角色属性

在战场兄弟中，角色属性和等级成长系统相关，是游戏机制的一部分。角色属性影响角色的战斗效能，具体数值显示在角色窗口的左下方，受角色背景，角色特性和装备的修正。

天赋页面解释了星级的具体含义。

天赋页面解释了星级的具体含义。

## 头部护甲

*相关计算和更多信息参考： 护甲伤害*
**角色头部被击中时，头盔的耐久值会降低。随着伤害值的不同，其中部分可对角色生命值造成损伤。头部比身体更难击中，但也更脆弱。**

“更脆弱”是指在被击中头部时，角色会承受额外的50%生命值损伤，除非有钢头这样的技能。头部护甲由角色佩戴的头盔决定，耐久值随头部承受打击而降低。当耐久值降至0或者未佩戴头盔时，任何对头部的打击都会直接对生命值造成损伤。

## 身体护甲

*相关计算和更多信息参考： 护甲伤害*
**角色身体被击中时，护甲的耐久值会降低。随着伤害值的不同，其中部分可对角色生命值造成损伤。**

身体护甲由角色穿着的护甲决定，耐久值随身体承受打击而降低。当耐久值降至0或者未穿着护甲时，任何对身体的打击都会直接对生命值造成损伤。

## 生命值(Hitpoints)

*相关计算和更多信息参考： 生命值伤害*
**生命值代表角色死亡前可承受的伤害。一旦生命值降为0，角色被认定为死亡。生命值上限越高，角色在被击中时产生伤残效果的概率越低。**

生命值代表角色的健康程度，该数值降为0时，角色将被杀死或击倒。在目前版本的游戏中，拥有幸存者特质的角色有90%的概率被击倒而不是被杀死，除非遭受致命打击或已拥有所有的永久伤残特质。没有幸存者特质的角色有较小概率存活下来（战斗日志中会显示“被击倒”），但会新增一项永久伤残特质。敌方的生命值降为0时总是会死亡，但不死族在战斗中可能会复活，而被杀死的我方队员也可能被敌方的亡灵法师操纵。被击倒的队员无法被食尸鬼吞食，也不会被亡灵法师操纵。

## 行动点

**移动和使用技能都会消耗行动点。行动点用尽时，该角色的回合会自动结束。行动点在每回合都会自动刷新。**

行动点用尽时回合自动结束的设定可以在游戏设置中关闭。这一调整有利于战斗中的某些操作，比如拥有快手技能的角色可在移动或攻击后无消耗地切换至其它武器。每回合开始时行动点都会回复至上限，除非角色被施加茫然或中毒效果。

## 疲劳值

**移动、使用技能、被击中、闪避/格挡攻击都会增加疲劳。疲劳值以每回合15点的速率减少，如果角色积累了太多疲劳值，则需要休息一回合来行动。积累的疲劳值也会降低角色的主动性。某些敌人不会积累疲劳值（例如食尸鬼）。**

疲劳值是最重要的属性之一，如果疲劳过高，角色将无法移动和使用技能。恢复（蓝肺）技能和铁肺特质会帮助角色更快地降低疲劳值，而拥有哮喘特质的角色会更慢地降低疲劳值。运动健将特质、武器精通技能（使用技能降低25%疲劳增长）和探路者技能（移动降低50%疲劳增长）有助于更慢地积累疲劳值。

## 士气值

*完整条目参考: 士气值*
**Morale is one of five states and represents the mental condition of combatants and their effectiveness in battle. At the lowest state, fleeing, a character will be outside your control - although they may eventually rally again. Morale changes as the battle unfolds, with characters that have high resolve less likely to fall to low morale states. Many of your opponents are affected by morale as well.**

**士气值是五种属性值之一，并代表着角色的精神状态和战斗有效性。当士气值处于最低状态时，角色将不受玩家控制而溃败逃跑，尽管他们可能最终重新振作起来。士气值会随着战斗进行而改变，有者高决心值的角色更不容易陷入低士气状态。你的敌人们也和你一样同样受士气值高低影响。**

Morale is represented by a flag icon next to the character portrait (during battle). When a friend or foe dies, a morale check is triggered for the other characters on the battlefield. This morale check can change a character's state of morale.

在战斗中，士气值表现为一个在角色棋子身边的旗帜符号。当一名友军或敌人死亡时会对战场上的其他角色触发一次士气值判定。这个判定将改变角色的士气状态。

All units (excluding most [[1]] and most [Dead|Ancient Dead]) have Morale status, which varies from Confident to Fleeing, with Steady being the default state. Certain [[2]] and [[3]] of a character can affect the default morale starting state (e.g. Dastard). Effects of Morale on various stats are shown below:

所有单位（大多数死灵生物和大多数古代死灵生物除外）有士气状态，士气状态由自信到逃跑逐阶段变化，以稳定作为默认状态。特定的特性和天赋可以影响战斗开始的默认士气状态（例如：懦夫）。下面列出了士气效果对属性值的影响：

* All percentages are applied as modifiers to the normal 100% modifier which is, in turn, affected by other conditions such as [[4]]. For example, an uninjured unit with 80 Ranged Skill will have an effective 88 Ranged Skill upon reaching Confident morale status (110% modifier).
* 所有百分比以正常状态为100%进行加（减）成，换句话说该百分比会受其他状态影响例如受伤。举个例子，一个未受伤的有着80点远程技能值的单位，在士气值自信的状态下，其远程技能值将会加成到110%，即88点远程技能值。

## 决心值(Resolve)

*For further info see: [Mechanics|Combat Mechanics]*
**Resolve represents the willpower and bravery of characters. High Resolve makes it less likely that characters fall to lower morale states due to negative events and the more likely that characters gain confidence from positive events. Resolve acts as defense against certain mental attacks that inflict panic, fear or mind control. Resolve also affects the ability of a character to rally (leave the Fleeing morale state) and the effectiveness of the Rally the Troops [[5]]. High resolve prevents sleep status applied by alps and lowers their nightmare damage to brothers in sleep state.**

决心值体现了角色的意志力和勇敢精神。高决心值使得角色更不容易因消极事件陷入低士气状态并更可能因积极事件获得自信。决心值是防御会引起恐慌、恐惧或精神控制的特定精神攻击的，也会影响角色振作（从逃跑状态中恢复）和重整旗鼓的效率。高决心值能预防被梦魔施加睡眠状态并降低它们对处于睡眠状态的角色的梦魇攻击伤害。

## 主动值(Initiative)

*For further info see: [Mechanics|Combat Mechanics]*
**The higher this value, the earlier the position in the turn order. The average Battle Brother has a value around 100, which is reduced by the current fatigue as well as any penalty to maximum fatigue (such as from heavy armor). In general, someone in light armor will act before someone in heavy armor, and someone fresh will act before someone fatigued.**

**主动值越高，在回合中角色越早行动。角色平均主动值约100点，将会受到当前疲劳值和最大疲劳值惩罚（例如从重型护甲上）的减益。总的来说，穿戴轻型护甲的角色将先于穿戴重型护甲的角色行动，而体力充沛的角色将先于疲惫不堪的角色。**

## 近战技能(Melee Skill)

*For hit-chance calculation and further info see: [Mechanics|Combat Mechanics]*
**Determines the base probability of hitting a target with a melee attack, such as with swords and spears. Can be increased as the character gains experience.**

**近战技能值决定了如使用剑和矛等近战武器进行近战攻击的基础命中率，当角色得到经验值升级时可以增加。（近战命中率也作用于攻击距离为2格的近战武器）**

## 远程技能(Ranged Skill)

*For hit-chance calculation and further info see: [Mechanics|Combat Mechanics]*
**Determines the base probability of hitting a target with a ranged attack, such as with bows and crossbows. Can be increased as the character gains experience.**

**远程技能值决定了如使用弓和弩等远程武器进行远程攻击的基础命中率，当角色得到经验值升级时可以增加。**

## 近战防御(Melee Defense)

*For hit-chance calculation and further info see: [Mechanics|Combat Mechanics]*
**A higher melee defense reduces the probability of being hit with a massive attack, such as the thrust of a spear. It can be increased as the character gains experience and by equipping a good shield.**

***Other ways to increase Melee Defense in combat*: Acquire Shield Expert perk (+25% of the shield defense bonus). Use a shieldwall (and even more with additional shieldwalls adjacency bonus applied). Confident morale status also boosts this attribute. Dodge perk adds up more defense, dependent on current initiative value. Reach Advantage perk after hitting opponents with two-handed melee weapon provides boost as well. And, Underdog perk cancels enemies' surround to-hit bonus or Backstabber perk, thus improving the defense. Lonewolf perk has defense benefits too (though very situational).**

**近战防御值高可以降低例如矛的戳刺这样的近战攻击命中率。当角色得到经验值升级时可以增加近战防御值，也可以装备一面盾牌来增加。**

**其他在战斗中增加近战防御的方式有：点出盾牌专精天赋（+25%盾牌防御值）。使用盾墙技能（相邻角色使用盾墙将给与额外加成）。自信状态也增加这一属性。闪躲天赋根据当前主动值来增加更多的防御值。双手优势天赋在集中敌人后也提供加成。落水狗天赋可以取消敌人因包围而增加的命中率或背刺天赋而增强了角色防御能力。独狼天赋也有防御增益（尽管是在特定情况下）。**

## 远程防御(Ranged Defense)

*For hit-chance calculation and further info see: [Mechanics|Combat Mechanics]*
**A higher ranged defense reduces the probability of being hit with a ranged attack, such as an arrow shot from afar. It can be increased as the character gains experience and by equipping a good shield.**

**远程防御值高可以降低例如远处的弓箭射击这样的远程攻击命中率。当角色得到经验值升级时可以增加远程防御值，也可以装备一面盾牌来增加。**

## 攻击力(Damage)

*For calculation and further info see: [Mechanics#HP and Armor Damage|Armor Damage]*
**The base damage the currently equipped weapon does. Will be applied in full against hitpoints if no armor is protecting the target. If the target is protected by armor, the damage is applied to armor instead based on the weapon's effectiveness against armor. Depending on how much damage is done, some of the damage might go directly through the worn armor to the hitpoints. The actual damage done is modified by the skill used and the target hit.**

**基础伤害由当前装备的武器决定。如果目标没有任何护甲，它将完全由目标生命值承受。如果目标穿戴护甲，那么伤害将基于武器的对护甲伤害效率来反应在护甲上。伤害的多少将会决定部分伤害可能透过损坏的护甲直接减少敌人的生命值。实际的伤害计算由使用的技能和目标命中情况来决定。**

## Effectiveness vs. Armor 护甲效能

*For calculation and further info see: [Mechanics#HP and Armor Damage|Armor Damage]*
**The base percentage of damage that will be applied when hitting a target protected by armor. Once the armor is destroyed, the weapon damage applies at 100% to hitpoints. The actual damage done is modified by the skill used and the target hit.**

**当击中穿戴护甲的目标时，基础的对护甲伤害效率将被应用到伤害计算中。一旦护甲损坏，武器伤害将100%由生命值承受。实际的伤害计算由使用的技能和目标命中情况来决定。**

## Chance to hit head 爆头率

*For calculation and further info see: [Mechanics#To-Hit Chance|To-Hit Chance]*
**The base percentage chance to hit a target's head for increased damage. The final chance can be modified by the skill used.**

基础爆头率是用于增加伤害的。最终概率由使用的技能来决定。

## 视野距离(Vision)

*For vision ranged hit-chance influence and further info see: [Mechanics#Ranged To-Hit Chance|Combat Mechanics]*
**Vision, or view range, determines how far a character can see to uncover the fog of war, discover threats and hit with ranged attacks. Heavier [[6]] can reduce vision. Certain [[7]] or [[8]] can also affect Vision.**

视野值决定了角色能揭露的战争迷雾，发现威胁以及远程攻击的命中范围。重型头盔会减少视野。特定的特性和天赋也能影响视野值。