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[泛世设] [转贴+翻译+无责任评价]憎恶。。。

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发表于 2005-12-29 08:30:15 | 显示全部楼层
首先请出3E模版,这个是从堕天使论坛还没发生大灾变时收下的,忘了是哪位大大翻译的了(3E的部分全不是我翻译的,特此声明),请看:

关于abomination的翻译 (3E版)
Abomination(憎恶)

憎恶(憎恶)是一个错误,是不应该有的和没预见到的神力的产物。作为夭折的灵魂, 憎恶继续活着,从它们的近于神的力量和对它们祖先以及一切自然产物的纯粹仇恨中吸取营养。
憎恶在它们从神诞生的阵痛中得到了扭曲,奇异和恐怖的印记。憎恶包括数不胜数的种类,都是凡人的不可想象的恐怖。被天堂和地狱所诅咒,憎恶曾被封印起来无数年代。但是随着时间的流逝,有时候憎恶会被意外得释放出来或者自己挣脱牢笼。一个憎恶的出现可以引起一个国家,一个世界,甚至一个位面的大恐慌。幸运的事,大部分憎恶都被更强的神性存在牢牢的封锁起来了。
憎恶拥有神性的火花。因此,除非被消灭,它们是几乎是永生的。(它们其实不是永生,但它们几乎不需要吃,睡和呼吸,衰老的又如此之慢,憎恶极少自然死亡。)
虽然憎恶不能提供神术给崇拜者,还是有人崇拜某些憎恶。
憎恶会说:深渊语,天界语,炼狱语 和 一种与囚禁它们的位面有关的语言(水族语,风族语,土族语,火族语)

战斗:
憎恶对大灾难有着邪恶的爱好。它们想把一切都消灭,把它们自己的苦痛以更大的规模投射到多元宇宙中。生命,死亡和存在本身的灭绝是大部分憎恶的目标。虽然憎恶不需要食物,但它们可以从吞噬,尤其是活物,中得到它们的满足。

憎恶(憎恶)特性:
所有的憎恶都有如下属性:
免疫(Ex): 憎恶对变形(polymorphing), 石化(petrification), 或任何改变形状的攻击类型(any form-altering attacks)免疫。它们对能量吸取(energy drain), 能力吸取(ability drain),或能力损害(ability damage)免疫。它们对影响思想的效果免疫(charms, compulsions, phantasms, patterns, and morale effect它们还对五种能量中的一种免疫(根据憎恶的类型)(火,电,冰,酸,音)

抗性 (Ex):
憎恶有火系抗性20,冷系抗性20,伤害抗性(DR)至少30/+6(有些更高)
憎恶都有很强的魔法抗力(SR)。憎恶对探测(detection)有抗性, 就好像被一个相当于施法等级为憎恶HD数目的“回避侦测”魔法所影响。

特殊属性(Ex)(special qualities):
所有憎恶都拥有类魔法能力真实视域(随意施展)。使它们能看穿幻象(illusion),看见隐形生物,和看清被模糊、移位术等魔法以及类似效果所保护的生物。憎恶不会因为巨创而死亡,它们拥有最大HP每生命筛. 憎恶拥有盲视(EX)能力达500尺远。憎恶在选择技能时能选择传奇或非传奇技能(epic feat or non-epic feat)。

心灵感应(telepathy)(Su):
憎恶可以与任何在1000尺以内有语言的生物住心灵感应沟通。

召唤生物(Sp):
憎恶(憎恶)可以召唤生物,此生物可以是与憎恶的神系祖先portfolio 有联系或与憎恶被囚禁的位面有联系。比如说神系祖先的portfolio 包括了天空的(sky)可以召唤空气元素(air element), 被囚禁于深深的地下的憎恶可以召唤地元素(earth element)被召唤的生物无条件的为憎恶服务。被召唤生物在一小时以后或者被杀死后自动返回。

Chichimec (空气系?)CR 21 进阶:28-50HD
Anaxim (机械系?) CR 22 进阶:19-140HD
Phane (时间,命运系?) CR 25, 进阶:37-65HD
Infernal (神与恶魔fiend的杂交) CR 26, 进阶:41-72HD
Atropal ( 不死系?) CR 30 进阶:67-100HD
Dream Larva (幻想,梦境系?)CR 31 进阶:41-110HD
Phaethon (火系?) CR 34, 进阶:63-186HD
Xixecal (冰系?) CR 36, 进阶:73-150HD
Hecatoncheires (最强系?说明中可以打败神) CR 57, 进阶:53-140HD
 楼主| 发表于 2005-12-29 08:31:50 | 显示全部楼层
接下来是3R千错解释
憎恶属于异界生物类型(这给了他们最够班的BAB、豁免、技能点),下表是DM自创憎恶时用以参考的表(没人看不懂吧?),无限进化的都是妖孽亚。。。

体形  Str       Dex       Con       # of HD       Slam       Bite       Claw       Gore
超微   12-13    26-27     12-13       4d8-9d8       -        1d6       1d4       1d4
微型   14-15    24-25     14-15      7d8-13d8     1d4       1d8       1d6       1d6
超小   18-19    22-23     16-17     10d8-21d8    1d6       2d6       1d8       1d8
小型   26-27    20-21     20-21     19d8-33d8    1d8       2d8       2d6       2d6
中型   34-35    18-19     24-25     27d8-38d8    2d6       4d6       2d8       2d8
大型   42-43    16-17     28-29     36d8-50d8+  2d8       4d8       4d6       4d6
超大   50-51    14-15     32-33    47d8-58d8+   4d6       8d6       4d8       4d8
巨型   58-59    12-13     36-37    56d8-70d8+   4d8       8d8       8d6       8d6
超巨   66-67    10-11     40-41        71d8+       8d6     16d6       8d8       8d8

看看这属性、这HD、这伤害。。。。。。真的是最强的怪物种类亚


怪物特性

All abominations are born directly (or indirectly) from a god and some lesser creature (or idea), but none are favored, wanted, or loved. Still, they all share a tiny spark of deific energy, which grants them the qualities described in below. (Note: deity rules are used, abominations are rank 0 deities.)
   讲憎恶的来历,和3E没什么区别,值得注意的是在3R中憎恶被视为RANK0的准神,我不太清楚这是否虚拟神格(应该是,否则他们还要额外添加准神的能力和特性。。。当然憎恶比准神厉害多了),当然一切由DM决定。


Immunities (Ex): Abominations are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and are immune to one of five energy types (specific to the abomination).
免疫变形、石化、和其他改变目标形态效果,免疫能量吸取、属性吸取、属性伤害,及一切精神影响效果(魅惑、强迫、幻觉、模仿、士气),以及五种能量类型中的一种
(这个根本就是神性特征。。。。再次说明憎恶都是很够班的咚咚)


Resistances (Ex): Abominations have fire resistance 20, cold resistance 20, and damage reduction of at least 10/epic (certain abominations have higher damage reduction). Abominations all have significant spell resistance. Abominations resist detection, and are all treated as if affected by a nondetection spell of a caster level equal to the abomination’s HD.
火、冰抗力20,伤害减免10/传奇(这是底限,很多更高),能抵抗探知法术(这翻译。。。我自己先败了。。。)
   括号里的注解是给DM YY用的。。。


Special Qualities (Ex): All abominations have the spell-like ability to use true seeing at will. Abominations are not subject to death from massive damage, and they have maximum hit points per Hit Die. Abominations have the blindsight extraordinary ability to a range of 500 feet. Abominations can choose both nonepic and epic feats as part of their feat selection.
   懒得翻译了,依然在字里行间透露出神性力量


Telepathy (Su): Abominations can communicate telepathically with any creature within 1,000 feet that has a language.


Summon Creature (Sp): Abominations can summon creatures associated either with the portfolio of their godly progenitor or with their imprisonment. Summoned creatures serve the abomination without question. Summoned creatures automatically return whence they came after 1 hour, or sooner if slain. See specific abomination entries for additional details on summoning.
和3E没什么变化。。。


Fast Healing and Regeneration: Most abominations have some measure of fast healing and regeneration, ranging from 5 to 55 for both abilities. Usually, higher HD abominations have higher values for fast healing and regeneration, though this not always the case. If an abomination has regeneration, it is usually subject to normal damage from at least two sources, one of which is the antithesis for their subtype, and the other of which is somehow tied to some unique feature of the abomination.
   再次强调憎恶的够班,我不能想象一个HD71+,con41+,快速恢复和再生都55+的妖孽能被什么东西打败(一个更妖孽的憎恶?)


Natural Armor: All abominations have some degree of natural armor bonus ranging from +10 to +100. Usually, higher HD abominations have higher natural armor bonuses, but this is not always the case.
   双重的YY,太古传奇龙才多少天然装甲?!还不必然和体型挂钩。。。我看到了什么?YY玄幻小说主角诞生了。。。


Spell-Like Abilities: All abominations have access to a variety of spells in the form of spell-like abilities, which they can use as 20th-or higher-level casters, depending on the abomination. No rule governs how many or how few spell-like abilities an abomination may claim.
憎恶可以拥有其所在规则内任何法术作为类法术能力,就是说只有你不会的,没有他不会的。。。从最古老的神所创造的传奇法术到你五分冲前刚研究出来的0级擦玻璃术都不能例外。。。


Unique Abilities: All abominations have at least one or more unique abilities tied to their godly parent’s portfolio, or to the manner of their incarceration.
   YY时间到了。。。。只有想象力匮乏的DM,没有能力不够班的憎恶。。。。


Spell Resistance: As a general rule of thumb, abominations have spell resistance equal to their CR +12.
   SR保证你基本上打不穿。。。。不过总比大米神好对付。。。


Abominations speak Abyssal, Celestial, Infernal, and often a language associated with their imprisonment.
 楼主| 发表于 2005-12-29 08:52:55 | 显示全部楼层
最废柴的憎恶(也已经进入EPIC的行列了。。。)

奇奇默克 CHICHIMEC
orc老爷翻译的
蓝色的是特别强调有变化的地方。。。

奇奇默克 CHICHIMEC

中型异界生物(空气)
HD:27D8+189(405HP)
先攻:+7
速度:50英尺,飞行200英尺(灵活)
攻击:2初级翼+39肉搏,6次级翼+37肉搏,尾挥击+37肉搏
伤害:初级翼2D6+12,次级翼1D6+6,尾挥击1D6+6魅力吸取
面宽/触及:5,5/5
特殊攻击:类法术能力,召唤空气元素,魅力吸取
特性:憎恶特性,快速医疗,法术抗力33,伤害减免20/+6,电免疫
豁免:强韧+22,反射+22,意志+17
属性:力量34,敏捷25,体质24,智力12,感知14,魅力30
技能:交涉+12,隐藏+37,胁迫+???,知识(位面)+31,知识(宗教)+31,听觉+34,无声移动+37,搜索+17,察言观色+19,侦察+34
特长:警觉,闪避,飞跃攻击,多重打击,猛力攻击
传奇特长:闪电速度(X2)
居住/地形:任意
组织:独行成对或成群(6-9)
挑战等级:21
宝藏:无
阵营:总是NE
进化:28-38HD(中型),39-50HD(超大)

奇奇默克是拥有天空、空气等类似神职的神明的弃儿。
奇奇默克的样子象一团乱糟糟的翅膀在飘动(有些奇奇默克有其他的形状,例如象蝙蝠一样的翅膀),一条长尾巴从这团东西中间伸出,在后面拖曳着。他们的颜色一般苍白偏橙色,在某些地方显得有些病态的兰色。除非奇奇默克被杀或切成碎片,否则它那小嘴巴,眼睛以及其身上其他感觉器官都是深藏不露的。奇奇默克通常直径4英尺左右。
这些生物有时被限制在封闭的空气半位面中,或在气元素位面中遥远的区域,或者在极远的荒无人烟的巨人世界,那里完全由毒气构成。

战斗
奇奇默克张开它们的众多翅膀,挡住敌人的道路,用翅膀和尾巴击打他们。如果预料到会战斗,它就会在有效的时间内召唤尽可能多的气元素,除非气元素处于(作用区域内?),否则奇奇默克一开战就会用女妖之嚎。

类法术能力
任意--黑暗术,心灵遥控
每天3次:高级隐形,控制天气,召雷术,闪电,闪电链,女妖之嚎
施法者等级20,DC20+法术等级。

召唤气元素(SP)
每天用3次,召唤气元素长老。

魅力吸取(SU)
当奇奇默克用尾挥击命中活物时将吸取2点魅力,重击为4点;同时奇奇默克治疗10点伤害,重击20点,多余的作为临时生命。本攻击允许强韧豁免(DC33),如果成功,仅有1点魅力被吸取,奇奇默克治疗5点。

憎恶特性:
对变形,石化,以及其他改变形态的攻击免疫;不受能量汲取,能力汲取,能力伤害影响,也不会因巨创而死;对精神影响效果免疫;火焰抗力20;;无法被侦测;随意使用真实视觉;黑暗视觉500ft;心灵感应周围1000ft。


接下来是3R原文转贴加无责任评论
CHICHIMEC
Medium-Size Outsider (Air, Evil, Extraplanar)     
Hit Dice: 27d8+189 (425 hp)
Initiative:  +7     
Speed:  5 ft., fly 200 ft. (perfect)     
AC: 39 (+7 Dex, +22 natural)     
Base Attack /Grapple: +27/+39    
Attack: Primary wing buffet +39 (2d6+12) melee    
Full Attack: 2 primary wing buffets +39 (2d6+12) melee, 6 secondary wing buffets +37 (1d6+6) melee, tail slam +37 (1d6+6 plus Cha drain) melee    
Space/Reach: 5 ft./5 ft.     
Special Attacks: Spell-like abilities, summon air elemental, Charisma drain     
Special Qualities: Abomination traits, fast healing 10, SR 33, DR 10/ good and epic, electricity immunity     
Saves: Fort +22, Ref +22, Will +17     
Abilities: Str 34, Dex 25, Con 24, Int 12, Wis 14, Cha 30     
Skills: Diplomacy +14, Hide +37, Intimidate +40, Jump -3, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +34, Move Silently +37, Search +31, Sense Motive +32, Spot +34    
Feats: Alertness, Dodge, Flyby Attack, Improved Bull Rush, Mobility, Multiattack, Power Attack     
Epic Feats: Blinding Speed (x 2), Epic Toughness    
Climate/Terrain: Any     
Organization: Solitary, pair, or flock (6-9)     
Challenge Rating: 21     
Treasure: None     
Alignment: Always neutral evil     
Advancement: 28-38 HD (Medium-size); 39-50 HD (Large)  
 
An chichimec’s natural weapons are treated as epic and evil-aligned for the purpose of overcoming damage reduction.

COMBAT
Spell-Like Abilities: Caster level 20th; save DC 20 + spell level. The DC is Charisma-based.
At will - darkness, telekinesis;
3/day - greater invisibility, control weather, call lightning, lightning bolt, chain lightning, wail of the banshee.

Summon Air Elemental (Sp): Three times per day a chichimec can summon an elder air elemental.
Charisma Drain (Su): This effect permanently reduces a living opponent’s Charisma score by 2 points when the chichimec hits with a tail slam, or 4 points on a critical hit. The chichimec heals 10 points of damage, or 20 on a critical hit, whenever it drains Charisma, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 33)-on a successful save, only 1 point of Charisma is drained and the chichimec heals 5 points of damage. The DC is Charisma-based.

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, or ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.


变动:
1、       步行速度下降,几乎可以忽略不计了。。。飞行机动性上升,在空中更难缠了,完美和良好机动性完全不是一个概念亚。。。。。。
2、       多了擒抱加值和全回合攻击两项,DM用起来更方便了
3、       伤害减免改为3R的10/善良与传奇,比3E时代强多了
4、       天生武器在克服伤害减免时视作传奇邪恶武器

基本上,可以看作零式战机,轻巧灵活凶猛,但破坏力似乎还不够班,在空中或气元素位面撞上它的话。。。自求多福吧
可以说是憎恶中的废柴,不过比一般的废柴要高级一点点。。。



这个机动性似乎是我搞错了,当年“良好”应该就是现在的“完美”。。。。
 楼主| 发表于 2005-12-29 09:01:54 | 显示全部楼层
很有前途的憎恶,构装生物的民意代表,机械境的偶像,公理的守卫者,唯一的非邪恶憎恶
抱歉,忘了是那位大大翻译的了,是ORC老爷还是末日老爷来着?

Anaxim
中等大小构造生物,外层位面者(outsider)(有序系)
Hit Dice: 38d10(380hp)
优先权: +7(敏捷)
速度:60ft, 飞行200ft (操控性极好)(perfect)
AC: 37(+7敏捷,+20 天生)
攻击:2旋转刀 +40 近身,2 猛击(slams)+35 近身,震动触摸+35 触摸, 闪电光线+35 远距触摸,6 长刺+30 远距(120 ft 距离增加量)(120 ft range increment)
伤害(damage): 2旋转刀 2d6+12 ,2 猛击(slams)2d6+6,震动触摸 2d6+6, 闪电光线 10d6 (电系),6 长刺 2d6+12
Face/reach: 5ft x 5ft / 5ft
特殊攻击:撕碎 4d6+18, 音爆(sonic blast), 类法术能力,召唤铁傀儡(iron golems)
特殊属性(special qualities):神孽特征(abomination traits), 魔法免疫,构造生物特性,快速治疗(fast healing)+15,SR 34, DR 30/+6
技能(feats): Cleave, Great cleave, Power Attack, Sunder
豁免:强韧+12, 反射+19, 意志+17
属性:力量35, 敏捷 25, 体质 -, 智力 10, 感知 20, 魅力 20
其后/地形:任何
团体组成:单一,两个,或指挥线(command line)(2-5 anaxim, 5-12 铁傀儡)
挑战等级:22
宝物:标准
阵营:总是有序中立
进化:39-48HD(大型)large,48-55HD(超大型) huge,56-70HD(巨型)gargantuan,71-140HD(超巨型)colossal

Anaxim 是锻造之神制造的失败的产物。
不像大部分神孽,anaxim的产生不是因为纵欲,而是被灾难性的构思引发,一片一片建造起来的。Anaxim没有被净化为应该成为的纯粹的构造生物,它们因此而获得了属于他们自己的虚假的生命。Anaxim 看起来就像类人大小的铁,齿轮,刀片和其他奇怪的金属部件的集合体。一般来说,它们看起来总是不平衡的,并且伸出太多恐怖的锋利刀刃。Anaxim 靠背后的一套特殊刀片转动来在空中飞行,它飞行的发出很大的响声。
虽然大部分锻造之神的失败产物都遗失了,但是Anaxim 不知如何却像其他神孽一样被注入了神性的火花。尽管它们过去是被制造出来的,Anaxim现在是活物,它们坚定地在世界走着自己的路,试图向把它们造成废料堆的完美主义创造者们复仇。

战斗:
Anaxim 有很多的攻击形式,包括简单的猛击,一种特别的闪电触摸攻击,和它们最喜欢的旋转的利刃。在10ft以外的敌人可能会被射出的长刺,闪电光线或声爆所攻击。

声爆(sonic blast):(Ex)作为一个标准动作(standard action), 一个Anaxim 能发射60ft圆锥形的声波能量产生20d6的伤害对所有反射豁免失败的生物(DC 29)。反射豁免成功者伤害减半。

撕碎(Rend): (Ex)如果Anaxim 用旋转的利刃击中对手,对手会被切碎。这个攻击自动加上4d6+18点的伤害。

类法术能力:at will, greater dispelling, displacement, improved invisibility, ethereal jaunt.施术者等级:22集,豁免DC 15+法术等级

召唤铁傀儡:一个Anaxim 可以召唤一个铁傀儡,一天最多四次。

神孽属性: 对变形(polymorphing), 石化(petrification), 或任何改变形状的攻击类型(any form-altering attacks)免疫。它们对能量吸取 (energy drain), 能力吸取(ability drain),或能力损害(ability damage)免疫。它们对影响思想的效果免疫 (charms, compulsions, phantasms, patterns, and morale effect)
不会因为massive damage而死亡,对探测(detection)有抗性, 可以与任何在1000尺以内有语言的生物住心灵感应沟通, 500ft 盲视,拥有类魔法能力true-seeing at will,火系抗性20,冷系抗性20

构造生物属性:它们对影响思想的效果免疫 (charms, compulsions, phantasms, patterns, and morale effect),对中毒,睡眠,麻痹(paralysis), 晕眩(stunning), 疾病(disease), 死亡效果,死亡巫术效果(necromantic)和一切要求坚韧豁免的效果免疫,除非这个效果也可以作用在物体上。不能被治疗,虽然自然恢复(regeneration)和 fast healing 还是会起作用的。不受critical hit, subdual damage, ability damage, ability drain 或 energy drain的影响。不会因为massive damage而死亡,hit point 减到零就算被摧毁,不可以复活(raised or resurrected)。黑暗视距60ft.



再来看看3R数据
ANAXIM
Medium-Size Construct (Extraplanar, Lawful)     
Hit Dice: 38d10 (420 hp)    
Initiative: +7 (Dex)    
Speed: 60 ft., fly 200 ft. (perfect)    
AC: 37 (+7 Dex, +20 natural)    
Base Attack/Grapple: +28/+40  
Attack: Spinning blade +43 (2d6+12/19-20 (plus 1d6 on critical)) or electricity ray +35 ranged touch  
Full Attack: 2 spinning blades +43 (2d6+12/19-20(plus 1d6 on critical)) melee, 2 slams +35 melee (2d6+6), shocking touch +35 melee touch (2d6+6); or electricity ray +35 ranged touch (10d6 electricity), 6 spikes +30 ranged (2d6+12) (120 ft. range increment)  
Space/Reach: 5 ft./5 ft.    
Special Attacks: Rend 4d6+18, sonic blast, spell-like abilities, summon iron golem    
Special Qualities: Abomination traits, magic immunity, construct traits, fast healing 15, SR 34, damage reduction 10/chaotic and epic and adamantine  
Skills: Climb +53, Jump +65  
Feats: Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (blade), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (blade)  
Epic Feats: Devastating Critical (blade), Epic Toughness, Epic Weapon Focus (blade), Overwhelming Critical (blade)  
Saves: Fort +12, Ref +19, Will +17    
Abilities: Str 35, Dex 25, Con -, Int 10, Wis 20, Cha 20    
Climate/Terrain: Any    
Organization: Solitary, binary (pair), or command line (2-5 anaxims and 5-12 iron golems)    
Challenge Rating: 22    
Treasure: Standard    
Alignment: Always lawful neutral    
Advancement: 39-48 HD (Large); 49-55 HD (Huge); 56-70 HD (Gargantuan); 71-140 HD (Colossal)  

An anaxim’s natural weapons are treated as epic and lawful-aligned for the purpose of overcoming damage reduction.

COMBAT
Sonic Blast (Ex): As a standard action, an anaxim can emit a 60-foot cone of sonic energy that deals 20d6 points of sonic damage to all creatures that fail a Reflex save (DC 29); those that succeed take half damage.
The save DC is Constitution-based

Rend (Ex): If the anaxim hits with both spinning blades, it slices particularly well. This attack automatically deals an additional 4d6+18 points of damage.

Spell-Like Abilities: Caster level 22nd. The save DCs are Charisma-based.
At will - greater dispel magic, displacement (DC 18), greater invisibility (DC 19), ethereal jaunt.

Summon Iron Golem (Sp): An anaxim can summon an iron golem up to four times per day.

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, or ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not at risk of death from massive damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.


这个咚咚在3E中已经很完善了,所以在3R时并没有什么大变动,只是一些规则的转化,就是伤害减免变成了10/混乱+传奇+钝击,再配合魔法免疫(这个不是3R中的标准魔免,而是比大米神还够班的完全免疫。。。)和15的FH。。。。真的是块硬骨头,3E中套上半泰坦模板和灵能模板更是恐怖。。。现在这两个模板都削弱了,怨念。。。
这个咚咚能力很均衡,能打能抗能跑还有EX音波攻击,就算PC变了大米神都不怕,我可爱的小里奇,你可要当心了。[s:2]
 楼主| 发表于 2005-12-29 09:10:58 | 显示全部楼层
憎恶-费阿尼
忘了是那位大大翻译的。。。致歉。。。帕林大人。。。

大型外界面者(混乱)(虚体)
HD:36D8+324(612HP)
先攻:+11(+7敏捷,+4改善先攻)
速度:80英尺,飞行120英尺(完美)
AX:50(-1体型,+3敏捷,+11偏斜,+33洞察),接触50,措手不及47
攻击:无形触击+43近身肉搏
伤害:无形触击1D6+时间停滞触击
面对/触及:5英尺,5英尺/10英尺
特殊攻击:类法术能力,时间停滞触击,时光冲击波,时光吸取,召唤逝时镜象。
特殊能力:憎恶,时光静滞场,时光回归,快速医疗15,再生15,法术抗力37,伤害减免30/+6,音波免疫
豁免:强韧+31,反射+29,意志+25
属性:力量——,敏捷25,体质28,智力24,感知16,魅力???(扫描的看不清楚,以下也一样,千万不要理解为那种RPG中的无穷大,这也是本篇看起来非常奇怪的一个原因(其实是为自己的垃圾英文辩护,呵呵))
技能:平衡+11,集中+48,外交+13,隐藏+42,条约+4,知识(奥术)+46,知识(位面)+46,知识(宗教)+46,听觉+???,无声移动+46, SCRY+46,搜索+46,察言观色+42,法术智能+46,侦察+44,游泳+33,翻滚+???
特长:警觉,战斗反射,闪避,???,先攻改善,钢铁意志,闪电反射,武器专注(无形触击)
传奇专长:盲行速度,法术仿制(时间???可能是时间停止,或者时间翻转吧?以我一个兽人的脑袋好象就记得这几个非EPIC法术以TIME开头了)
居住/地形:任何地面或地表
组织:独自或成对
挑战等级:25
宝藏:没有 (看到了吧?穷鬼一个,而且实际实力远远高于CR25,估计放这个的DM是准备被PCS真人PK的)
阵营:总是混乱邪恶
进化:37-50HD(大),51-65HD(巨大)

一些神职和时间或者命运有关的神明父母生下了费阿尼,一种不被时间所限制的憎恶。
没有两个费阿尼是相同的,但是所有的费阿尼都包着幽影而且没有物质形体。虽说很难穿透它们形成的幽影结界,但是通常可以看见2个(有时更多)绿宝石一样的眼睛从它们相成的幽影中燃烧着闪现出来,他们有些是含糊不清的人型,大多都看起来不象人,都多少有一点残忍。
费阿尼不是那种可以被过去(或者将来)所能束缚的俘虏,时间对她们毫无意义。然而,有时一个费阿尼窜进我们多元世界的四维时空中。在这里它们热中于收集受害者,把它们永远的锁在时间的停滞中。在这种娱乐里面他们以掉进时间陷阱里面的生物的本质为食。另外一些则更有雄心,它们寻找改变国家、世界位面的命运方法——用错误的方式。

战斗
费阿尼在能够单独面对敌人时更有效率,把它们的敌人拖进静止时间场。如果捉住一个,它们能暂时隔绝受害者和外界的联系。如果它们隐形了,仅仅有50%几率被任何攻击命中,无论这种攻击是肉搏,远程,还是法术。如果有特别的威胁,费阿尼会使用时间停止能力,对较少几个目标用时光冲击波攻击,然后用无误传送逃离现场。它们最喜欢的战术是使用召唤敌人的逝时镜象,然后在它本人和敌人的副本镜象攻击敌人以前欣赏他们所造成的乱七八糟的场面。它们也会使用类法术能力复制一个不同时光的自己。

类法术能力
随意使用——侦察善良,侦察魔法,高等隐形(仅仅用于自己)
每天5次——加速,群体加速,缓慢,无误传送,通晓语言,灵魂陷阱,真实打击,不洁光环
每天2次——安全时间(SAFE TIME,和下一个一样都是EPIC的法术),时光镜象
每天一次——时间停止
施法者等级21,豁免DC21+法术等级

时间停滞触击(SU):
作为一个时间停滞,它是超自然能力,施法者等级25,DC21+法术等级

时光冲击波(SU)
作为一个标准动作,远程接触攻击100英尺以内一切生物,成功则目标因为时空的流动抽搐的攻击,受到15D6的伤害。

时光吸取(SU)
在每一轮对费阿尼方便的时候,可以自动吸收任何生物的“未来”这来自于通过时间停滞触击(不是静滞时间场)是对手失去反抗能力,不管同受害者有多远,或者受害者有多少。当然,对受害者来说感觉不到时间的损失。但是每一轮受害者都经历1D4年,并治疗费阿尼20点HP。受害者不会莫名其妙的被一个朋友用驱散,高级驱散或者类似的法术放出来以后却寿终正寝了。他们通常是在被自动从静滞时间里面掉出来以后就象一个外壳脱水的干果一样最轻微的一碰就碎裂成无数尘埃。在此之前逃出来的人则立刻受年龄的物理影响,但不是???影响。(见表6-5,玩家手册有关年龄的影响)

召唤逝时镜象(SP):每天一次,费阿尼可以从一个平行的过去时空召唤它的敌人的一个过去的副本镜象,这个窃取的副本镜象和敌人的本人是一样的,但是看起来象有两个不同的等级(因为要冒充原始版本的经历)。费阿尼不能召唤敌人25HD以上的镜象(如果必要的话,加上足够多的无效等级以便看起来象高HD的敌人)。镜象拥有本人大部分的知识,如同其他召唤物一样忠心于费阿尼。如果镜象被杀,本人也会受到伤害,因为镜象是从本人过去的时空里面拽过来的。然而本人不会死的,在第一次见到镜象死掉以后必须做一个意志检定(DC30)否则被???1D4轮。

憎恶特性:对变形,石化,以及其他改变形态的攻击免疫;不受能量汲取,能力汲取,能力伤害影响,也不会因巨创而死;对精神影响效果免疫;火焰抗力20;寒冷抗力20;无法被侦测;随意使用真实视觉;黑暗视觉500ft;心灵感应周围1000ft。

时光静滞场(EX):费阿尼持续生成一个半径30英尺的静滞场。除了费阿尼,场中所有生物和目标都必须每轮做一个意志检定(DC30)才能做动作。检定一旦失败,立即被静滞在时间中直到下一轮轮到他们动作,那时就可以做下一次检定。当一个目标被静滞场困住时,费阿尼就可以用它的时间停滞触击进行“封印处理”。之所以这样说,因为在时间停滞场里面任何其他的攻击方式都无法伤害目标。

时光回归(SU) (传说中的S/L大法... )
如果一个费阿尼在连续4轮里面每轮做了一个动作,在第四轮结束的时候费阿尼可以让时间回归4轮,回到第一轮费阿尼刚刚开始集中精神时光回归的时刻。在第二次时间流经过里面,因为已经知道了将发生什么事情,所以它可以决定采用完全不同的策略和动作(虽然如果在一开始经过时间时采用不同动作,原来的时间流会有所改变)

再生(EX):费阿尼可以被如下属性的武器伤害:圣洁的,善良的,未来或者一件在时间流实现以前的时空点上锻造的武器。(“基本你就可以理解为在时间还没开始流淌的时候制造的武器——也就是世界上还没有时间这玩意的时候所制造的武器”by palinkin




老规矩 3R数据分析
PHANE
Large Outsider (Chaotic, Evil, Extraplanar, Incorporeal)     
Hit Dice: 36d8+324 (612 hp)     
Initiative: +11 (+7 Dex, +4 Improved Initiative)     
Speed: 80 ft., fly 120 ft. (perfect)     
AC: 50 (-1 size, +7 Dex, +11 deflection, +23 insight)     
Base Attack/Grapple: +36/¬¬-    
Attack: Incorporeal touch +43 (1d6 plus stasis touch) melee    
Full Attack: Incorporeal touch +43 (1d6 plus stasis touch) melee    
Space/Reach: 10 ft./10 ft.     
Special Attacks: Spell-like abilities, stasis touch, chronal blast, time leach, summon past time duplicate     
Special Qualities: Abomination traits, null time field, time regression, fast healing 15, regeneration 15, SR 37, DR 15/epic, sonic immunity     
Saves: Fort +31, Ref +29, Will +29     
Abilities: Str -, Dex 25, Con 28, Int 24, Wis 16, Cha 33     
Skills: Balance +46, Concentration +48, Diplomacy +50, Hide +42, Jump +20, Knowledge (arcana, religion, the planes) +46, Listen +44, Move Silently +46, Search +46, Sense Motive +42, Spellcraft +46, Spot +44, Swim +39, Tumble +46    
Feats: Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (incorporeal touch)     
Epic Feats: Blinding Speed, Epic Toughness (x2), Epic Will, Spell Stowaway (time stop)    
Climate/Terrain: Any land and underground     
Organization: Solitary or pair     
Challenge Rating: 25     
Treasure: None     
Alignment: Always chaotic evil     
Advancement: 37-50 HD (Large); 51-65 HD (Huge)

A phanes’ natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.

COMBAT
Spell-Like Abilities: Caster level 21st; save DC 21 + spell level. The DC is Charisma-based.
At will - detect good, detect magic, greater invisibility (self only);
5/day - haste, slow, greater teleport, tongues, trap the soul, true strike, unholy aura;
2/day - safe time, time duplicate (epic spell);
1/day - time stop.

Stasis Touch (Su): As temporal stasis, except as an at-will supernatural ability. Caster level 25th; save DC 21 + spell level. The DC is Charisma-based.

Chronal Blast (Su): As a standard action, the phane can make a ranged touch attack against any creature within 100 feet. If it succeeds, the subject is targeted by a spasm of space-time flux, dealing 15d6 points of damage.

Time Leach (Su): For every round of apparent time experienced by the phane, it automatically absorbs the “future” from any creature it has successfully encapsulated in static time via its stasis touch (not its null time field), no matter the distance separating victim and phane, and no matter the number of victims. Of course, to the victim no time passes at all, but each apparent round experienced by the phane ages the victim 1d4 years, at the same time healing the phane of 20 hit points of damage. A victim who is not somehow released from static time by a friend who can cast dispel magic, greater dispel magic, or some other likely spell, eventually ages to death. Victims killed in this manner automatically fall out of static time as desiccated husks that disintegrate to a fine dust with even the lightest touch. Victims who are released prior to death immediately apply the physical effects of aging, but not the mental effects.

Summon Past Time Duplicate (Sp): Once per day, a phane can summon a duplicate of one its foes stolen from a parallel alternate past. The stolen time duplicate has the same stats and possessions as the original, but is treated as if having two negative levels (which simulates a less experienced version of the original). The phane can never summon a past time duplicate of a creature with more than 25 HD (add sufficient negative levels to compensate for high foe HD, if necessary). The past time duplicate, despite having most of the knowledge of the original, serves the phane loyally like any summoned creature. If the past time duplicate is slain, the original is not harmed because the duplicate was pulled from a parallel past. However, the original does not necessarily realize this, and must make a Will save (DC 30) or be shaken for 1d4 rounds after witnessing the death of a duplicate for the first time.

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, or ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

Null Time Field (Ex): Phanes continually generate a 30-foot-radius spread null time field. All creatures and objects in the field, except the phane, must make a Will saving throw (DC 30) each round to take any actions. On a failed save, subjects are stuck in a static time stream until their next round of actions, at which time they must make another saving throw. While a subject is stuck in a static time stream induced by a null time field, the phane can use its static touch on the subject, though in all other ways, the subject is invulnerable to attacks and damage as if in temporal stasis.

Time Regression (Su): If the phane spends an action per round for four rounds, at the end of the 4th round the phane regresses back in time 4 rounds, to the very 1st round it originally began concentrating on time regression. On its second pass through the time stream, it can take completely different actions, based on its knowledge of the future (though if it takes different actions from its first pass through the time stream, the events of the original time stream are also changed).

Regeneration (Ex): Phanes take normal damage from holy and good weapons, and from weapons forged in the future or an alternate reality’s time stream (if any).

这家伙在3E时代就是很够班的东西,所以在3R中也没什么变化,这家伙要是罩上高隐、加速、克敌先机去偷袭PC。。。残念。。。
最恐怖的是S/L大法。。。
最可恶的是没有宝物。。。。!!!
 楼主| 发表于 2005-12-29 10:29:20 | 显示全部楼层
地狱火

译者:orc老爷

大型外界面者(邪恶)(混乱或守序)
生命骨子:40D8+360(680HP)
先攻:+11(+7敏捷,+4改善先攻)
速度:80英尺,飞行240英尺(完美)
AC:50(+7敏捷,-1体型,+34天生)
攻击:2爪+56肉搏,1咬+50肉搏,2翼+50肉搏,1尾+50肉搏
伤害:爪4D6+16,咬4D8+8,+5法术吸吮,翼2D6+8,尾4D8+8
面对/触及:5英尺,5英尺/10英尺
特殊攻击:改善擒抱,法术吸吮,通过学习获得法术免疫,类法术能力,召唤魔鬼
特性漏掉了。。。补上3R的:憎恶特性,FH15, 再生15, SR 38, DR 35/+7
技能:平衡+11,专注+52,外交+13,脱逃+50,隐藏+46,跳跃+21,知识(奥术)+49,知识(位面)+49,听觉+53,无声移动+50,察觉+49,搜索+49,察言观色+51,法术辩识+49,侦察+53,滚翻+50
特长:警觉,顺劈斩,强力顺劈斩,改善先攻,强力攻击,击破武器,武器专注(爪子)
传奇特长:闪电速度(X2)恒久散发(高等隐形),恒久散发(模糊)
豁免:强韧+31,反射+29,意志+30
属性:力量43,敏捷25,体质28,智力22,感知26,魅力29
居住/地形:任意
组织:独行或地狱分队(1地狱火+1D4巴烙炎魔,或者1地狱火+1D4深狱炼魔)
挑战等级:26
宝藏:标准
阵营:(守序邪恶或混乱邪恶)(为什么没有NE地狱火呢?!我不依亚我不依!)
进化:41-50HD(大),51-56HD(巨型),57-72(超巨)

地狱火是神和魔鬼在厄运的相逢中诞生的。
甚至是神也会受到诱惑,天堂和地狱的结合体中诞生了魔鬼一样的憎恶,这就是地狱火。神和巴特滋恶魔生出守序地狱火,和塔那魔魔鬼则生出混乱的地狱火。所有的地狱火都拥有魔鬼一样的形体,黑沥青一样的鳞片,象人一样直立行走,身高15英尺或者更高,龙翼一样的翅膀折叠在背后,但是不能隐藏起来。可以撕裂一切的爪子,地狱一样的喉咙,以及闪现着永恒的诅咒微光的眼睛。
不象其他的憎恶地狱火能更自由地在产生它们的地狱漫步,虽然他们被神力驱逐,使它们注定只能在遥远的地穴活动。这是许多九层地狱或无底深渊王子的请求,因为许多地狱火有如此的力量以至于可以挑战王子们的权威。为此,下层位面王子群求孤立地狱火的方法,可能的话,尽力杀掉它们。另一方面,地狱火不象其他人那样联合起来密谋策划计策,除非有合适的时机。

战斗
地狱火是强力的生物,也是狡猾的。如果可能,它们倾向于在战斗一开始就使用中立法术。它们会吸吮任何被捉住的东西的法术和思想。地狱火会在需要战斗的时候施展模糊和高级隐形。

改善擒抱(EX):如果地狱火用爪子击中,除了造成正常伤害以外还可以以一个自由动作尝试进行一次擒抱而不必受到让人讨厌的借机攻击。地狱火可以将此能力用于大或者小生物。它可以决定是如同通常一样擒抱,还是仅仅用爪子抓住对手。每个成功的擒抱检定自动在每一轮正常的爪子伤害以外加上自动的法术吸吮伤害。

法术吸吮(SU):如果一个地狱火攻击敌人,敌人损失一个已准备好的最高位法术或者一个未用的法术位。受害者自己决定那一个预准备的法术损失。如果受害者没有预准备法术或可用法术位(可能是因为用完了每日法术次数或者受害者不是施法者),这次攻击造成2点临时智力伤害。

通过学习法术免疫(SU):如果一个地狱火受到一个特定的施法者法术影响,地狱火将学习到对此法术的免疫。比如,一个地狱火被一个米雅丽发出的枯萎术攻击并影响,它从此(!!!)就永远对米雅丽施展的枯萎术免疫,虽然亨耐特用枯萎术攻击地狱火还是有效的(当然也只有第一次)
(PS这个能力简直。。。。难道五个小强在希腊圣域呆腻了又跑到地狱去了?呵呵,对圣斗士使用过一次的招数以后就无效拉!不过地狱火还没有车田正美那么赖呀)

类法术能力:(抱歉手头没有PHB,我现在在单位好在这些法术都在PHB上有,大家自己看吧,抱歉抱歉,而且扫描的质量。。。很多都看不清)
任意使用的——操纵亡者,BLAS PHEMY,模糊,制造不死生物,黑暗,高级幸运,亵渎,侦察混乱,侦察善良,侦察守序,侦察魔法,恐惧,火球,高级驱散,定身人类,高级隐形,反善良法阵,高等幻影,生成火焰,变形自己,PYROTECHNISS,阅读魔法,卜筮,暗示,魔法徽记,心灵遥控,无误传送(自己加1,000磅),不洁光环,不洁枯萎,UNBALLOW,火墙。
每天一次:火风暴,地狱球(见第二章),内爆,流星爆。施法者等级26,DC19+法术等级。

召唤魔鬼(SP)地狱火每天能召唤+个BALOR,或者4个地穴魔鬼,依照地狱火的阵营决定是混乱还是守序(守序召唤地穴,混乱召唤BALOR)
憎恶特性:对变形,石化,以及其他改变形态的攻击免疫;不受能量汲取,能力汲取,能力伤害影响,也不会因巨创而死;对精神影响效果免疫;火焰抗力20;寒冷抗力20;无法被侦测;随意使用真实视觉;黑暗视觉500ft;心灵感应周围1000ft。
传奇特性:可以被善良的武器正常伤害,守序地狱火可以被混乱武器和VICE VERSA 正常伤害



INFERNAL
Large Outsider (Evil) (Chaotic or Lawful)     
Hit Dice: 40d8+360 (680 hp)     
Initiative: +11 (+7 Dex, +4 Improved Initiative)     
Speed: 80 ft., fly 240 ft. (perfect)     
AC: 50 (+7 Dex, -1 size, +34 natural)     
Base Attack/Grapple: +40/+60    
Attack: +58 claw (4d6+16) melee    
Full Attack: 2 claws +58 (4d6+16) melee, 1 bite +52 (4d8+8 +spell suck) melee, 2 wings +50 (2d6+8) melee, 1 tail slam +50 (4d8+8) melee    
Space/Reach: 10ft./10 ft.     
Special Attacks: Improved grab, spell suck, learned spell immunity, spell-like abilities, summon fiend     
Special Qualities: Abomination traits, fast healing 15, regeneration 15, SR 38, DR 35/+7     (真是有个性的错误)Skills: Balance +50, Concentration +52, Diplomacy +52, Escape Artist +50, Hide +50, Jump +36, Knowledge (arcana) +49, Knowledge (the planes) +49, Listen +53, Move Silently +50, Search +49, Sense Motive +51, Spellcraft +49, Spot +53, Tumble +50    
Feats: Alertness, Cleave, Great Cleave, Improved Initiative, Power Attack, Improved Sunder, Weapon Focus (claw)     
Epic Feats: Blinding Speed (x2), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Focus (claw), Tenacious Magic (greater invisibility), Tenacious Magic (blur)     
Saves: Fort +31, Ref +29, Will +30     
Abilities: Str 43, Dex 25, Con 28, Int 22, Wis 26, Cha 29     
Climate/Terrain: Any     
Organization: Solitary or hell brigade (1 infernal and 1d4 balors, or 1 infernal and 1d4 pit fiends)     
Challenge Rating: 26     
Treasure: Standard     
Alignment: Lawful evil or chaotic evil     
Advancement: 41-50 HD (Large); 51-56 HD (Huge); 57-72 HD (Gargantuan)     

An infernal’s natural weapons are treated as epic, evil, and chaotic-aligned or lawful-aligned for the purpose of overcoming damage reduction.

COMBAT
Improved Grab (Ex): If an infernal hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Infernals can use this ability on Large and smaller creatures. The infernal has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage, in addition to automatic spell suck damage.

Spell Suck (Su): If an infernal bites a foe, the foe loses one of its highest-level prepared spells or one of the spell slots for this day that it has not used. The victim chooses the prepared spell to lose. If the victim has no prepared spells or unused spell slots (either because it has exhausted its spellcasting for the day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary Intelligence damage.

Learned Spell Immunity (Su): If an infernal is affected by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster.

Spell-Like Abilities: Caster level 26th; save DC 19 + spell level. The DCs are Charisma-based.
At will - animate dead, blasphemy, blur, charm person, create undead, darkness, deeper darkness, desecrate, detect chaos, detect good, detect law, detect magic, fear, fireball, greater dispel magic, hold person, greater invisibility, magic circle against good, major image, produce flame, polymorph, pyrotechnics, read magic, scrying, suggestion, symbol of death, telekinesis, greater teleport (self plus 1,000 pounds), unholy aura, unholy blight, unhallow, wall of fire;
1/day - fire storm, hellball (epic spell), implosion, meteor swarm.

Summon Fiend (Sp): An infernal can summon four balors or four pit fiends per day (lawful infernals summon pit fiends, and chaotic infernals summon balors).

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, or ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

Regeneration (Ex): Infernals take normal damage from good weapons. Lawful infernals also take normal damage from chaotic weapons, and vice versa.

这家伙就是施法者的天敌,那个该死的习得法术免疫。。。似乎对传奇法术都管用。。。
精通擒抱+法术吮吸,施法者要是让他近了身。。。
类法术能力丰富,可以充当半吊子术士,不过DC高不了,只能做辅助用,最可靠的还是自己的爪子和牙齿。。。。。。(注意3R法术的修改,像魔法徽记之类的变动)
恒久的两个法术很无耻,也很鸡肋,现在那个法师不在身上恒定看破隐形?不如换两个更实用的传奇专长。。
会飞的憎恶都是完美机动性。。。和他们打空战很惨的。。。
发表于 2005-12-30 12:40:35 | 显示全部楼层
感觉应改放到TRPG初学馆去
 楼主| 发表于 2005-12-30 16:40:10 | 显示全部楼层
初学。。。 [s:8]
初心者接触这个,只会助长他们的YY情节吧。。。 [s:4]
又有几个“初学者”会耐下性子来仔细对照相差无几的中英文。。。 [s:1]
发表于 2005-12-30 22:04:13 | 显示全部楼层
这个翻译,看上去不太顺畅啊,最好是英文一段中文一段,间隔着写看起来有点眼花……
 楼主| 发表于 2005-12-31 08:26:28 | 显示全部楼层
收到
在下会尽量让它更容易阅读
但是请注意3E民间汉化版和3R英文版并不是完全对应的
而且一段英文夹着一段中文的话,总觉得会割裂整篇数据的完整性。。。
那个翻译可是上古耐瑟时代的大奥术师们撰写的
那时的咒文表述方式。。。
自然和现在有所不同亚
口古月!!!我承认,其实是这些强者那时还未像现在这样够班亚!
至于在下?。。。纯种废柴城鼠一只是也
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