{
    "block.relics.phantom_block": "幻影桥方块",
    "command.relics.base.not_relic": "你手上的必须是一个遗物!",
    "curios.identifier.feet": "足部",
    "effect.relics.anti_heal": "抗体",
    "effect.relics.bleeding": "流血",
    "effect.relics.confusion": "混乱",
    "effect.relics.immortality": "不朽",
    "effect.relics.paralysis": "麻痹",
    "effect.relics.stun": "晕眩",
    "effect.relics.tremor": "震颤",
    "effect.relics.vanishing": "隐匿",
    "entity.relics.constellation_star": "星座星辰",
    "entity.relics.death_essence": "死亡精华",
    "entity.relics.electric_spark": "雷电火花",
    "entity.relics.falling_star": "坠星",
    "entity.relics.golden_tooth": "金牙",
    "entity.relics.kinetic_electricity": "电弧链",
    "entity.relics.leaves_block": "叶片投射物",
    "entity.relics.life_essence": "生命精华",
    "entity.relics.reflective_orb": "反射伤害法球",
    "entity.relics.relic_experience_orb": "遗物经验球",
    "entity.relics.roller_spark": "滚雷火花",
    "entity.relics.shadow_glaive": "战刃",
    "entity.relics.shockwave_block": "冲击波片段",
    "entity.relics.spore": "毒孢子",
    "entity.relics.thrown_relic_experience_bottle": "投掷的遗物经验瓶",
    "info.relics.researching.wrong_container": "在此库存中无法操作遗物.将物品移动到玩家的主库存中再试一次.",
    "item.relics.chef_hat": "厨师帽",
    "item.relics.chorus_staff": "紫颂法杖",
    "item.relics.clot_of_time": "时光凝血",
    "item.relics.cooked_meatball": "熟肉丸",
    "item.relics.cut_glass_boot": "雕琢玻璃靴",
    "item.relics.golden_tooth": "金牙",
    "item.relics.hunting_belt": "狩猎腰带",
    "item.relics.jellyfish_necklace": "水母项链",
    "item.relics.kinetic_belt": "动能腰带",
    "item.relics.leafy_mantle": "青叶斗篷",
    "item.relics.midnight_mantle": "午夜斗篷",
    "item.relics.pet_bone": "宠物遗骨",
    "item.relics.piglin_mask": "猪灵面具",
    "item.relics.raw_meatball": "生肉丸",
    "item.relics.reflective_necklace": "折射项链",
    "item.relics.relic_experience_bottle": "遗物经验瓶",
    "item.relics.rider_flute": "骑手长笛",
    "item.relics.ring_of_the_seven_deadly_sins": "七宗罪之戒",
    "item.relics.roller_skate": "滚轮滑鞋",
    "item.relics.sphere_of_self_sacrifice": "自我牺牲之球",
    "item.relics.springy_boot": "弹簧靴",
    "itemGroup.relics": "遗物",
    "key.relics.research_relic": "研究光标下的遗物",
    "relics.description.ability.experience_source.condition.rank": "从%1$s阶开始:",
    "relics.description.ability.levelup.auto": "在此操作期间按住[%1$s]可自动提升技能等级,直至经验值或升级点耗尽.",
    "relics.description.ability.levelup.cost.entry_1": "%1$s经验点(%2$s相对等级)",
    "relics.description.ability.levelup.cost.entry_2": "%1$s升级点数",
    "relics.description.ability.levelup.description": "提升当前技能等级,增强其属性效果.",
    "relics.description.ability.levelup.max_level": "该技能已达最高等级,无法继续提升!",
    "relics.description.ability.levelup.title": "能力升级",
    "relics.description.ability.rank_modifier.condition.rank": "从%1$s阶开始:",
    "relics.description.ability.reroll.auto": "在此操作期间按住[%1$s]可自动重置属性,直至达到最高稀有度或经验值耗尽.",
    "relics.description.ability.reroll.cost.entry_1": "消耗%1$s经验值(相当于%2$s个相对等级)",
    "relics.description.ability.reroll.description": "随机重置技能属性数值,结果可能更好或更差.",
    "relics.description.ability.reroll.max_quality": "该技能已达最高品质,此操作必然导致属性下降.使用前请按住[%1$s]确认您已了解可能后果!",
    "relics.description.ability.reroll.title": "重置技能属性",
    "relics.description.ability.research.rule_1.description": "将光标移至左侧迷雾上,探索下方的能力图标并寻找隐藏星辰.",
    "relics.description.ability.research.rule_1.title": "探索",
    "relics.description.ability.research.rule_2.description": "根据能力图标匹配星辰图案,连接它们形成星座.",
    "relics.description.ability.research.rule_2.title": "连接",
    "relics.description.ability.research.rule_3.description": "注意细节:即使透过迷雾也能看到星辰位置的粒子效果,环绕星辰的圆点数量表示所需连接数.",
    "relics.description.ability.research.rule_3.title": "注意细节",
    "relics.description.ability.research.rules": "规则",
    "relics.description.ability.reset.cost.entry_1": "消耗%1$s经验值(相当于%2$s个相对等级)",
    "relics.description.ability.reset.description": "将技能等级重置为最低级,并返还已消耗的升级点.",
    "relics.description.ability.reset.min_level": "该技能已处于最低等级,无需重置!",
    "relics.description.ability.reset.title": "重置技能等级",
    "relics.description.ability.statistic.condition.rank": "从%1$s阶开始:",
    "relics.description.chef_hat.ability.satiety": "肉丸丰收",
    "relics.description.chef_hat.ability.satiety.description": "击杀目标有%1$s%%几率掉落1个肉丸,其属性与生牛肉相同,可食用或烹饪以获得更多营养.",
    "relics.description.chef_hat.ability.satiety.experience_source.consume": "每食用一个肉丸,获得+1经验.",
    "relics.description.chef_hat.ability.satiety.experience_source.drop": "每掉落一个肉丸,获得+1经验.",
    "relics.description.chef_hat.ability.satiety.experience_source.healing": "通过肉丸每恢复1点生命值,获得+1经验.",
    "relics.description.chef_hat.ability.satiety.rank_modifier.cooked_meatball": "掉落的肉丸将被自动烹熟.",
    "relics.description.chef_hat.ability.satiety.rank_modifier.meatball_healing": "食用肉丸可恢复%2$s点生命值.食用熟肉丸可恢复双倍生命值.",
    "relics.description.chef_hat.ability.satiety.rank_modifier.quick_meal": "肉丸食用速度提升至3倍.",
    "relics.description.chef_hat.ability.satiety.statistic.cooked_meatballs_eaten": "食用的熟肉丸",
    "relics.description.chef_hat.ability.satiety.statistic.health_restored": "通过肉丸恢复的生命值",
    "relics.description.chef_hat.ability.satiety.statistic.meatballs_dropped": "从目标处掉落的肉丸",
    "relics.description.chef_hat.ability.satiety.statistic.raw_meatballs_eaten": "食用的生肉丸",
    "relics.description.chef_hat.description": "这顶帽子曾属于一位厨师,其宴席不仅吸引了国王,还聚集了从战场归来的战士.据说他不仅能喂饱饥肠辘辘的人,更能将战斗的炽热转化为能在濒死之际恢复气力的食物.帽子的白色布料早已浸透烟火、香料与沸腾大锅的气味,其褶皱仿佛承载着数百道在激战间隙匆忙制备的餐食记忆.每当圣物持有者击败一名敌人,这顶帽子便会慷慨奖赏战利品,将倒下的血肉转化为虽简单却饱足的食物.",
    "relics.description.chorus_staff.ability.blink": "瞬移传送",
    "relics.description.chorus_staff.ability.blink.description": "使用时向前方最远传送%1$s格距离,消耗内置充能池中的1点能量(上限%2$s点).充能池每%3$s秒自动恢复1点.",
    "relics.description.chorus_staff.ability.blink.experience_source.blink": "每次成功传送获得+1经验值",
    "relics.description.chorus_staff.ability.blink.experience_source.flicker": "每次传送时使目标生物丢失视野获得+1经验值",
    "relics.description.chorus_staff.ability.blink.experience_source.safe_fall": "每次传送后安全着陆获得+1经验值",
    "relics.description.chorus_staff.ability.blink.rank_modifier.ascent": "注视可达方块时发动传送会直接抵达该方块(而非向前传送).若目标上方存在其他方块,剩余传送距离将用于寻找安全落脚点",
    "relics.description.chorus_staff.ability.blink.rank_modifier.flicker": "传送发动时使附近所有生物短暂丢失持有者视野",
    "relics.description.chorus_staff.ability.blink.rank_modifier.safe_fall": "传送落地时不承受跌落伤害",
    "relics.description.chorus_staff.ability.blink.statistic.blinks_amount": "累计传送次数",
    "relics.description.chorus_staff.ability.blink.statistic.distance_traveled": "传送总距离",
    "relics.description.chorus_staff.ability.blink.statistic.safe_falls": "安全着陆次数",
    "relics.description.chorus_staff.ability.blink.statistic.targets": "传送期间丢失视野的生物数",
    "relics.description.chorus_staff.description": "从遥远末地岛屿窃取的奇异紫颂植物枝条.历经岁月仍保有传送之力:挥动间身形消散,转瞬即出现在未知彼方.",
    "relics.description.clot_of_time.ability.rewind": "僭越",
    "relics.description.clot_of_time.ability.rewind.description": "按住鼠标右键时,令圣物持有者沿最近行进的路径在时间中平滑回溯,最多可回溯%1$s秒.回溯结束后,该能力进入冷却,冷却时间等于此次连续不间断使用圣物的时长.",
    "relics.description.clot_of_time.ability.rewind.experience_source.health_rewind": "通过生命回溯修正每恢复1点生命值,获得+1经验值.",
    "relics.description.clot_of_time.ability.rewind.experience_source.rewind": "于回溯模式中每度过1秒,获得+1经验值.",
    "relics.description.clot_of_time.ability.rewind.rank_modifier.health_rewind": "回溯期间,将生命值恢复至路径上对应点曾有的数值,但不会降低当前生命值.",
    "relics.description.clot_of_time.ability.rewind.rank_modifier.invulnerability": "回溯期间,圣物持有者不会受到伤害.",
    "relics.description.clot_of_time.ability.rewind.rank_modifier.oblivion": "能力激活期间,附近所有实体都会失去对圣物持有者的视野.",
    "relics.description.clot_of_time.ability.rewind.statistic.activations": "圣物激活次数",
    "relics.description.clot_of_time.ability.rewind.statistic.health_restored": "通过生命回溯恢复的生命值",
    "relics.description.clot_of_time.ability.rewind.statistic.rewind_duration": "处于回溯模式的时间",
    "relics.description.clot_of_time.description": "这团凝血宛如一滴冻结的宇宙,深处缓缓旋转着过往时光的碎片.据称它会出现在时间曾破裂之处.在圣物持有者手中,凝血使其能短暂回溯时光,仿佛沿着尚未消逝的痕迹抹去自身犯下的过错.",
    "relics.description.cut_glass_boot.ability.glass": "玻璃",
    "relics.description.cut_glass_boot.ability.glass.description": "手持此遗物时,其功能如同普通桶,最多可储存%2$s种液体,总容量为%1$s mB.要切换当前选中的液体,请手持遗物,按住Shift并滚动鼠标滚轮.装备此遗物时,穿戴者可在其内部缓冲区储存的任何液体上行走.在液体上的移动速度减半,但每有1000 mB同类型液体,移动速度提升%3$s%%.",
    "relics.description.cut_glass_boot.ability.glass.experience_source.standing": "在液体上每移动一秒获得+1经验值",
    "relics.description.cut_glass_boot.ability.glass.statistic.duration": "在液体上站立的时间",
    "relics.description.cut_glass_boot.description": "由一位试图将海洋囚禁于多面容器中的疯狂玻璃匠打造,此靴以多层水晶雕琢而成,铭记着每一滴曾触及其壁的液体.久而久之,玻璃不再仅储存液体,更学会了驾驭它:一旦靴中注满,水、熔岩、毒液或其他任何液体表面都会在穿戴者脚下硬化,宛如一面镜桥.",
    "relics.description.general.cost.title": "消耗",
    "relics.description.hunting_belt.ability.pack": "集群",
    "relics.description.hunting_belt.ability.pack.description": "使圣物持有者的宠物造成的伤害提升%1$s%%.",
    "relics.description.hunting_belt.ability.pack.experience_source.bone_drop": "每从阵亡宠物生成一块骨头获得+1经验值.",
    "relics.description.hunting_belt.ability.pack.experience_source.pet_damage": "圣物持有者的宠物每次攻击获得+1经验值.",
    "relics.description.hunting_belt.ability.pack.experience_source.pet_resistance": "通过宠物提供的保护每吸收1点伤害获得+1经验值.",
    "relics.description.hunting_belt.ability.pack.rank_modifier.leader": "半径%2$s格范围内的每只宠物(最多5只)使圣物持有者承受的伤害降低%3$s%%.",
    "relics.description.hunting_belt.ability.pack.rank_modifier.relentless": "圣物持有者的宠物可无视目标的伤害免疫帧.",
    "relics.description.hunting_belt.ability.pack.rank_modifier.revival": "宠物死亡时会掉落特殊骨头,可通过击杀生物充能.每击杀一个生物,骨头将按其最大生命值等量充能.复活宠物需消耗其最大生命值的%4$s%%.",
    "relics.description.hunting_belt.ability.pack.statistic.damage_resisted": "宠物保护吸收的伤害",
    "relics.description.hunting_belt.ability.pack.statistic.pet_attacks": "宠物攻击次数",
    "relics.description.hunting_belt.ability.pack.statistic.pet_bones": "阵亡宠物生成的骨头",
    "relics.description.hunting_belt.ability.pack.statistic.pet_damage": "宠物造成的伤害",
    "relics.description.hunting_belt.description": "这条腰带曾属于那些学会不仅依靠自己的双手,更信赖伙伴利齿的猎人.磨损的皮革与骨制护符铭刻着数十场并肩作战的记忆.它强化了主人与宠物间的羁绊,使其化为致命的狩猎集群.",
    "relics.description.jellyfish_necklace.ability.regeneration": "水域再生",
    "relics.description.jellyfish_necklace.ability.regeneration.description": "使佩戴者最大生命值提升%1$s%且恢复速度提升%2$s%,但仅在液体中或雨天生效",
    "relics.description.jellyfish_necklace.ability.regeneration.experience_source.health_regeneration": "每恢复1点生命值获得+1经验值",
    "relics.description.jellyfish_necklace.ability.regeneration.rank_modifier.retention": "离开水域时,额外最大生命值加成将转化为吸收生命值,受到伤害时优先消耗",
    "relics.description.jellyfish_necklace.ability.regeneration.statistic.health_regenerated": "生命恢复总量",
    "relics.description.jellyfish_necklace.ability.shock": "放电",
    "relics.description.jellyfish_necklace.ability.shock.disabled.description": "该能力已停用,不提供任何增益",
    "relics.description.jellyfish_necklace.ability.shock.enabled.description": "每%1$s秒积蓄1次电弧充能(上限%2$s次).当佩戴者接触生物时消耗1次充能,将%3$s格范围内所有目标击退%4$s%%距离并麻痹%5$s秒,同时触发可在%6$s格范围内弹跳%7$s次的闪电链,对路径上所有目标造成%8$s点伤害",
    "relics.description.jellyfish_necklace.ability.shock.experience_source.arcs_bouncing": "每次电弧弹跳获得+1经验值",
    "relics.description.jellyfish_necklace.ability.shock.experience_source.hit_paralysis": "攻击使目标麻痹每秒获得+1经验值",
    "relics.description.jellyfish_necklace.ability.shock.experience_source.rings_accumulating": "每生成一道电弧获得+1经验值",
    "relics.description.jellyfish_necklace.ability.shock.mode.disabled": "禁用",
    "relics.description.jellyfish_necklace.ability.shock.mode.enabled": "启用",
    "relics.description.jellyfish_necklace.ability.shock.rank_modifier.charge": "触发能力时,佩戴者获得持续%10$s秒的麻痹攻击效果(每次攻击麻痹目标%5$s秒),该效果对同次能力触发中已麻痹过的目标无效",
    "relics.description.jellyfish_necklace.ability.shock.rank_modifier.conductor": "对液体中或雨天的目标,闪电链伤害提升%9$s%%",
    "relics.description.jellyfish_necklace.ability.shock.statistic.arcs_bounces": "闪电链弹跳次数",
    "relics.description.jellyfish_necklace.ability.shock.statistic.arcs_damage": "闪电链造成伤害",
    "relics.description.jellyfish_necklace.ability.shock.statistic.arcs_spawned": "创造的闪电链数量",
    "relics.description.jellyfish_necklace.ability.shock.statistic.hit_paralysis": "攻击造成的麻痹时长",
    "relics.description.jellyfish_necklace.ability.shock.statistic.rings_accumulated": "累计生成电弧数",
    "relics.description.jellyfish_necklace.ability.shock.statistic.rings_paralysis": "电弧爆炸造成的麻痹时长",
    "relics.description.jellyfish_necklace.description": "如水母般的活体饰品缠绕颈间,即便远离原生水域也不会枯萎.其半透明伞盖如海浪般律动变幻色彩,纤细触须或轻摆或收缩,释放着电流火花.当佩戴者浸入水中时,它以自身力量为代价维持佩戴者的生命与健康.但当敌人靠近时,触须会迸发眩目电光,释放的电流浪潮将扫荡路径上的一切.",
    "relics.description.kinetic_belt.ability.gliding": "滑翔",
    "relics.description.kinetic_belt.ability.gliding.disabled.description": "能力未激活,不提供任何增益",
    "relics.description.kinetic_belt.ability.gliding.enabled.description": "长按跳跃键时,降低佩戴者重力与空气阻力,并将移动惯性提升%1$s%%.使用此能力时的坠落伤害也会降低,但效果与佩戴者垂直移动速度成反比.",
    "relics.description.kinetic_belt.ability.gliding.experience_source.gliding": "滑翔每秒获得+1经验值",
    "relics.description.kinetic_belt.ability.gliding.experience_source.resistance": "修正器每格挡1点伤害获得+1经验值",
    "relics.description.kinetic_belt.ability.gliding.experience_source.strike": "修正器每造成1点额外伤害获得+1经验值",
    "relics.description.kinetic_belt.ability.gliding.mode.disabled": "已禁用",
    "relics.description.kinetic_belt.ability.gliding.mode.enabled": "已启用",
    "relics.description.kinetic_belt.ability.gliding.rank_modifier.momentum": "坠落前使用能力可抵消所有潜在坠落伤害,并为下次跳跃保留动量",
    "relics.description.kinetic_belt.ability.gliding.rank_modifier.resistance": "使用能力时,佩戴者受到伤害降低%3$s%%",
    "relics.description.kinetic_belt.ability.gliding.rank_modifier.strike": "使用能力时,佩戴者的投射物伤害增加%2$s%%",
    "relics.description.kinetic_belt.ability.gliding.statistic.damage": "滑翔期间额外造成伤害",
    "relics.description.kinetic_belt.ability.gliding.statistic.duration": "滑翔时间",
    "relics.description.kinetic_belt.ability.gliding.statistic.resistance": "滑翔期间格挡伤害",
    "relics.description.kinetic_belt.ability.slots": "护符栏位扩展",
    "relics.description.kinetic_belt.ability.slots.description": "增加%1$s个护符装备上限",
    "relics.description.kinetic_belt.description": "这条腰带曾属于空舞大师兼气形古派传人,采用违背常规物理法则的材料制成.织物内缝制的薄片不响应体重,只感应动作——仿佛空气都在服从佩戴者.掌握此圣物操控技艺者描述其感受近乎与空气融为一体:每一步都化作飞跃,每段飞跃都成为飞行,每次坠落都只是下次起跳的助力.",
    "relics.description.kinetic_belt.synergy.electricity": "电弧",
    "relics.description.kinetic_belt.synergy.electricity.disabled.description": "协同效果已停用,不提供任何加成.",
    "relics.description.kinetic_belt.synergy.electricity.enabled.description": "滑翔%2$s秒后,在遗物持有者身后留下一道电弧链,对接触的任何目标造成%1$s点伤害.",
    "relics.description.kinetic_belt.synergy.electricity.mode.disabled": "已禁用",
    "relics.description.kinetic_belt.synergy.electricity.mode.enabled": "已启用",
    "relics.description.leafy_mantle.ability.camouflage": "伪装",
    "relics.description.leafy_mantle.ability.camouflage.description": "可在树叶中自由穿行,并在树叶上着陆时免疫跌落伤害.穿戴者在植被中每秒恢复%1$s点生命值.",
    "relics.description.leafy_mantle.ability.camouflage.experience_source.healing": "在植被中伪装时每恢复1点生命值获得+1经验值.",
    "relics.description.leafy_mantle.ability.camouflage.experience_source.hiding": "在植被中每潜伏1秒获得+1经验值.",
    "relics.description.leafy_mantle.ability.camouflage.rank_modifier.absorption": "触发能力时,穿戴者额外获得%2$s点伤害吸收生命值.",
    "relics.description.leafy_mantle.ability.camouflage.rank_modifier.disappearance": "能力激活期间穿戴者将隐形.",
    "relics.description.leafy_mantle.ability.camouflage.statistic.heal_amount": "伪装期间生命恢复总量",
    "relics.description.leafy_mantle.ability.camouflage.statistic.hide_duration": "植被伪装总时长",
    "relics.description.leafy_mantle.ability.revival": "林荫恩赐",
    "relics.description.leafy_mantle.ability.revival.description": "受到致命伤害时,会吸收半径%1$s格内的树叶来抵御死亡.吸收的树叶数量与所受伤害成正比,每格树叶最多抵消%2$s点伤害.",
    "relics.description.leafy_mantle.ability.revival.experience_source.consuming_leaves": "每吸收1格树叶获得+1经验值.",
    "relics.description.leafy_mantle.ability.revival.experience_source.leaves_impact": "每击中一个目标获得+1经验值.",
    "relics.description.leafy_mantle.ability.revival.rank_modifier.piercing": "叶片飞刃造成%3$s点伤害,并使路径上所有目标瘫痪%4$s秒.",
    "relics.description.leafy_mantle.ability.revival.statistic.damage_dealt": "叶片飞刃造成伤害总量",
    "relics.description.leafy_mantle.ability.revival.statistic.damage_negated": "树叶抵消伤害总量",
    "relics.description.leafy_mantle.ability.revival.statistic.leaves_consumed": "吸收树叶总数",
    "relics.description.leafy_mantle.ability.revival.statistic.paralysis_duration": "叶片飞刃瘫痪总时长",
    "relics.description.leafy_mantle.description": "由千片常青树叶编织而成却轻如午荫,这件斗篷缠绕佩戴者肩头,使其与森林融为一体避开窥视.织物中的叶片跃动着生命能量滋养躯体,在生死关头时整片树丛都会挺身防御,用横扫的枝干偏转所有攻击.",
    "relics.description.midnight_mantle.ability.constellation": "星轨联结",
    "relics.description.midnight_mantle.ability.constellation.description": "受到伤害时有%1$s%%概率朝随机方向释放星辰,这些星辰会在%2$s格范围内相互联结形成星轨.穿过星轨的目标将获得%3$s秒震颤效果,触碰星辰会立即引爆,对%4$s格范围内所有目标造成%5$s点伤害.星辰在生成%6$s秒后也会自动爆炸.",
    "relics.description.midnight_mantle.ability.constellation.experience_source.star_creation": "每生成1颗星辰获得1点经验值",
    "relics.description.midnight_mantle.ability.constellation.experience_source.star_damage": "星辰每造成1点伤害获得1点经验值",
    "relics.description.midnight_mantle.ability.constellation.experience_source.star_tremor": "星轨每使目标震颤1秒获得1点经验值",
    "relics.description.midnight_mantle.ability.constellation.rank_modifier.stun": "星辰爆炸还会使目标眩晕%7$s秒",
    "relics.description.midnight_mantle.ability.constellation.statistic.star_damage": "星辰造成总伤害",
    "relics.description.midnight_mantle.ability.constellation.statistic.star_stun": "星辰眩晕总时长",
    "relics.description.midnight_mantle.ability.constellation.statistic.total_stars": "生成星辰总数",
    "relics.description.midnight_mantle.ability.invisibility": "暗影潜行",
    "relics.description.midnight_mantle.ability.invisibility.description": "当光照等级低于%1$s%%时,使圣物穿戴者融入暗影并获得隐身效果.离开暗影后,该能力将有%2$s秒冷却时间,且需16格范围内所有目标失去对穿戴者的视线后才可再次触发.",
    "relics.description.midnight_mantle.ability.invisibility.experience_source.being_invisible": "每隐身1秒获得1点经验值",
    "relics.description.midnight_mantle.ability.invisibility.experience_source.damage_dealing": "通过隐身状态每造成1点额外伤害获得1点经验值",
    "relics.description.midnight_mantle.ability.invisibility.rank_modifier.strike": "来自暗影的攻击造成%3$s%%额外伤害",
    "relics.description.midnight_mantle.ability.invisibility.statistic.additional_damage": "隐身状态下造成的额外伤害",
    "relics.description.midnight_mantle.ability.invisibility.statistic.duration": "隐身总时长",
    "relics.description.midnight_mantle.ability.phase": "月相之力",
    "relics.description.midnight_mantle.ability.phase.experience_source.damage_dealing": "朔月模式下每额外恢复1点生命值获得1点经验值",
    "relics.description.midnight_mantle.ability.phase.experience_source.health_regeneration": "盈月模式下每额外造成1点伤害获得1点经验值",
    "relics.description.midnight_mantle.ability.phase.full_moon.description": "使穿戴者造成的伤害提升%1$s%%,攻击速度提升%2$s%%.加成效果取决于当前月相接近满月的程度.",
    "relics.description.midnight_mantle.ability.phase.mode.full_moon": "盈月模式",
    "relics.description.midnight_mantle.ability.phase.mode.new_moon": "朔月模式",
    "relics.description.midnight_mantle.ability.phase.new_moon.description": "使穿戴者最大生命值提升%3$s%%,生命恢复提升%4$s%%.加成效果取决于当前月相接近新月的程度.",
    "relics.description.midnight_mantle.ability.phase.rank_modifier.switch": "切换模式后%5$s秒内效果提升%6$s%%.",
    "relics.description.midnight_mantle.ability.phase.statistic.additional_damage": "额外造成伤害",
    "relics.description.midnight_mantle.ability.phase.statistic.duration_full_moon": "模式持续时间",
    "relics.description.midnight_mantle.ability.phase.statistic.duration_new_moon": "模式持续时间",
    "relics.description.midnight_mantle.ability.phase.statistic.health_regeneration": "额外恢复生命值",
    "relics.description.midnight_mantle.ability.starfall": "星陨天降",
    "relics.description.midnight_mantle.ability.starfall.description": "当圣物穿戴者造成伤害时,有%1$s%%概率召唤天降流星,落地时产生半径%2$s格的冲击波,造成原伤害%3$s%%的伤害并使目标眩晕%4$s秒.",
    "relics.description.midnight_mantle.ability.starfall.experience_source.shockwave_hit": "每有一个目标被星辰冲击波命中获得+1经验值",
    "relics.description.midnight_mantle.ability.starfall.experience_source.star_bounce": "每次星辰弹跳获得+1经验值",
    "relics.description.midnight_mantle.ability.starfall.experience_source.star_creation": "每创造一颗星辰获得+1经验值",
    "relics.description.midnight_mantle.ability.starfall.rank_modifier.bounce": "有%5$s%%概率使流星撞击地面后反弹而不消失.每次反弹冲击波半径减少1格.该效果可多次触发.",
    "relics.description.midnight_mantle.ability.starfall.statistic.shockwave_damage": "星辰冲击波造成的伤害",
    "relics.description.midnight_mantle.ability.starfall.statistic.shockwave_stun": "星辰冲击波的眩晕时间",
    "relics.description.midnight_mantle.ability.starfall.statistic.shockwave_targets": "被星辰冲击波命中的目标数",
    "relics.description.midnight_mantle.ability.starfall.statistic.star_bounces": "星辰弹跳次数",
    "relics.description.midnight_mantle.ability.starfall.statistic.total_stars": "召唤流星总数",
    "relics.description.midnight_mantle.description": "这件由暗影与星辉编织的斗篷,是遗忘之月祭司们的圣物——他们不从月光而从永恒流转的夜空中汲取力量.传说其质地会随月相更迭而变化:新月时如寂夜般冰冷,满月时则跃动着深邃辉光.那些曾披上它的人声称自己仿佛化身为穿梭世界的暗影,力量随月相盈亏涨落.他们发誓在危急时刻,斗篷的反应比穿戴者更快:袖口会流泻出闪烁星尘,而天穹将以灼目闪光回应威胁.",
    "relics.description.piglin_mask.ability.barter": "以物易物",
    "relics.description.piglin_mask.ability.barter.description": "交易时,猪灵最多返还%1$s次交易结果(仅消耗1单位货币).",
    "relics.description.piglin_mask.ability.barter.experience_source.pickup": "猪灵每额外拾取1单位货币获得+1经验值.",
    "relics.description.piglin_mask.ability.barter.experience_source.trade": "每次与猪灵交易获得+1经验值.",
    "relics.description.piglin_mask.ability.barter.rank_modifier.pocket": "交易前,猪灵可能立即从遗物佩戴者处收取最多%2$s单位货币.",
    "relics.description.piglin_mask.ability.barter.statistic.currency": "与猪灵交易消耗的货币量",
    "relics.description.piglin_mask.ability.barter.statistic.items": "从猪灵交易获得的物品数",
    "relics.description.piglin_mask.ability.looting": "掠夺",
    "relics.description.piglin_mask.ability.looting.description": "击杀目标额外掉落金牙.数量取决于目标最大生命值,每%2$s点生命值有%1$s%%概率掉落1颗金牙.金牙可用于猪灵交易或熔炼成金锭.",
    "relics.description.piglin_mask.ability.looting.experience_source.drop": "每颗掉落的金牙提供+1经验值.",
    "relics.description.piglin_mask.ability.looting.experience_source.stack": "每通过金牙获得充能时提供+1经验值.",
    "relics.description.piglin_mask.ability.looting.rank_modifier.frenzy": "拾取金牙后%3$s秒内,每颗金牙增加%4$s%%伤害与%5$s%%攻速.获取新金牙刷新持续时间.当收集达32颗时,后续拾取不再刷新时长但使所有加成翻三倍直至效果结束.",
    "relics.description.piglin_mask.ability.looting.statistic.additional_damage": "金牙效果造成的额外伤害",
    "relics.description.piglin_mask.ability.looting.statistic.effect_duration": "金牙效果持续时间",
    "relics.description.piglin_mask.ability.looting.statistic.teeth_dropped": "目标掉落的金牙数",
    "relics.description.piglin_mask.ability.looting.statistic.teeth_picked_up": "拾取的掉落金牙数",
    "relics.description.piglin_mask.ability.looting.statistic.tripled_effect_duration": "三倍金牙效果持续时间",
    "relics.description.piglin_mask.ability.neutrality": "中立化",
    "relics.description.piglin_mask.ability.neutrality.description": "猪灵不再优先攻击遗物佩戴者.",
    "relics.description.piglin_mask.ability.neutrality.experience_source.target": "每次被猪灵保护时获得+1经验值.",
    "relics.description.piglin_mask.ability.neutrality.rank_modifier.legion": "附近猪灵会攻击任何试图伤害遗物佩戴者或曾被其攻击的目标.",
    "relics.description.piglin_mask.ability.neutrality.statistic.target": "保护过遗物佩戴者的猪灵数量",
    "relics.description.piglin_mask.description": "源自下界的猪灵特征精雕面具.佩戴者无论与下界多么格格不入,都能在猪灵群体中伪装成同类.",
    "relics.description.reflective_necklace.ability.reflection": "伤害凝聚",
    "relics.description.reflective_necklace.ability.reflection.description": "佩戴者受到伤害时,有%1$s%%概率生成存储%2$s%%伤害值的能量球.当佩戴者攻击时,半径16格内所有能量球将依次飞向被攻击目标.能量球在飞行路径中碰撞到任何目标时,会对其造成存储的伤害后消失.若碰撞到固体方块或生成后%3$s秒内未选定目标,能量球也会消失.",
    "relics.description.reflective_necklace.ability.reflection.experience_source.construct": "每储存相当于佩戴者最大生命值10%的伤害到生成的灵珠中,获得+1经验值",
    "relics.description.reflective_necklace.ability.reflection.experience_source.impact": "灵珠每次命中目标获得+1经验值",
    "relics.description.reflective_necklace.ability.reflection.rank_modifier.bounce": "能量球可在固体表面反弹最多%6$s次,或当远离佩戴者超过16格时自动折返.",
    "relics.description.reflective_necklace.ability.reflection.rank_modifier.piercing": "能量球不再因碰撞首个目标而消失,可穿透路径上最多%4$s个目标.",
    "relics.description.reflective_necklace.ability.reflection.rank_modifier.stun": "能量球造成伤害时还会使目标眩晕%5$s秒.",
    "relics.description.reflective_necklace.ability.reflection.statistic.total_bounces": "灵珠弹跳次数",
    "relics.description.reflective_necklace.ability.reflection.statistic.total_damage": "灵珠造成伤害总量",
    "relics.description.reflective_necklace.ability.reflection.statistic.total_orbs": "灵珠生成数",
    "relics.description.reflective_necklace.ability.reflection.statistic.total_stun": "灵珠眩晕总时长",
    "relics.description.reflective_necklace.description": "古老的传说讲述着一位能将战斗怒火封存于水晶的珠宝大师.这条项链是其为数不多的杰作:平滑的宝石切面能吸收冲击力并储存,直到佩戴者决定将其返还给敌人.在行家手中,这项链不仅是护具,更能成为让敌方自食其果的武器.",
    "relics.description.relic.rankup.cost.entry_1": "%1$s个遗物等级",
    "relics.description.relic.rankup.description": "重置所有累积的遗物和能力等级,以及未使用的技能升级点数.作为回报,提升遗物阶位可提高其最大等级并改变某些能力的行为方式.",
    "relics.description.relic.rankup.max_rank": "该遗物已达到最高阶位,无法继续提升!",
    "relics.description.relic.rankup.title": "遗物升阶",
    "relics.description.relic.rankup.warning": "此操作将显著影响遗物状态.使用前按住[%1$s]确认您已理解可能后果!",
    "relics.description.relic.tooltip.abilities": "Abilities:",
    "relics.description.researching.ability.info.extra_info": "能力品质与遗物品质类似,是该能力所有属性品质的算术平均值,以0.5为间隔在1到5分之间衡量.这纯粹是视觉指标,显示能力初始随机属性与理想可能值的接近程度.要提高能力品质,必须重新随机生成其属性直至获得更好数值.",
    "relics.description.researching.ability.info.level": "能力等级:",
    "relics.description.researching.ability.info.quality": "能力品质:",
    "relics.description.researching.bookmarks.ability": "能力",
    "relics.description.researching.bookmarks.ability_description": "能力描述",
    "relics.description.researching.bookmarks.ability_experience": "能力经验来源",
    "relics.description.researching.bookmarks.ability_statistic": "能力属性",
    "relics.description.researching.bookmarks.relic": "圣物",
    "relics.description.researching.bookmarks.relic_description": "圣物描述",
    "relics.description.researching.bookmarks.relic_statistic": "圣物属性",
    "relics.description.researching.bookmarks.synergy": "协同效果",
    "relics.description.researching.general.extra_info": "按住[Shift]查看详细信息",
    "relics.description.researching.general.leveling_point.extra_info": "通过圣物升级获得,用于强化能力.",
    "relics.description.researching.general.leveling_point.title": "升级点数:",
    "relics.description.researching.general.player_experience.extra_info": "来自原版Minecraft的玩家经验.通过击杀生物、采矿、熔炼物品等途径获取.",
    "relics.description.researching.general.player_experience.title_1": "经验值:",
    "relics.description.researching.general.player_experience.title_2": "%1$s [%2$s级]",
    "relics.description.researching.general.relic_progress.extra_info": "显示圣物接近最大潜力的程度.由圣物与能力的品质和等级决定.",
    "relics.description.researching.general.relic_progress.title": "圣物开发进度:",
    "relics.description.researching.general.relic_rank.extra_info": "通过手动提升圣物品阶获得,会重置所有升级进度但可提高最大等级上限.",
    "relics.description.researching.general.relic_rank.title": "圣物品阶:",
    "relics.description.researching.info": "按住[%1$s]进行研究...",
    "relics.description.researching.relic.card.low_level": "需将圣物等级提升至%1$s才能解锁该能力!",
    "relics.description.researching.relic.card.ready_to_unlock": "能力待解锁!剩余点击次数:%1$s",
    "relics.description.researching.relic.card.ready_to_upgrade": "能力可升级!",
    "relics.description.researching.relic.card.unresearched": "使用该能力前需完成研究!",
    "relics.description.researching.relic.experience.extra_info": "通过按预期用途使用遗物能力获得(更多详情见经验来源部分).当达到最大经验值时,遗物等级和升级点数增加1,可解锁之前无法访问的能力或改进现有能力.",
    "relics.description.researching.relic.experience.title": "遗物经验值:",
    "relics.description.researching.relic.info.extra_info": "遗物品质是所有已解锁能力品质的算术平均值,以0.5为间隔在1到5分之间衡量.这纯粹是视觉指标,显示物品初始随机属性与理想可能值的接近程度.要提高整体遗物品质,必须单独考虑每个能力.",
    "relics.description.researching.relic.info.level": "遗物等级:",
    "relics.description.researching.relic.info.quality": "遗物品质:",
    "relics.description.researching.research.hint.cost": "消耗:%1$s玩家经验值(相当于%2$s级)%3$s.",
    "relics.description.researching.research.hint.description": "提示",
    "relics.description.researching.research.hint.locked": "该能力已研究完成!",
    "relics.description.researching.research.hint.quick": "按住[Shift]可进行全自动能力研究.",
    "relics.description.researching.research.tip": "解锁能力需要连接迷雾下隐藏的星体,使最终形成的星座图案与背景图匹配.当星座正确匹配后,能力将自动完成研究.",
    "relics.description.researching.tab.ability": "能力",
    "relics.description.researching.tab.experience": "经验来源",
    "relics.description.researching.tab.relic": "圣物",
    "relics.description.rider_flute.ability.stable": "马厩",
    "relics.description.rider_flute.ability.stable.description": "右键点击已被驯服的骑乘动物即可将其存入长笛.再次右键点击可释放该动物,并可通过又一次右键点击将其召回长笛内.若要彻底释放动物使其脱离长笛,你必须在潜行时右键点击.长笛最多可同时储存%1$s只骑乘动物,潜行时滚动鼠标滚轮可在它们之间切换.",
    "relics.description.rider_flute.ability.stable.experience_source.healing": "长笛内骑乘动物每恢复1点生命值,获得+1经验.",
    "relics.description.rider_flute.ability.stable.experience_source.recall": "骑乘动物每次自动返回长笛,获得+1经验.",
    "relics.description.rider_flute.ability.stable.experience_source.resistance": "骑乘召唤出的坐骑时,每有1点伤害被格挡,获得+1经验.",
    "relics.description.rider_flute.ability.stable.experience_source.riding": "骑乘长笛内坐骑每移动25格,获得+1经验.",
    "relics.description.rider_flute.ability.stable.rank_modifier.recall": "若释放的骑乘动物移动至距离其主人超过16格外,它将自动返回长笛.",
    "relics.description.rider_flute.ability.stable.rank_modifier.regeneration": "为长笛内储存的所有骑乘动物每秒恢复%2$s点生命值.",
    "relics.description.rider_flute.ability.stable.rank_modifier.resistance": "当圣物持有者骑乘从长笛召唤出的坐骑时,持有者与坐骑均获得%3$s%%的伤害抗性.",
    "relics.description.rider_flute.ability.stable.statistic.captured_mounts": "存入长笛的骑乘动物",
    "relics.description.rider_flute.ability.stable.statistic.damage_resisted": "骑乘长笛内坐骑时格挡的伤害",
    "relics.description.rider_flute.ability.stable.statistic.distance_traveled": "骑乘长笛内坐骑移动的距离",
    "relics.description.rider_flute.ability.stable.statistic.healed_health": "对长笛内骑乘动物恢复的生命值",
    "relics.description.rider_flute.ability.stable.statistic.released_mounts": "从长笛释放的骑乘动物",
    "relics.description.rider_flute.description": "这支看似朴素的长笛曾为以鞍为家的游牧民和信使们随身携带.它的声音对骑乘动物而言比任何缰绳都更熟悉:一声信号可召唤它们来到主人身边,另一声则令其耐心等候.久而久之,这支长笛获得了某种古怪的名声,仿佛它能锁住动物的身躯与灵魂,直至骑手再度需要踏上旅途.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.envy": "嫉妒",
    "relics.description.ring_of_the_seven_deadly_sins.ability.envy.description": "目标当前生命值每超过圣物持有者5点,造成的伤害增加%1$s%%.若目标生命值低于持有者,则受到的伤害按相同比例增加.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.envy.experience_source.health_gap": "因目标与圣物持有者生命值差异改变的每点伤害获得+1经验值.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.envy.statistic.defensive_shift": "因生命值差异承受的额外伤害",
    "relics.description.ring_of_the_seven_deadly_sins.ability.envy.statistic.offensive_shift": "因生命值差异造成的额外伤害",
    "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony": "暴食",
    "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.description": "当饥饿值高于一半时,遗物持有者的所有属性每点饥饿值增加%1$s%%;低于一半时,每点饥饿值减少%2$s%%.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.experience_source.food": "每通过食用食物恢复一点饥饿值获得+1经验.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.statistic.negative_duration": "处于饥饿负面减益下的时间",
    "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.statistic.positive_duration": "处于饥饿正面增益下的时间",
    "relics.description.ring_of_the_seven_deadly_sins.ability.greed": "贪婪",
    "relics.description.ring_of_the_seven_deadly_sins.ability.greed.description": "增加%1$s点幸运值和%2$s点战利品产出,但有%3$s%%的几率摧毁遗物持有者获得的战利品.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.greed.experience_source.mob": "每击杀一个生物获得+1经验.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.greed.experience_source.nullification": "每完全抵消一次战利品掉落获得+1经验.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.greed.experience_source.ore": "每挖掘一个矿石方块获得+1经验.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.greed.statistic.nullified_tables": "已抵消的战利品掉落",
    "relics.description.ring_of_the_seven_deadly_sins.ability.lust": "色欲",
    "relics.description.ring_of_the_seven_deadly_sins.ability.lust.description": "繁殖动物可能额外产生最多%1$s个后代,但被繁殖的动物会在%2$s秒内死亡,除非再次繁殖.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.lust.experience_source.offspring": "每产生一个额外后代获得+1经验.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.lust.statistic.breeding_attempts": "进行的繁殖尝试次数",
    "relics.description.ring_of_the_seven_deadly_sins.ability.lust.statistic.extra_offspring": "产生的额外后代数量",
    "relics.description.ring_of_the_seven_deadly_sins.ability.pride": "傲慢",
    "relics.description.ring_of_the_seven_deadly_sins.ability.pride.description": "每比目标高一个垂直方块,圣物持有者造成的伤害增加%1$s%%,但每比目标低一个垂直方块,受到的伤害也会增加.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.pride.experience_source.height_advantage": "因持有者与目标高度差造成的每点额外伤害获得+1经验值.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.pride.statistic.additional_damage": "因高度差造成的额外伤害",
    "relics.description.ring_of_the_seven_deadly_sins.ability.pride.statistic.damage_received": "因高度差承受的额外伤害",
    "relics.description.ring_of_the_seven_deadly_sins.ability.sloth": "懒惰",
    "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.description": "静止站立%1$s秒后,遗物持有者将获得无敌状态.然而,移动时,受到的伤害会随速度单位增加%2$s%%.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.experience_source.immortality": "每次进入静止无敌状态时获得+1经验.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.statistic.damage_from_moving": "移动时受到的额外伤害",
    "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.statistic.immortality_duration": "处于静止无敌状态的时间",
    "relics.description.ring_of_the_seven_deadly_sins.ability.wrath": "暴怒",
    "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.description": "攻击时开启持续%1$s秒的伤害窗口:起始时伤害增加%2$s%%,至中点恢复基础值,随后逐渐降低直至窗口结束时达到%3$s%%的伤害惩罚.进行新攻击将重置该窗口.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.experience_source.timing": "在时机窗口内每改变1点伤害获得+1经验值.",
    "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.statistic.bonus_damage": "时机窗口内造成的额外伤害",
    "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.statistic.reduced_damage": "在时机窗口内减少的伤害",
    "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.statistic.windows": "创建的伤害窗口数",
    "relics.description.ring_of_the_seven_deadly_sins.description": "这枚戒指曾是封印一位沉沦于自身恶欲之王的判决印记.七颗水晶镶嵌于戒身,每一颗都封存着那位国王的一项致命罪孽,它们会敏锐地响应佩戴者灵魂中哪怕最微弱的同类罪愆迹象.水晶燃烧得越明亮,佩戴者的肉体与意志便越强大——但代价也随之增长:好运转为损失,胜利化为重伤,救赎变成需向坟墓偿还的债务.长久佩戴此戒者言道,随时间流逝,它将不再听从主人驱使——而正是佩戴者自身的弱点,将抉择出下一位继承诸罪之力的人选.",
    "relics.description.ring_of_the_seven_deadly_sins.statistic.unequip_attempts": "尝试卸下戒指次数",
    "relics.description.roller_skate.ability.skating": "动能叠加",
    "relics.description.roller_skate.ability.skating.description": "持续奔跑时逐渐提升移动速度,5秒后达到最大%1$s%%加成.移动速度提升时,方块滑度也会增加.",
    "relics.description.roller_skate.ability.skating.experience_source.creating_sparks": "每生成10个火星获得1点经验值",
    "relics.description.roller_skate.ability.skating.experience_source.resisting_damage": "通过滑行减免每点伤害获得1点经验值",
    "relics.description.roller_skate.ability.skating.experience_source.skating": "每滑行1秒获得1点经验值",
    "relics.description.roller_skate.ability.skating.experience_source.spark_hit": "每个被火星击中的目标提供1点经验值",
    "relics.description.roller_skate.ability.skating.rank_modifier.resistance": "移动速度提升时,伤害抗性同步增强,最高可达%3$s%%.",
    "relics.description.roller_skate.ability.skating.rank_modifier.sparkling": "漂移时会迸发火星,造成%4$s点伤害并使目标着火,着火持续时间根据圣物穿戴者触发火星时的速度计算(每秒%5$s)",
    "relics.description.roller_skate.ability.skating.rank_modifier.step_height": "奔跑时提升%2$s格台阶跨越高度.",
    "relics.description.roller_skate.ability.skating.statistic.damage_dealt": "火星造成伤害总量",
    "relics.description.roller_skate.ability.skating.statistic.damage_resisted": "滑行伤害减免总量",
    "relics.description.roller_skate.ability.skating.statistic.distance_traveled": "滑行总距离",
    "relics.description.roller_skate.ability.skating.statistic.ignite_duration": "火星点燃总时长",
    "relics.description.roller_skate.ability.skating.statistic.sparks_created": "漂移生成火星数",
    "relics.description.roller_skate.description": "看似无害的滚轮滑鞋,承载着一位痴迷追风的疯狂发明家的遗志.只需一步,滑鞋就会牵引你向前疾驰,将动能不断叠加直至追风之速.在行家手中,这份迅捷能化作炽热之舞:一个急转便能让致命火花贴地飞溅,留下燃烧的轨迹.",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice": "牺牲",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.description": "使用时消耗玩家33%最大生命值,并在接下来10秒内恢复双倍该数值的生命.最多可同时存在%1$s个生命恢复效果.重复使用技能会重置所有生效中生命恢复效果的持续时间.",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.experience_source.resisting_damage": "生命恢复效果减免的每点伤害提供+1经验",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.experience_source.salvation": "通过触发技能抵消的每点伤害提供+1经验",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.experience_source.self_inflicted": "每次激活技能提供+1经验",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.rank_modifier.resistance": "每个生效中的生命恢复效果使受到的伤害降低%2$s%%",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.rank_modifier.salvation": "若生命恢复效果数量未达上限,且受到伤害超过技能造成的伤害值,则伤害将降至技能伤害值,当前生命恢复效果数量增加1.",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.rank_modifier.salvo": "潜行时右键点击会消除所有生效中的生命恢复效果,将其转化为追踪血弹射向前方目标.每发投射物造成的伤害等于其对应效果尚未恢复的生命值剩余量.",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.blood_projectile_damage": "血液弹射物造成的伤害",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.damage_resisted": "生命恢复效果减免的伤害值",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.healing_done": "生命恢复效果恢复的生命值",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.projectiles_created": "发射的血液弹射物",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.salvation_damage_blocked": "为换取技能激活而减免的伤害",
    "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.salvation_triggers": "为换取技能激活而触发的伤害减免",
    "relics.description.sphere_of_self_sacrifice.description": "此球体非由金属或玻璃铸造——它是用比祈祷更轻柔、比判决更沉重的誓言编织而成.在朦胧的外壳之下,猩红的光芒慵懒流转,宛若异质之心正追寻其主人的脉搏.据说此圣物的真正持有者不再畏惧死亡,并非因他们不朽,而是因他们已学会与必然本身进行交易——以自身鲜血为注,赢取本不该存在的须臾时光.",
    "relics.description.springy_boot.ability.bounce": "弹簧冲刺",
    "relics.description.springy_boot.ability.bounce.description": "蹲跳会以%1$s%%的力度将圣物穿戴者朝视线反方向弹射.在完全停止前的每次落地都会使穿戴者从水平表面弹起,完全消除跌落伤害.若要强制终止技能效果,只需在落地前按住跳跃或下蹲键.",
    "relics.description.springy_boot.ability.bounce.experience_source.bounce": "每次弹跳获得+1经验值.",
    "relics.description.springy_boot.ability.bounce.experience_source.create_shockwave": "每创造1单位半径的冲击波获得+1经验值.",
    "relics.description.springy_boot.ability.bounce.experience_source.shockwave_hit": "每个被冲击波击中的目标获得+1经验值.",
    "relics.description.springy_boot.ability.bounce.experience_source.strike": "跳跃或弹跳期间每造成1点额外伤害获得+1经验值.",
    "relics.description.springy_boot.ability.bounce.rank_modifier.disappearance": "使用该技能可获得完全隐身效果,直至下次落地.",
    "relics.description.springy_boot.ability.bounce.rank_modifier.shockwave": "落地时下蹲会产生半径%3$s方块的冲击波,造成%4$s点伤害并眩晕%5$s秒.每个冲击波参数取决于穿戴者落地时的垂直速度.",
    "relics.description.springy_boot.ability.bounce.rank_modifier.strike": "单次技能使用期间,每次表面弹跳使造成的伤害增加%2$s%%.",
    "relics.description.springy_boot.ability.bounce.statistic.additional_damage": "跳跃与弹跳期间额外造成伤害",
    "relics.description.springy_boot.ability.bounce.statistic.bounce_duration": "跳跃与弹跳总时长",
    "relics.description.springy_boot.ability.bounce.statistic.primary_bounces": "执行跳跃次数",
    "relics.description.springy_boot.ability.bounce.statistic.secondary_bounces": "执行弹跳次数",
    "relics.description.springy_boot.ability.bounce.statistic.shockwave_damage": "冲击波造成伤害",
    "relics.description.springy_boot.ability.bounce.statistic.shockwave_stun": "冲击波眩晕时长",
    "relics.description.springy_boot.ability.bounce.statistic.shockwave_targets": "冲击波命中目标数",
    "relics.description.springy_boot.ability.bounce.statistic.shockwaves_amount": "创造冲击波次数",
    "relics.description.springy_boot.description": "这双靴子的核心是精工打造的弹簧装置,能压缩每一步的冲击力并在恰当时刻释放,将穿戴者从任何表面弹射而出.每次落地都会转化为弹性跳跃,不仅不会对身体造成伤害,在高手使用下更能化作毁灭性的冲击波.",
    "relics.description.statistic.relic.retention_time": "圣物持有时长",
    "relics.general.hold_shift": "按住[%1$s]显示详细描述!",
    "relics.message.rider_flute.deployed_suffix": " [已释放]",
    "relics.message.rider_flute.slot": "[%1$s/%2$s]:%3$s",
    "item.relics.experience_disperser": "经验弥散器",
    "relics.description.experience_disperser.description": "一个内部有水晶碎片缓慢旋转的小型装置，能捕获并折射所积累经验本身的精髓。其切面闪烁着微弱的光芒，仿佛将获得的力量分割成细流。弥散器不会让能量集中于一处，而是将其均匀散布，将佩戴者的所有遗物相互连接。有了它，一丝一毫的力量都不会被浪费——它只是被分享，成为集体所有。",
    "relics.description.experience_disperser.ability.dispersion": "经验弥散",
    "relics.description.experience_disperser.ability.dispersion.description": "当佩戴者的任意一件遗物获得经验时，所有已装备的遗物会额外获得该经验的 %1$s%%。",
    "relics.description.experience_disperser.ability.dispersion.rank_modifier.same_item": "同类型遗物通过弥散效果获得 %2$s%% 的额外经验。",
    "relics.description.experience_disperser.ability.dispersion.rank_modifier.player_xp": "玩家获得的经验中，有 %3$s%% 会额外分配给所有已装备的遗物。",
    "relics.description.experience_disperser.ability.dispersion.rank_modifier.max_level": "即使获得经验的遗物已达到其最高等级，弥散效果仍会触发。",
    "relics.description.experience_disperser.ability.dispersion.experience_source.trigger": "每点通过弥散分配的经验提供 +1 点经验值。",
    "relics.description.experience_disperser.ability.dispersion.statistic.distributions": "弥散触发次数",
    "relics.description.experience_disperser.ability.dispersion.statistic.distributed_experience": "已分配经验",
    "relics.description.experience_disperser.ability.dispersion.statistic.player_xp_conversions": "玩家经验转换触发次数",
    "relics.description.experience_disperser.ability.dispersion.statistic.converted_player_experience": "已转换玩家经验"
}