的伤害返还给攻击目标.",
    "relics.description.thorn_pendant.ability.poison.experience_source.poisoned_hit": "每击中一个中毒目标,+1经验.",
    "relics.description.thorn_pendant.ability.poison.experience_source.reflect_proc": "每次反射激活,+1经验.",
    "relics.description.thorn_pendant.ability.poison.rank_modifier.damage": "对中毒目标造成的伤害增加%4$s%%.",
    "relics.description.thorn_pendant.ability.poison.rank_modifier.poison": "反射的伤害会使目标中毒%2$s秒,中毒等级为%3$s.",
    "relics.description.thorn_pendant.ability.poison.rank_modifier.resistance": "赋予对中毒伤害的完全免疫.",
    "relics.description.thorn_pendant.ability.poison.statistic.poison_duration": "来自等级1的目标中毒总时长",
    "relics.description.thorn_pendant.ability.poison.statistic.poisoned_bonus_damage": "对中毒目标造成的额外伤害",
    "relics.description.thorn_pendant.ability.poison.statistic.procs": "能力激活次数",
    "relics.description.thorn_pendant.description": "一个缠绕着细密翡翠尖刺的吊坠,浓稠的毒液在其中缓慢循环.这块石头对攻击反应激烈:当佩戴者受到打击时,尖刺会以牙还牙.敌人很快会明白,攻击这样护身符的主人会带来痛苦的回报.",
    "relics.description.umbrella.ability.glider": "滑翔",
    "relics.description.umbrella.ability.glider.description": "当手持雨伞时,会将持有者的下落速度限制为%4$s.",
    "relics.description.umbrella.ability.glider.experience_source.bounce": "每次下落弹跳获得+1经验.",
    "relics.description.umbrella.ability.glider.experience_source.slow_fall_distance": "在缓降过程中每移动一格获得+1经验.",
    "relics.description.umbrella.ability.glider.rank_modifier.bounce": "手持雨伞下落时,按下左键会以%2$s的力将遗物持有者推向其视线相反的方向,并消耗1点%1$s充能.当遗物持有者接触地面时,充能会立即恢复.",
    "relics.description.umbrella.ability.glider.rank_modifier.vanishing": "下落时使用弹跳,会使遗物持有者获得%3$s秒的消逝效果.",
    "relics.description.umbrella.ability.glider.statistic.bounces_done": "已完成的弹跳次数",
    "relics.description.umbrella.ability.glider.statistic.flight_duration": "缓降持续时间",
    "relics.description.umbrella.ability.shield": "伞面护盾",
    "relics.description.umbrella.ability.shield.description": "按住右键可将雨伞用作完整的盾牌.它能连续格挡最多%1$s次攻击,之后会进入%3$s秒冷却.",
    "relics.description.umbrella.ability.shield.experience_source.blocked_hit": "每次成功格挡获得+1经验.",
    "relics.description.umbrella.ability.shield.rank_modifier.repel": "成功格挡时,会将攻击目标击退%2$s格.",
    "relics.description.umbrella.ability.shield.statistic.blocked_hits": "格挡的攻击次数",
    "relics.description.umbrella.description": "乍看之下,它就像一把最普通的旅行伞:磨损的布料、吱呀作响的伞骨,以及被漫长旅途磨光的手柄.但当风拂过它的伞面时,空气本身便开始听从其主人的意志.这把伞能轻柔地减缓下落速度,让人仿佛踏着无形的阶梯,沿着气流滑翔.",
    "relics.description.universal_attractor.ability.magnetism": "极性",
    "relics.description.universal_attractor.ability.magnetism.disabled.description": "能力已停用,不提供任何加成.",
    "relics.description.universal_attractor.ability.magnetism.experience_source.pulled_item": "每吸引一个物品,+1经验.",
    "relics.description.universal_attractor.ability.magnetism.experience_source.pulled_xp": "每吸引一个经验球,+1经验.",
    "relics.description.universal_attractor.ability.magnetism.experience_source.repelled_projectile": "每排斥一个弹射物,+1经验.",
    "relics.description.universal_attractor.ability.magnetism.mode.disabled": "禁用",
    "relics.description.universal_attractor.ability.magnetism.mode.pull": "吸引",
    "relics.description.universal_attractor.ability.magnetism.mode.push": "排斥",
    "relics.description.universal_attractor.ability.magnetism.pull.description": "将%1$s格范围内的所有附近物品拉向圣物持有者.",
    "relics.description.universal_attractor.ability.magnetism.push.description": "将%1$s格范围内的所有附近物品推离圣物持有者.",
    "relics.description.universal_attractor.ability.magnetism.rank_modifier.experience": "在吸引模式下,额外吸引经验球.",
    "relics.description.universal_attractor.ability.magnetism.rank_modifier.projectiles": "在排斥模式下,额外排斥敌对弹射物.",
    "relics.description.universal_attractor.ability.magnetism.rank_modifier.teleport": "在吸引模式下,物品会瞬间传送至圣物持有者,而非平滑移动.",
    "relics.description.universal_attractor.ability.magnetism.statistic.pulled_items_picked": "吸引的物品数",
    "relics.description.universal_attractor.ability.magnetism.statistic.pulled_xp_picked": "吸引的经验球数",
    "relics.description.universal_attractor.ability.magnetism.statistic.repelled_projectiles": "排斥的敌对弹射物数",
    "relics.description.universal_attractor.description": "一个紧凑的力场发生器,在其主人周围创造一个可控的力场.通过改变极性,该装置可以使战利品和其他物体冲向持有者或四散远离.",
    "relics.description.vampiric_glove.ability.vampire": "饮血者",
    "relics.description.vampiric_glove.ability.vampire.description": "遗物持有者的攻击恢复相当于造成伤害 %1$s%% 的生命值.",
    "relics.description.vampiric_glove.ability.vampire.experience_source.healing_done": "能力恢复的每点生命值获得 +1 经验.",
    "relics.description.vampiric_glove.ability.vampire.rank_modifier.execution_heal": "击杀目标额外恢复遗物持有者最大生命值的 %5$s%%.",
    "relics.description.vampiric_glove.ability.vampire.rank_modifier.overheal_absorption": "超出最大生命值的过量治疗将转化为伤害吸收,最多 %6$s 点.",
    "relics.description.vampiric_glove.ability.vampire.rank_modifier.streak": "若每次攻击不晚于上一次攻击后的 %3$s 秒,则此能力提供的治疗效果提升 %2$s%%.该增益最多可叠加 %4$s 层.",
    "relics.description.vampiric_glove.ability.vampire.statistic.absorption_gained": "获得的伤害吸收生命值",
    "relics.description.vampiric_glove.ability.vampire.statistic.healing_done": "能力恢复的生命值",
    "relics.description.vampiric_glove.description": "一副编织着纤细绯红脉络的暗色手套,每次打击都会使其脉动.它从受伤的敌人身上汲取生命力,并将其引导回持有者体内.战斗越激烈,手套吸收的被窃能量就越多.",
    "relics.description.villager_hat.ability.golem_guard": "傀儡守卫",
    "relics.description.villager_hat.ability.golem_guard.description": "铁傀儡不会攻击遗物持有者,并会为其进行防御.",
    "relics.description.villager_hat.ability.golem_guard.experience_source.protection_trigger": "每次触发傀儡守卫的伤害分摊获得+1经验.",
    "relics.description.villager_hat.ability.golem_guard.rank_modifier.protection": "为%2$s格范围内的每个铁傀儡减少%1$s%%的所受伤害,最多减少%3$s%%.",
    "relics.description.villager_hat.ability.golem_guard.statistic.golem_damage_reduced": "得益于铁傀儡而减少的伤害",
    "relics.description.villager_hat.ability.trade_surge": "交易直觉",
    "relics.description.villager_hat.ability.trade_surge.description": "将与村民的交易成本降低%1$s%%.",
    "relics.description.villager_hat.ability.trade_surge.experience_source.multicast_bonus": "每个额外的交易结果获得+1经验.",
    "relics.description.villager_hat.ability.trade_surge.experience_source.trade": "每次与村民交易获得+1经验.",
    "relics.description.villager_hat.ability.trade_surge.rank_modifier.multicast": "交易最多可增加%2$s个额外的交易结果.",
    "relics.description.villager_hat.ability.trade_surge.rank_modifier.preserve": "有%3$s%%的几率,交易不会消耗村民当前报价的库存.",
    "relics.description.villager_hat.ability.trade_surge.statistic.multicast_bonus_results": "获得的额外交易结果",
    "relics.description.villager_hat.ability.trade_surge.statistic.trades_done": "与村民完成的交易",
    "relics.description.villager_hat.ability.trade_surge.statistic.trades_preserved": "保留的交易库存",
    "relics.description.villager_hat.description": "一顶外观简单的草帽,配有一条整洁的丝带——这是在村庄中受信任之人的标志.在它的帽檐下,交易变得更容易,与村民的共同点也更快找到,而铁傀儡会将它的主人视为值得保护的人.据说,这样的帽子只属于那些在许多市场赢得良好声誉的人.",
    "relics.description.warp_drive.ability.warp": "越界",
    "relics.description.warp_drive.ability.warp.description": "使用末影珍珠不再消耗它,但传送后会施加 %1$s 秒冷却时间.",
    "relics.description.warp_drive.ability.warp.experience_source.disorient_target": "传送后每个失明的目标获得 +1 经验.",
    "relics.description.warp_drive.ability.warp.experience_source.pearl_use": "每次使用末影珍珠获得 +1 经验.",
    "relics.description.warp_drive.ability.warp.rank_modifier.disorientation": "传送后,%2$s 格范围内的所有目标失明 %3$s 秒,并无法看见遗物持有者.",
    "relics.description.warp_drive.ability.warp.rank_modifier.protection": "使用末影珍珠传送不再对遗物持有者造成伤害.",
    "relics.description.warp_drive.ability.warp.rank_modifier.weightless": "末影珍珠失去重力,沿直线飞行.",
    "relics.description.warp_drive.ability.warp.statistic.disoriented_targets": "失明的目标数",
    "relics.description.warp_drive.ability.warp.statistic.pearl_uses": "使用的末影珍珠数量",
    "relics.description.warp_drive.ability.warp.statistic.protection_damage_avoided": "避免的末影珍珠传送伤害",
    "relics.description.warp_drive.description": "一个与末影珍珠能量同步的紧凑型跃迁模块.该装置拦截传送瞬间并使其稳定.",
    "relics.description.whoopee_cushion.ability.push": "气爆",
    "relics.description.whoopee_cushion.ability.push.description": "潜行一次时,有 %1$s%% 几率播放其标志性音效,并将遗物持有者周围最多 %2$s 格内的所有目标推开,之后进入 %7$s 秒冷却.",
    "relics.description.whoopee_cushion.ability.push.experience_source.activation": "每次能力激活获得 +1 经验.",
    "relics.description.whoopee_cushion.ability.push.experience_source.cloud_created": "每次创造毒气云获得 +1 经验.",
    "relics.description.whoopee_cushion.ability.push.experience_source.paralyzed_target": "每个被麻痹的目标获得 +1 经验.",
    "relics.description.whoopee_cushion.ability.push.rank_modifier.paralysis": "当能力激活时,%4$s 格范围内的所有目标被麻痹 %5$s 秒.",
    "relics.description.whoopee_cushion.ability.push.rank_modifier.retaliation": "能力也可在受到伤害时激活,几率为 %3$s%%.",
    "relics.description.whoopee_cushion.ability.push.rank_modifier.toxic_cloud": "当能力激活时,有 %6$s%% 几率留下一团毒气云,使目标中毒、反胃,并使云内的生物无法看见遗物持有者.",
    "relics.description.whoopee_cushion.ability.push.statistic.clouds_created": "创造的毒气云数量",
    "relics.description.whoopee_cushion.ability.push.statistic.targets_hit": "命中的目标数",
    "relics.description.whoopee_cushion.ability.push.statistic.triggers": "能力激活次数",
    "relics.description.whoopee_cushion.description": "一个内置小型气体机关的恶作剧坐垫.当持有者尴尬地坐下时,装置会释放一股强劲的气流并伴随巨大声响.看似愚蠢的玩笑,实则能发挥更大作用……",
    "relics.description.withered_bracelet.ability.withering": "凋零",
    "relics.description.withered_bracelet.ability.withering.description": "遗物持有者的攻击有 %1$s%% 几率对目标施加持续 %2$s 秒的凋零 %3$s 级效果.",
    "relics.description.withered_bracelet.ability.withering.experience_source.new_wither_target": "每次对新的目标施加凋零效果获得 +1 经验.",
    "relics.description.withered_bracelet.ability.withering.rank_modifier.leech": "凋零伤害的每次跳动都会为遗物持有者恢复等同于该伤害的生命值.",
    "relics.description.withered_bracelet.ability.withering.rank_modifier.resistance": "赋予遗物持有者对凋零伤害的完全免疫.",
    "relics.description.withered_bracelet.ability.withering.rank_modifier.spread": "若目标在受凋零效果影响期间死亡,则该效果会传播给 %5$s 格范围内的所有生物,持续 %4$s 秒.",
    "relics.description.withered_bracelet.ability.withering.statistic.leech_healing_done": "得益于凋零效果恢复的生命值",
    "relics.description.withered_bracelet.ability.withering.statistic.withered_targets": "被凋零的目标数",
    "relics.description.withered_bracelet.description": "一个注入了凋零能量的暗色手镯.其冷光让皮肤感到干热,佩戴者的每次打击都可能将毁灭性的衰败传递给敌人.",
    "tooltip.reliquified_artifacts.mimi_dust": "对箱子使用时,会将其转化为一个宝箱怪,掉落与转化前箱内原有数量相同的随机遗物.",
    "tooltip.reliquified_artifacts.modified": "由[圣物化遗物]修改"
}