冰鏃箭矢
技能寶石
SpellSpellsSpells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.en, AttackAttacksAttacks are skills that directly damage enemies, usually using your equipped Martial Weapon. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon's stats unless the skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.en, BuffBuffsBuffs are effects that boost a player or monster's stats for a duration or while a condition is met.
Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.en, AoEArea of Effect SkillsThis Skill has an effect that applies to every target in its area, rather than picking specific targets.
Areas of Effect that originate from a target hit by a Skill will add that target's size to their radius.en, ProjectileProjectileA Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.en, TriggerTriggered SkillsMany effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.en, ColdCold DamageCold damage is one of the five Damage Types. It is reduced by Cold Resistance. Cold hits apply Chill and build up Freeze, but cannot build up Heavy Stun.en, DurationDuration SkillsThis Skill has a Duration that can be modified.en
Ready your active BowBowsBows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types. or SpearSpearsSpears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee, as many spear skills enable you to throw your spear., EmpoweringEmpowered SkillsEmpowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. your next RepeatableRepeating SkillsSome effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat. BowBowsBows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types. or ProjectileProjectileA Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. SpearSpearsSpears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee, as many spear skills enable you to throw your spear. AttacksAttacksAttacks are skills that directly damage enemies, usually using your equipped Martial Weapon. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon's stats unless the skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. to ConvertDamage ConversionDamage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock, but no longer scales with Fire damage modifiers or causes Ignite.
Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted. PhysicalPhysical DamagePhysical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding. Damage to ColdCold DamageCold damage is one of the five Damage Types. It is reduced by Cold Resistance. Cold hits apply Chill and build up Freeze, but cannot build up Heavy Stun. Damage and TriggerTriggered SkillsMany effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered. Ice FragmentsIce FragmentsIce Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.
Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime. on HitHit DamageAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.. This Skill's cooldown can be bypassed by expending a Frenzy ChargeChargesCharges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.. Cannot EmpowerEmpowered SkillsEmpowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. SustainedSustained SkillsSustained skills cause a large number of Hits over a period of time. They roll for Critical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do. Skills.en
Skills can be managed in the Skills Panel.en
來源與用途
- 掉落物在等級 15 以上的區域掉落
詳細資料
- Type
- Metadata/Items/Gem/SkillGemIceTippedArrows
- 掉落等級
- 15
- BaseType
- Ice-Tipped Arrows / 얼음촉 화살
- 職業
- 技能寶石
- Flags
- AlwaysAllocate, CanBeCorrupted
- Tags
- default, gem
- Icon
- Art/2DItems/Gems/New/RangerShearingBoltsSkillGem.dds
| 金鑰 | val |
|---|---|
| Base.base_level | 1 |
| Base.description_text | ItemDescriptionActiveSkillGem |
| Base.tag | default, gem |
| Base.x_size | 1 |
| Base.y_size | 1 |
| Quality.max_quality | 20 |
| Sockets.socket_info | 2:0:100 3:5:30 4:30:5 5:50:1 6:9999:1 |
更多 技能寶石
Path of Exile 2 的名稱、文字與美術屬於 Grinding Gear Games。POE2WAY 為玩家網站,與 GGG 無隸屬關係。