{
  "tooltip.reliquified_artifacts.modified": "由 [Reliquified Artifacts] 修改",
  "tooltip.reliquified_artifacts.mimi_dust": "對箱子使用時，會將其轉化為擬態怪，掉落與轉化前箱內物品數量相等的隨機遺物。",
  "item.reliquified_artifacts.mimi_dust": "擬態粉塵",
  "relics.description.umbrella.description": "乍看之下，它像一把最普通不過的旅行雨傘：久經磨損的傘面、吱吱作響的傘骨，以及因長途跋涉而光滑的傘柄。但當風撐起傘篷的瞬間，空氣開始聽從主人的指揮。傘能輕柔地減緩墜落，讓人沿著氣流滑翔，彷彿踩踏著無形的階梯。",
  "relics.description.umbrella.ability.glider": "滑翔",
  "relics.description.umbrella.ability.glider.description": "手持雨傘時，將持有者的下落速度限制為 %4$s。",
  "relics.description.umbrella.ability.glider.rank_modifier.bounce": "手持雨傘墜落時按下左鍵，可將遺物持有者向視線相反方向彈射，力度為 %2$s，並消耗 %1$s 次充能中的 1 次。充能會在持有者接觸地面時立即恢復。",
  "relics.description.umbrella.ability.glider.rank_modifier.vanishing": "墜落時使用彈射，可使遺物持有者獲得持續 %3$s 秒的隱形效果。",
  "relics.description.umbrella.ability.glider.experience_source.bounce": "墜落時每彈射 1 次，+1 經驗值。",
  "relics.description.umbrella.ability.glider.experience_source.slow_fall_distance": "在緩落期間每移動 1 格，+1 經驗值。",
  "relics.description.umbrella.ability.glider.statistic.bounces_done": "已完成的彈射",
  "relics.description.umbrella.ability.glider.statistic.flight_duration": "在緩落中度過的時間",
  "relics.description.umbrella.ability.shield": "傘盾",
  "relics.description.umbrella.ability.shield.description": "按住右鍵可將雨傘作為一面完整的盾牌使用。最多連續格擋 %1$s 次攻擊，之後進入 %3$s 秒的冷卻時間。",
  "relics.description.umbrella.ability.shield.rank_modifier.repel": "成功格擋時，將攻擊者擊退 %2$s 格。",
  "relics.description.umbrella.ability.shield.experience_source.blocked_hit": "每成功格擋 1 次攻擊，+1 經驗值。",
  "relics.description.umbrella.ability.shield.statistic.blocked_hits": "已格擋的攻擊次數",
  "relics.description.snorkel.description": "一根被鹽分侵蝕變暗的呼吸管，常見於沉沒寶藏的搜尋者和海洋奧秘的獵人。它狹窄的管腔彷彿能將空氣送入比平時更深處，令主人能在水底逗留更久。有了它，潛水不再是爭分奪秒的屏息比賽，水流本身也顯得平靜而順從。",
  "relics.description.snorkel.ability.snorkeling": "水下呼吸",
  "relics.description.snorkel.ability.snorkeling.description": "允許在水下呼吸，前提是遺物持有者與空氣之間的水體不超過 %1$s 格。",
  "relics.description.snorkel.ability.snorkeling.rank_modifier.reserve": "當潛入安全深度以下時，在返回安全區域前，可獲得一次持續 %2$s 秒的水下呼吸效果。",
  "relics.description.snorkel.ability.snorkeling.rank_modifier.resistance": "將水下的溺水傷害降低 %3$s%%。",
  "relics.description.snorkel.ability.snorkeling.rank_modifier.vision": "移除水底迷霧，並顯著改善水下視野。",
  "relics.description.snorkel.ability.snorkeling.experience_source.air_spent": "在水下每消耗 1 格氣泡，+1 經驗值。",
  "relics.description.snorkel.ability.snorkeling.experience_source.reserve_unique": "每次獲得水下呼吸效果（每次獨立），+1 經驗值。",
  "relics.description.snorkel.ability.snorkeling.statistic.drowning_damage_reduced": "在水下減免的溺水傷害",
  "relics.description.snorkel.ability.snorkeling.statistic.reserve_breathing_duration": "賦予的水下呼吸持續時間",
  "relics.description.snorkel.ability.snorkeling.statistic.safe_underwater_duration": "在安全水深處度過的時間",
  "relics.description.plastic_drinking_hat.description": "一頂帶有兩根彎管的搞怪帽，原本為喧鬧的派對和無盡的祝酒而發明。然而，隨著時間推移，它在旅途中的用處遠勝於盛宴。有了它，長頸瓶、藥水和任何飲料都能在移動中暢飲，無需脫離戰鬥或浪費片刻喘息。",
  "relics.description.plastic_drinking_hat.ability.drinking": "快速飲啜",
  "relics.description.plastic_drinking_hat.ability.drinking.description": "將所有飲料的飲用速度提升 %1$s%%。",
  "relics.description.plastic_drinking_hat.ability.drinking.rank_modifier.breathing": "飲用時額外恢復 %4$s 點氧氣。",
  "relics.description.plastic_drinking_hat.ability.drinking.rank_modifier.healing": "飲用時額外恢復 %3$s 點生命值。",
  "relics.description.plastic_drinking_hat.ability.drinking.rank_modifier.nutrition": "飲用時額外恢復 %2$s 點飢餓值。",
  "relics.description.plastic_drinking_hat.ability.drinking.experience_source.breathing": "每透過飲用恢復 1 點氧氣，+1 經驗值。",
  "relics.description.plastic_drinking_hat.ability.drinking.experience_source.consume": "每消耗 1 個飲料物品，+1 經驗值。",
  "relics.description.plastic_drinking_hat.ability.drinking.experience_source.healing": "每透過飲用恢復 1 點生命值，+1 經驗值。",
  "relics.description.plastic_drinking_hat.ability.drinking.experience_source.nutrition": "每透過飲用恢復 1 點飢餓值，+1 經驗值。",
  "relics.description.plastic_drinking_hat.ability.drinking.statistic.air_restored": "透過飲用恢復的氧氣",
  "relics.description.plastic_drinking_hat.ability.drinking.statistic.consumed_duration": "飲用花費的時間",
  "relics.description.plastic_drinking_hat.ability.drinking.statistic.consumed_items": "飲用的物品數量",
  "relics.description.plastic_drinking_hat.ability.drinking.statistic.health_restored": "透過飲用恢復的生命值",
  "relics.description.plastic_drinking_hat.ability.drinking.statistic.hunger_restored": "透過飲用恢復的飢餓值",
  "relics.description.novelty_drinking_hat.description": "一頂帶有兩根彎管的搞怪帽，原本為喧鬧的派對和無盡的祝酒而發明。然而，隨著時間推移，它在旅途中的用處遠勝於盛宴。有了它，長頸瓶、藥水和任何飲料都能在移動中暢飲，無需脫離戰鬥或浪費片刻喘息。",
  "relics.description.novelty_drinking_hat.ability.drinking": "快速飲啜",
  "relics.description.novelty_drinking_hat.ability.drinking.description": "將所有飲料的飲用速度提升 %1$s%%。",
  "relics.description.novelty_drinking_hat.ability.drinking.rank_modifier.breathing": "飲用時額外恢復 %4$s 點氧氣。",
  "relics.description.novelty_drinking_hat.ability.drinking.rank_modifier.healing": "飲用時額外恢復 %3$s 點生命值。",
  "relics.description.novelty_drinking_hat.ability.drinking.rank_modifier.nutrition": "飲用時額外恢復 %2$s 點飢餓值。",
  "relics.description.novelty_drinking_hat.ability.drinking.experience_source.breathing": "每透過飲用恢復 1 點氧氣，+1 經驗值。",
  "relics.description.novelty_drinking_hat.ability.drinking.experience_source.consume": "每消耗 1 個飲料物品，+1 經驗值。",
  "relics.description.novelty_drinking_hat.ability.drinking.experience_source.healing": "每透過飲用恢復 1 點生命值，+1 經驗值。",
  "relics.description.novelty_drinking_hat.ability.drinking.experience_source.nutrition": "每透過飲用恢復 1 點飢餓值，+1 經驗值。",
  "relics.description.novelty_drinking_hat.ability.drinking.statistic.air_restored": "透過飲用恢復的氧氣",
  "relics.description.novelty_drinking_hat.ability.drinking.statistic.consumed_duration": "飲用花費的時間",
  "relics.description.novelty_drinking_hat.ability.drinking.statistic.consumed_items": "飲用的物品數量",
  "relics.description.novelty_drinking_hat.ability.drinking.statistic.health_restored": "透過飲用恢復的生命值",
  "relics.description.novelty_drinking_hat.ability.drinking.statistic.hunger_restored": "透過飲用恢復的飢餓值",
  "relics.description.night_vision_goggles.description": "一副沉重的目鏡，裝配著一套精心打磨的鏡片，為習慣在光亮稍縱即逝之處工作的人而製。它們的玻璃能捕捉最微弱的閃輝，將黑暗化作世界的清晰輪廓。在經驗豐富的佩戴者手中，它們不僅能在夜間恢復視力，更能令黑暗本身成為盟友。",
  "relics.description.night_vision_goggles.ability.vision": "夜視",
  "relics.description.night_vision_goggles.ability.vision.mode.disabled": "已停用",
  "relics.description.night_vision_goggles.ability.vision.mode.enabled": "已啟用",
  "relics.description.night_vision_goggles.ability.vision.disabled.description": "該能力已停用，不提供任何加成。",
  "relics.description.night_vision_goggles.ability.vision.enabled.description": "將黑暗中的視野提升 %1$s%%。",
  "relics.description.night_vision_goggles.ability.vision.rank_modifier.ambush": "在黑暗中，提升遺物持有者造成的傷害，最高 %3$s%%。加成根據環境黑暗程度縮放：昏暗光線下較低，完全黑暗中達到最大值。",
  "relics.description.night_vision_goggles.ability.vision.rank_modifier.clarity": "移除霧靄與陰霾，極大改善視野。",
  "relics.description.night_vision_goggles.ability.vision.rank_modifier.evasion": "在黑暗中，使攻擊者有最高 %2$s%% 的機率未命中遺物持有者。機率根據持有者周圍黑暗程度縮放：昏暗光線下較低，完全黑暗中達到最大值。",
  "relics.description.night_vision_goggles.ability.vision.experience_source.evasion_miss": "在黑暗中每閃避 1 次，+1 經驗值。",
  "relics.description.night_vision_goggles.ability.vision.experience_source.vision": "在模式開啟時，於黑暗中每移動 5 格，+1 經驗值。",
  "relics.description.night_vision_goggles.ability.vision.statistic.ambush_bonus_damage": "在黑暗中造成的額外傷害",
  "relics.description.night_vision_goggles.ability.vision.statistic.darkness_duration": "在黑暗中度過的時間",
  "relics.description.night_vision_goggles.ability.vision.statistic.evasion_damage_avoided": "在黑暗中透過閃避避免的傷害",
  "relics.description.night_vision_goggles.ability.vision.statistic.evasion_misses": "在黑暗中的閃避次數",
  "relics.description.cowboy_hat.description": "一頂飽經風霜的寬檐帽，為馳騁於無盡平原的騎手所戴。皮革因烈日和漫長旅途而變暗，帽檐仍留有舊日道路的塵埃。據說，常戴此帽者，在馬鞍上度過的時間比在地面上更長，因此無論何種坐騎，在他們胯下都更自信，更迅捷，順從於韁繩最輕微的牽引。",
  "relics.description.cowboy_hat.ability.riding": "大師之鞍",
  "relics.description.cowboy_hat.ability.riding.description": "當持有者騎乘坐騎時，坐騎的屬性提升 %1$s%%。",
  "relics.description.cowboy_hat.ability.riding.rank_modifier.mounted_absorption": "騎乘時，持有者獲得 %3$s 點傷害吸收生命值。",
  "relics.description.cowboy_hat.ability.riding.rank_modifier.reach": "騎乘時，攻擊距離和方塊互動距離提升 %2$s%%。",
  "relics.description.cowboy_hat.ability.riding.rank_modifier.taming": "坐騎將被瞬間馴服。",
  "relics.description.cowboy_hat.ability.riding.experience_source.mounted_distance": "騎乘坐騎時，每移動 10 格，+1 經驗值。",
  "relics.description.cowboy_hat.ability.riding.experience_source.tamed_mount": "每馴服 1 個坐騎，+1 經驗值。",
  "relics.description.cowboy_hat.ability.riding.statistic.absorbed_damage": "騎乘時吸收的傷害",
  "relics.description.cowboy_hat.ability.riding.statistic.mounted_distance": "騎乘坐騎移動的距離",
  "relics.description.cowboy_hat.ability.riding.statistic.tamed_mounts": "已馴服的坐騎數量",
  "relics.description.villager_hat.description": "一頂外觀簡樸的草帽，飾有一條整潔的緞帶，是在村莊中備受信任之人的標誌。帽檐之下，交易變得更容易，與村民也能迅速找到共同語言，而鐵傀儡則將其主人視為值得保護的對象。據說，這頂帽子只屬於那些在無數集市中贏得美名之人。",
  "relics.description.villager_hat.ability.golem_guard": "鐵傀儡守護",
  "relics.description.villager_hat.ability.golem_guard.description": "鐵傀儡不會攻擊遺物持有者，並會為其提供保護。",
  "relics.description.villager_hat.ability.golem_guard.rank_modifier.protection": "在 %2$s 格範圍內，每有 1 個鐵傀儡，將受到的傷害降低 %1$s%%，最高可累計至 %3$s%%。",
  "relics.description.villager_hat.ability.golem_guard.experience_source.protection_trigger": "鐵傀儡守護每次分擔傷害，+1 經驗值。",
  "relics.description.villager_hat.ability.golem_guard.statistic.golem_damage_reduced": "由鐵傀儡減免的傷害",
  "relics.description.villager_hat.ability.trade_surge": "交易本能",
  "relics.description.villager_hat.ability.trade_surge.description": "與村民交易的花費降低 %1$s%%。",
  "relics.description.villager_hat.ability.trade_surge.rank_modifier.multicast": "交易時最多可額外獲得 %2$s 份交易結果。",
  "relics.description.villager_hat.ability.trade_surge.rank_modifier.preserve": "有 %3$s%% 的機率使交易不消耗村民當前出售物品的庫存。",
  "relics.description.villager_hat.ability.trade_surge.experience_source.multicast_bonus": "每額外獲得 1 份交易結果，+1 經驗值。",
  "relics.description.villager_hat.ability.trade_surge.experience_source.trade": "每與村民交易 1 次，+1 經驗值。",
  "relics.description.villager_hat.ability.trade_surge.statistic.multicast_bonus_results": "獲得的額外交易結果數量",
  "relics.description.villager_hat.ability.trade_surge.statistic.trades_done": "與村民進行的交易次數",
  "relics.description.villager_hat.ability.trade_surge.statistic.trades_preserved": "被保留的交易庫存次數",
  "relics.description.anglers_hat.description": "一頂破舊的漁夫帽，浸潤著鹽分、海風以及水邊漫長等待的耐心。帽檐已被陽光漂白，織物上仍殘留著河川和海岬的氣味。據說，經驗老道的漁夫從未不戴此帽上岸——有了它，魚線更沉，漁獲更豐，有時深水中還會浮起遠比普通魚貴重之物。",
  "relics.description.anglers_hat.ability.catch": "幸運漁獲",
  "relics.description.anglers_hat.ability.catch.description": "每次成功釣魚都有 %1$s%% 的機率，使漁獲額外翻最多 %4$s 倍。",
  "relics.description.anglers_hat.ability.catch.rank_modifier.healing": "食用魚時恢復 %2$s 點生命值。",
  "relics.description.anglers_hat.ability.catch.rank_modifier.quick_bite": "食用魚的速度提高 2 倍。",
  "relics.description.anglers_hat.ability.catch.rank_modifier.treasure": "有 %3$s%% 的機率釣上寶藏而非魚。",
  "relics.description.anglers_hat.ability.catch.experience_source.catch": "每次釣魚有所收穫，+1 經驗值。",
  "relics.description.anglers_hat.ability.catch.experience_source.fish_eaten": "每食用 1 條魚，+1 經驗值。",
  "relics.description.anglers_hat.ability.catch.experience_source.treasure_catch": "每釣到 1 個寶藏，+1 經驗值。",
  "relics.description.anglers_hat.ability.catch.statistic.fish_caught": "已釣獲的魚數量",
  "relics.description.anglers_hat.ability.catch.statistic.fish_eaten": "已食用的魚數量",
  "relics.description.anglers_hat.ability.catch.statistic.healing_restored": "透過魚恢復的生命值",
  "relics.description.anglers_hat.ability.catch.statistic.treasures_caught": "已釣獲的寶藏數量",
  "relics.description.lucky_scarf.description": "一條屬於探礦者和尋脈人的薄圍巾，因石屑和漫長地下勞作而褪色。據說它的織線能以奇怪的方式將稀世好運直接從礦石中牽引而出。在他人只找到貧瘠礦脈之處，這條圍巾的主人常能從岩石中收穫慷慨得多的回報。",
  "relics.description.lucky_scarf.ability.fortune": "幸運礦脈",
  "relics.description.lucky_scarf.ability.fortune.description": "挖掘礦石及其他受幸運影響的方塊時，有 %1$s%% 的機率額外施加 1 級幸運效果，最多觸發 %2$s 次。",
  "relics.description.lucky_scarf.ability.fortune.rank_modifier.chain": "每次成功觸發，會使下一個方塊的觸發上限提高 %4$s，但儲存的加成不得超過 %6$s 次觸發。",
  "relics.description.lucky_scarf.ability.fortune.rank_modifier.pity": "每個未獲得額外掉落的方塊在挖掘時，會為下一次觸發累積 %3$s%% 的隱藏機率。",
  "relics.description.lucky_scarf.ability.fortune.rank_modifier.vein": "如果附近存在同種方塊，每個此類方塊會使觸發機率額外提高 %5$s%%。",
  "relics.description.lucky_scarf.ability.fortune.experience_source.bonus_fortune": "每獲得 1 級額外幸運，+1 經驗值。",
  "relics.description.lucky_scarf.ability.fortune.statistic.bonus_fortune_procs": "額外幸運觸發次數",
  "relics.description.lucky_scarf.synergy.chest_mastery": "寶箱精通",
  "relics.description.lucky_scarf.synergy.chest_mastery.description": "賦予 %1$s 級的幸運效果，提升寶箱中發現的戰利品品質。",
  "relics.description.charm_of_shrinking.description": "一枚小護符，內嵌一顆水晶，其中映出的世界微微扭曲，彷彿透過打磨欠佳的玻璃所見。佩戴足夠久的人會注意到些許怪異：周遭空間似乎改變了對待主人身體的方式。腳步愈發輕盈，摔落愈發柔和，穿戴者還能改變自身的尺寸，彷彿世界短暫忘記了他們應有的尺寸。",
  "relics.description.charm_of_shrinking.ability.size": "尺寸掌控",
  "relics.description.charm_of_shrinking.ability.size.mode.grow": "變大",
  "relics.description.charm_of_shrinking.ability.size.mode.shrink": "縮小",
  "relics.description.charm_of_shrinking.ability.size.mode.stabilize": "鎖定",
  "relics.description.charm_of_shrinking.ability.size.rank_modifier.evasion": "尺寸每縮小 1 單位，閃避傷害的機率提高 %6$s%%。",
  "relics.description.charm_of_shrinking.ability.size.rank_modifier.fall_resistance": "尺寸每縮小 1 單位，跌落傷害降低 %3$s%%。",
  "relics.description.charm_of_shrinking.ability.size.rank_modifier.target_escape": "尺寸每縮小 1 單位，%5$s 格內的生物有 %4$s%% 的機率丟失遺物持有者的視野。",
  "relics.description.charm_of_shrinking.ability.size.experience_source.evasion_parry": "每次閃避，+1 經驗值。",
  "relics.description.charm_of_shrinking.ability.size.experience_source.fall_reduced": "每防止 1 點跌落傷害，+1 經驗值。",
  "relics.description.charm_of_shrinking.ability.size.experience_source.moving_shrink": "在縮小模式下每移動 5 秒，+1 经验值。",
  "relics.description.charm_of_shrinking.ability.size.statistic.evasion_damage_avoided": "透過閃避避免的傷害",
  "relics.description.charm_of_shrinking.ability.size.statistic.evasion_misses": "總閃避次數",
  "relics.description.charm_of_shrinking.ability.size.statistic.fall_damage_reduced": "減少的跌落傷害",
  "relics.description.charm_of_shrinking.ability.size.statistic.shrink_duration": "在縮小模式下度過的時間",
  "relics.description.charm_of_shrinking.ability.size.grow.description": "以每秒 %2$s 的速度將遺物持有者的尺寸逐漸恢復至正常。",
  "relics.description.charm_of_shrinking.ability.size.shrink.description": "以每秒 %2$s 的速度將遺物持有者逐漸縮小至 %1$s。",
  "relics.description.charm_of_shrinking.ability.size.stabilize.description": "鎖定遺物持有者當前的尺寸。",
  "relics.description.obsidian_skull.description": "一具由整塊黑曜石雕琢而成的沉重頭骨，被地獄深處的熱量燻得焦黑。其表面即使在寒冷中也保持溫暖，空洞的眼眶中彷彿飄散著乾燥的灰燼氣息。據說，曾有人無懼踏入熔岩河流，頭戴此頭骨，在其力量之下，就連熔岩本身也會暫時失去致命性。",
  "relics.description.obsidian_skull.ability.lava": "熔岩抗性",
  "relics.description.obsidian_skull.ability.lava.description": "允許在熔岩中最多連續停留 %1$s 秒而不受傷害。離開熔岩後，這段時間儲備會每秒逐漸恢復。",
  "relics.description.obsidian_skull.ability.lava.rank_modifier.heat_surge": "當時間儲備消耗至 75%% 時，熔岩中的移動速度提升 %2$s%%，直至該能力效果結束。",
  "relics.description.obsidian_skull.ability.lava.rank_modifier.lava_launch": "遺物持有者落入熔岩時免受跌落傷害。",
  "relics.description.obsidian_skull.ability.lava.rank_modifier.obsidian_skin": "當遺物持有者處於熔岩中且能力效果啟用時，受到的傷害減少 %3$s%%。",
  "relics.description.obsidian_skull.ability.lava.experience_source.lava_second": "在能力效果下，於熔岩中每停留 1 秒，+1 經驗值。",
  "relics.description.obsidian_skull.ability.lava.experience_source.safe_fall": "每次安全落入熔岩，+1 經驗值。",
  "relics.description.obsidian_skull.ability.lava.statistic.damage_reduced": "在熔岩中減少的傷害",
  "relics.description.obsidian_skull.ability.lava.statistic.heat_surge_procs": "階級 3 能力觸發次數",
  "relics.description.obsidian_skull.ability.lava.statistic.lava_duration": "在效果下於熔岩中度過的時間",
  "relics.description.obsidian_skull.ability.lava.statistic.safe_falls": "由階級 1 觸發的安全落入熔岩次數",
  "relics.description.superstitious_hat.description": "一頂鮮豔、微微褪色的帽子，帽檐捲曲，飾帶磨損，令人聯想到傳說中與妖精及其他幸運精靈相關的頭飾。佩戴它的人深信，豐厚的戰利品隻青睞勇者。",
  "relics.description.superstitious_hat.ability.looting": "迷信戰利品",
  "relics.description.superstitious_hat.ability.looting.description": "擊殺生物時，有 %1$s%% 的機率額外施加 1 級掠奪效果，最多觸發 %8$s 次。",
  "relics.description.superstitious_hat.ability.looting.rank_modifier.beast_hunter": "對動物，提供一個恆定的 %4$s 級掠奪加成。",
  "relics.description.superstitious_hat.ability.looting.rank_modifier.first_kill": "在暫停 %2$s 秒後的首次擊殺，能力觸發機率額外提升 %3$s%%。",
  "relics.description.superstitious_hat.ability.looting.rank_modifier.streak": "若兩次擊殺間隔不超過 %5$s 秒，每次後續擊殺的觸發機率提升 %6$s%%，最多可疊加 %7$s 次。",
  "relics.description.superstitious_hat.ability.looting.experience_source.bonus_looting": "每次觸發額外掠奪效果，+1 經驗值。",
  "relics.description.superstitious_hat.ability.looting.statistic.bonus_looting_procs": "額外戰利品觸發次數",
  "relics.description.scarf_of_invisibility.description": "一條輕盈的深色圍巾，由奇異織物編織而成，彷彿模糊了身體與空氣的界限。當佩戴者靜止時，織線開始輕柔顫動，身影便逐漸融入周圍的世界。",
  "relics.description.scarf_of_invisibility.ability.invisibility": "隱形",
  "relics.description.scarf_of_invisibility.ability.invisibility.description": "若遺物持有者靜止超過 %1$s 秒，將獲得隱形效果。此能力會被任何與世界的互動打斷，且至少 %2$s 秒內無法重新啟用，前提是附近沒有將玩家視為目標的生物。",
  "relics.description.scarf_of_invisibility.ability.invisibility.rank_modifier.regeneration": "隱形效果啟用期間，遺物持有者每秒恢復 %5$s 點生命值。",
  "relics.description.scarf_of_invisibility.ability.invisibility.rank_modifier.strike": "離開隱形後的首次攻擊造成 %3$s%% 額外傷害。",
  "relics.description.scarf_of_invisibility.ability.invisibility.rank_modifier.stun": "離開隱形後的首次攻擊使目標暈眩 %4$s 秒。",
  "relics.description.scarf_of_invisibility.ability.invisibility.experience_source.attack": "每次從隱身狀態發動攻擊，+1 經驗值。",
  "relics.description.scarf_of_invisibility.ability.invisibility.experience_source.toggle": "每次進入和離開隱身狀態，+1 經驗值。",
  "relics.description.scarf_of_invisibility.ability.invisibility.statistic.attacks": "從隱身狀態發動的攻擊次數",
  "relics.description.scarf_of_invisibility.ability.invisibility.statistic.bonus_damage": "從隱身狀態造成的額外傷害",
  "relics.description.scarf_of_invisibility.ability.invisibility.statistic.duration": "隱身狀態持續時間",
  "relics.description.scarf_of_invisibility.ability.invisibility.statistic.entries": "進入隱身狀態次數",
  "relics.description.scarf_of_invisibility.ability.invisibility.statistic.healing": "隱身期間恢復的生命值",
  "relics.description.scarf_of_invisibility.ability.invisibility.statistic.stun_time": "從隱身狀態攻擊造成的暈眩時間",
  "relics.description.cross_necklace.description": "一枚歲月侵蝕的十字護符，常見於朝聖者和遊獵亡靈者。金屬上殘留著古老祈禱與幸存戰鬥的痕跡。據說在最艱難的時刻，它會代替主人承受部分打擊，賜予那有時足以挺過致命一擊的短暫瞬間。",
  "relics.description.cross_necklace.ability.protection": "神聖庇護",
  "relics.description.cross_necklace.ability.protection.description": "受到傷害後，將持有者的無敵時間窗口延長 %1$s 秒。",
  "relics.description.cross_necklace.ability.protection.rank_modifier.holy_fire": "攻擊持有者的亡靈將被點燃，持續 %2$s 秒。",
  "relics.description.cross_necklace.ability.protection.rank_modifier.salvation": "有 %4$s%% 的機率抵消致命傷害。",
  "relics.description.cross_necklace.ability.protection.rank_modifier.smite": "對亡灵造成的傷害提升 %3$s%%。",
  "relics.description.cross_necklace.ability.protection.experience_source.damage_taken": "每承受 1 次攻擊，+1 經驗值。",
  "relics.description.cross_necklace.ability.protection.experience_source.holy_fire_ignite": "每點燃 1 個亡靈，+1 經驗值。",
  "relics.description.cross_necklace.ability.protection.experience_source.salvation_save": "當致命傷害被抵消時，每承受 1 點傷害，+1 經驗值。",
  "relics.description.cross_necklace.ability.protection.experience_source.smite_hit": "每攻擊 1 次亡靈，+1 經驗值。",
  "relics.description.cross_necklace.ability.protection.statistic.fatal_cancels": "防止的致命傷害次數",
  "relics.description.cross_necklace.ability.protection.statistic.holy_fire_duration": "亡靈燃燒時間",
  "relics.description.cross_necklace.ability.protection.statistic.invulnerability_time": "額外無敵時間",
  "relics.description.cross_necklace.ability.protection.statistic.smite_bonus_damage": "對亡靈造成的額外傷害",
  "relics.description.panic_necklace.description": "一條細鏈上的小護符，內部的微小水晶不住顫動，彷彿感知到了惡意。注視主人的目光越多，護符的反應就越強烈——心跳加速，身體充滿緊張而救命的能量。",
  "relics.description.panic_necklace.ability.panic": "恐慌",
  "relics.description.panic_necklace.ability.panic.description": "在 %2$s 格範圍內，每有 1 個將遺物持有者視為目標的生物，移動速度提高 %1$s%%。加成上限為 %3$s%%。",
  "relics.description.panic_necklace.ability.panic.rank_modifier.frenzy": "每有 1 個將遺物持有者視為目標的生物，攻擊速度提高 %6$s%%。",
  "relics.description.panic_necklace.ability.panic.rank_modifier.healing": "當將遺物持有者視為目標的生物死亡時，恢復 %4$s 點生命值。",
  "relics.description.panic_necklace.ability.panic.rank_modifier.resistance": "若視野中沒有將遺物持有者視為目標的生物，受到的傷害降低 %5$s%%。",
  "relics.description.panic_necklace.ability.panic.experience_source.targeted_hit": "受到來自將持有者視為目標的生物的傷害，+1 經驗值。",
  "relics.description.panic_necklace.ability.panic.experience_source.targeted_kill": "將持有者視為目標的生物死亡，+1 經驗值。",
  "relics.description.panic_necklace.ability.panic.statistic.absorbed_damage": "視野內無目標時吸收的傷害",
"relics.description.panic_necklace.ability.panic.statistic.healing_restored": "視線內目標死亡時恢復的生命值",
  "relics.description.panic_necklace.ability.panic.statistic.targeted_duration": "被生物作為目標的時間",
  "relics.description.shock_pendant.description": "一枚內部有碎裂水晶的吊墜，細小的電弧在其中不停閃爍。寶石對敵意打擊極為敏銳，儲存能量並瞬間向外釋放。當敵人觸碰佩戴者的剎那，水晶便以一道明亮的火花鏈作答，在目標之間跳躍。",
  "relics.description.shock_pendant.ability.shock": "閃電鏈",
  "relics.description.shock_pendant.ability.shock.description": "受到傷害時，有 %1$s%% 的機率釋放一枚電火花，在 %2$s 格內於目標間跳躍最多 %3$s 次，每次造成 %4$s 點傷害。",
  "relics.description.shock_pendant.ability.shock.rank_modifier.conductor": "火花在水中或雨中造成的傷害提高 %5$s%%。",
  "relics.description.shock_pendant.ability.shock.rank_modifier.resistance": "獲得對閃電傷害的完全免疫。",
  "relics.description.shock_pendant.ability.shock.rank_modifier.tremor": "持有者受到傷害時，有 %6$s%% 的機率對攻擊者施加持續 %7$s 秒的震顫效果。",
  "relics.description.shock_pendant.ability.shock.experience_source.lightning_resist": "每承受 1 次閃電打擊，+1 經驗值。",
  "relics.description.shock_pendant.ability.shock.experience_source.spark_created": "每產生 1 枚火花，+1 經驗值。",
  "relics.description.shock_pendant.ability.shock.experience_source.tremor_applied": "每施加 1 次震顫，+1 經驗值。",
  "relics.description.shock_pendant.ability.shock.statistic.lightning_resists": "承受的閃電打擊次數",
  "relics.description.shock_pendant.ability.shock.statistic.spark_damage_dealt": "火花造成的傷害",
  "relics.description.shock_pendant.ability.shock.statistic.spark_targets_hit": "被火花擊中的目標數",
  "relics.description.shock_pendant.ability.shock.statistic.sparks_created": "產生的火花數",
  "relics.description.shock_pendant.ability.shock.statistic.tremor_duration": "累計施加的震顫持續時間",
  "relics.description.flame_pendant.description": "一枚帶有烈焰水晶的吊墜，內部一團明亮的火焰無休止地悶燃。寶石蘊藏著鐵匠熔爐的熱量，並以一蓬火焰回應敵意的打擊。當對手觸碰佩戴者的瞬間，水晶以火舌作答，將戰鬥的狂怒化作熾烈的反擊。",
  "relics.description.flame_pendant.ability.fire": "報復之火",
  "relics.description.flame_pendant.ability.fire.description": "受到傷害時，有 %1$s%% 的機率點燃攻擊者，持續 %2$s 秒。",
  "relics.description.flame_pendant.ability.fire.rank_modifier.burning_damage": "對燃燒目標造成的傷害提升 %3$s%%。",
  "relics.description.flame_pendant.ability.fire.rank_modifier.healing": "當持有者燃燒時，每秒恢復 %4$s 點生命值。",
  "relics.description.flame_pendant.ability.fire.rank_modifier.resistance": "獲得對火焰傷害的完全免疫。",
  "relics.description.flame_pendant.ability.fire.experience_source.burning_hit": "每次攻擊燃燒的目標，+1 經驗值。",
  "relics.description.flame_pendant.ability.fire.experience_source.ignite": "每透過能力點燃 1 個目標，+1 經驗值。",
  "relics.description.flame_pendant.ability.fire.statistic.burning_bonus_damage": "對燃燒目標造成的額外傷害",
  "relics.description.flame_pendant.ability.fire.statistic.healing_restored": "燃燒時恢復的生命值",
  "relics.description.flame_pendant.ability.fire.statistic.ignited_duration": "由能力點燃的目標燃燒時間",
  "relics.description.flame_pendant.ability.fire.statistic.ignited_targets": "點燃的目標數",
  "relics.description.thorn_pendant.description": "一枚由纖細翡翠尖刺纏繞的吊墜，濃稠的毒液在其中緩慢流動。寶石對攻擊反應劇烈：當打擊落在佩戴者身上的剎那，尖刺便以牙還牙。敵人很快便明白，對擁有此護符者發動的每一次攻擊，都將帶來痛苦的償還。",
  "relics.description.thorn_pendant.ability.poison": "淬毒棘刺",
  "relics.description.thorn_pendant.ability.poison.description": "當持有者受到傷害時，將傷害的 %1$s%% 返還給攻擊目標。",
  "relics.description.thorn_pendant.ability.poison.rank_modifier.damage": "對中毒目標造成的傷害提升 %4$s%%。",
  "relics.description.thorn_pendant.ability.poison.rank_modifier.poison": "反彈的傷害會使目標中毒 %2$s 秒，效果等級為 %3$s。",
  "relics.description.thorn_pendant.ability.poison.rank_modifier.resistance": "獲得對中毒傷害的完全免疫。",
  "relics.description.thorn_pendant.ability.poison.experience_source.poisoned_hit": "每次攻擊中毒的目標，+1 經驗值。",
  "relics.description.thorn_pendant.ability.poison.experience_source.reflect_proc": "每次觸發反彈，+1 經驗值。",
  "relics.description.thorn_pendant.ability.poison.statistic.poison_duration": "由階級 1 造成的目标中毒總時長",
  "relics.description.thorn_pendant.ability.poison.statistic.poisoned_bonus_damage": "對中毒目標造成的額外傷害",
  "relics.description.thorn_pendant.ability.poison.statistic.procs": "能力觸發次數",
  "relics.description.charm_of_sinking.description": "一枚帶有濃重藍色寶石的護符，內部幽暗的水淵緩慢攪動。它的重量彷彿將主人拖向下方，直至最深處。在他人都缺乏空氣和力氣之處，佩戴者卻感覺更沉穩——彷彿水體本身成為了其保護。",
  "relics.description.charm_of_sinking.ability.sinking": "沉沒",
  "relics.description.charm_of_sinking.ability.sinking.description": "當遺物持有者站在水底時，氧氣值停止減少並開始以每秒 %1$s 點的速度恢復。",
  "relics.description.charm_of_sinking.ability.sinking.rank_modifier.fluid_collision": "允許持有者在水中自由移動。",
  "relics.description.charm_of_sinking.ability.sinking.rank_modifier.immortality": "若遺物持有者在水底靜止不動超過 %3$s 秒，將獲得不朽效果，持續至首次移動。",
  "relics.description.charm_of_sinking.ability.sinking.rank_modifier.resistance": "在水中時，持有者頭頂每有 1 格水體，受到的傷害降低 %2$s%%。",
  "relics.description.charm_of_sinking.ability.sinking.experience_source.air_bubble": "每恢復 1 點氧氣，+1 經驗值。",
  "relics.description.charm_of_sinking.ability.sinking.experience_source.blocked_damage": "每因頭頂的水體減少 1 點傷害，+1 經驗值。",
  "relics.description.charm_of_sinking.ability.sinking.statistic.air_bubbles_restored": "已恢復的氧氣值",
  "relics.description.charm_of_sinking.ability.sinking.statistic.damage_reduced": "由頭頂水體減免的傷害",
  "relics.description.charm_of_sinking.ability.sinking.statistic.immortality_duration": "在不朽模式下度過的時間",
  "relics.description.antidote_vessel.description": "一個密封的小瓶，裝滿清澈的靈藥，淨化粒子在其中緩慢旋轉。其內容物能對毒素和詛咒產生反應，在它們完全生效前削弱其影響。攜帶此瓶者可更輕鬆地挺過毒性侵襲，並更快地擺脫有害效果。",
  "relics.description.antidote_vessel.ability.antidote": "抗毒血清",
  "relics.description.antidote_vessel.ability.antidote.description": "將施加於遺物持有者的所有負面效果持續時間縮短 %1$s%%。",
  "relics.description.antidote_vessel.ability.antidote.rank_modifier.limiter": "遺物持有者受到的負面效果等級無法超過 1 級。",
  "relics.description.antidote_vessel.ability.antidote.rank_modifier.recovery": "負面效果結束後，遺物持有者獲得對此同一效果再次施加的保護，持續 %3$s 秒。",
  "relics.description.antidote_vessel.ability.antidote.rank_modifier.resilience": "每有 1 個激活的負面效果，遺物持有者受到的傷害降低 %2$s%%。",
  "relics.description.antidote_vessel.ability.antidote.experience_source.negative_effect": "每受到 1 個負面效果，+1 經驗值。",
  "relics.description.antidote_vessel.ability.antidote.statistic.damage_reduced": "因負面效果數量而減免的傷害",
  "relics.description.antidote_vessel.ability.antidote.statistic.negative_effects_received": "受到的負面效果次數",
  "relics.description.antidote_vessel.ability.antidote.statistic.recovery_dodges": "防止的重複效果施加次數",
  "relics.description.antidote_vessel.ability.antidote.statistic.reduced_effect_duration": "縮短的負面效果總時長",
  "relics.description.universal_attractor.description": "一個緊湊的力場發生器，可在其主人周圍創建可控的力場。透過改變極性，裝置能使戰利品和其他物品飛向持有者或四散彈開。",
  "relics.description.universal_attractor.ability.magnetism": "極性",
  "relics.description.universal_attractor.ability.magnetism.mode.disabled": "已停用",
  "relics.description.universal_attractor.ability.magnetism.mode.pull": "吸引",
  "relics.description.universal_attractor.ability.magnetism.mode.push": "排斥",
  "relics.description.universal_attractor.ability.magnetism.disabled.description": "該能力已停用，不提供任何加成。",
  "relics.description.universal_attractor.ability.magnetism.pull.description": "將 %1$s 格範圍內所有附近的物品拉扯至遺物持有者身邊。",
  "relics.description.universal_attractor.ability.magnetism.push.description": "將 %1$s 格範圍內所有附近的物品推離遺物持有者。",
  "relics.description.universal_attractor.ability.magnetism.rank_modifier.experience": "在吸引模式下，額外拉扯經驗球。",
  "relics.description.universal_attractor.ability.magnetism.rank_modifier.projectiles": "在排斥模式下，額外排斥敵方彈射物。",
  "relics.description.universal_attractor.ability.magnetism.rank_modifier.teleport": "在吸引模式下，物品不再平滑移動，而是瞬間傳送至遺物持有者處。",
  "relics.description.universal_attractor.ability.magnetism.experience_source.pulled_item": "每吸引 1 個物品，+1 經驗值。",
  "relics.description.universal_attractor.ability.magnetism.experience_source.pulled_xp": "每吸引 1 個經驗球，+1 經驗值。",
  "relics.description.universal_attractor.ability.magnetism.experience_source.repelled_projectile": "每排斥 1 個彈射物，+1 經驗值。",
  "relics.description.universal_attractor.ability.magnetism.statistic.pulled_items_picked": "吸引的物品數",
  "relics.description.universal_attractor.ability.magnetism.statistic.pulled_xp_picked": "吸引的經驗球數",
  "relics.description.universal_attractor.ability.magnetism.statistic.repelled_projectiles": "排斥的敵方彈射物數",
  "relics.description.crystal_heart.description": "一顆切割成心形的水晶，內部搏動著柔和的緋紅光芒。它的能量可暫時強化主人的生命力，拓展身體耐力的極限。",
  "relics.description.crystal_heart.ability.heart": "水晶儲備",
  "relics.description.crystal_heart.ability.heart.description": "將遺物持有者的最大生命值提高 %1$s 點。若當前生命值跌至該數值以下，此加成暫時消失，能力進入 %2$s 秒冷卻時間，之後額外生命儲備恢復。",
  "relics.description.crystal_heart.ability.heart.rank_modifier.bastion": "當遺物持有者生命值為滿時，受到的傷害降低 %3$s%%。",
  "relics.description.crystal_heart.ability.heart.rank_modifier.recuperation": "當生命值低於加成儲備閾值時，獲得的治療量提高 %4$s%%。",
  "relics.description.crystal_heart.ability.heart.rank_modifier.survival": "若單次來襲傷害超過遺物持有者最大生命值的 %5$s%%，將獲得持續 %6$s 秒的不朽效果。",
  "relics.description.crystal_heart.ability.heart.experience_source.bonus_health_healed": "每恢復 1 點由能力提供的額外生命儲備，+1 經驗值。",
  "relics.description.crystal_heart.ability.heart.experience_source.immortality_trigger": "每次觸發不朽效果，+1 經驗值。",
  "relics.description.crystal_heart.ability.heart.statistic.immortality_triggers": "獲得的不朽效果次數",
  "relics.description.cloud_in_a_bottle.description": "一個透明的瓶子，裡面慵懶地回旋著一小片雲朵。當主人推開空氣時，密封的氣流將他們向上抬起，彷彿腳下現出一道無形的台階。這瓶子讓人即使在沒有立足之處的地方，也能繼續移動。",
  "relics.description.cloud_in_a_bottle.ability.jump": "凌空跳躍",
  "relics.description.cloud_in_a_bottle.ability.jump.description": "允許遺物持有者在空中執行最多 %1$s 次額外跳躍。",
  "relics.description.cloud_in_a_bottle.ability.jump.rank_modifier.combat_recovery": "在連串的凌空跳躍中擊中目標，可恢復 1 次額外跳躍次數。",
  "relics.description.cloud_in_a_bottle.ability.jump.rank_modifier.slow_fall": "執行額外跳躍後，在 %2$s 秒內減緩遺物持有者的下落速度。",
  "relics.description.cloud_in_a_bottle.ability.jump.rank_modifier.updraft": "若在額外跳躍時向上看，垂直推力將提高 %3$s%%。",
  "relics.description.cloud_in_a_bottle.ability.jump.experience_source.air_jump": "每執行 1 次額外凌空跳躍，+1 經驗值。",
  "relics.description.cloud_in_a_bottle.ability.jump.experience_source.combat_recovery_hit": "每次觸發戰鬥恢復，+1 經驗值。",
  "relics.description.cloud_in_a_bottle.ability.jump.statistic.air_jumps_done": "已執行的額外跳躍次數",
  "relics.description.cloud_in_a_bottle.ability.jump.statistic.combat_recovery_bonus_damage": "因恢復額外跳躍而造成的額外傷害",
  "relics.description.cloud_in_a_bottle.ability.jump.statistic.slow_fall_duration": "在緩落中度過的時間",
  "relics.description.cloud_in_a_bottle.ability.jump.statistic.updraft_jumps_done": "已執行的強力跳躍次數",
  "relics.description.cloud_in_a_bottle.synergy.cloud_burst": "噴射推進",
  "relics.description.cloud_in_a_bottle.synergy.cloud_burst.description": "每次額外跳躍有 %1$s%% 的機率自動觸發惡作劇氣墊的能力。",
  "relics.description.helium_flamingo.description": "隻鮮豔的充氣火烈鳥，充滿了輕質氣體和古怪發明家式的邏輯。持有者跳躍的瞬間，鳥兒便將其托入空中，令他們能翱翔天際，如同滑過一片平靜的水面。",
  "relics.description.helium_flamingo.ability.flying": "空中遊弋",
  "relics.description.helium_flamingo.ability.flying.description": "在二段跳後，允許遺物持有者在空中自由懸浮，最長 %1$s 秒。飛行速度取決於持有者的游泳速度，並額外提高 %2$s%%。",
  "relics.description.helium_flamingo.ability.flying.rank_modifier.aerial_archery": "懸浮時進行的遠程攻擊造成 %3$s%% 額外傷害。",
  "relics.description.helium_flamingo.ability.flying.rank_modifier.aerial_guard": "懸浮時，遺物持有者受到的傷害降低 %4$s%%。",
  "relics.description.helium_flamingo.ability.flying.rank_modifier.efficient_hover": "若遺物持有者幾乎不移動，懸浮時間不會被消耗。",
  "relics.description.helium_flamingo.ability.flying.experience_source.flight_second": "每懸浮 1 秒，+1 經驗值。",
  "relics.description.helium_flamingo.ability.flying.statistic.aerial_archery_bonus_damage": "懸浮時遠程攻擊造成的額外傷害",
  "relics.description.helium_flamingo.ability.flying.statistic.aerial_guard_damage_reduced": "懸浮時減免的傷害",
  "relics.description.helium_flamingo.ability.flying.statistic.hover_duration": "懸浮中度過的時間",
  "relics.description.running_shoes.description": "雙輕便的跑鞋，為依賴速度者而製。鞋底彷彿會捕獲運動，將普通的奔跑轉變為穩步增長的加速度。主人保持步伐的時間越長，腳步就越輕快，直到慣性本身開始為他們服務。",
  "relics.description.running_shoes.ability.runner": "加速",
  "relics.description.running_shoes.ability.runner.description": "在持續奔跑時，逐漸提高遺物持有者的移動速度，最高 %1$s%%。停止後，積累的加速度逐漸消散。",
  "relics.description.running_shoes.ability.runner.rank_modifier.immortality": "達到最高速度時，遺物持有者獲得不朽效果。",
  "relics.description.running_shoes.ability.runner.rank_modifier.jump_boost": "奔跑中跳躍可使加速度獲取量提高 %3$s%%，縮短達到最高速度所需的時間。",
  "relics.description.running_shoes.ability.runner.rank_modifier.step_up": "將自動跨越高度提升至 %2$s 格。該數值隨當前加速度增長，在最高速度時達到最大值。",
  "relics.description.running_shoes.ability.runner.experience_source.running_time": "每持續奔跑 5 秒，+1 經驗值。",
  "relics.description.running_shoes.ability.runner.experience_source.running_jump": "奔跑中每跳躍 1 次，+1 經驗值。",
  "relics.description.running_shoes.ability.runner.statistic.running_time": "奔跑時間",
  "relics.description.running_shoes.ability.runner.statistic.running_jumps": "奔跑中進行的跳躍次數",
  "relics.description.running_shoes.ability.runner.statistic.immortality_time": "處於不朽狀態的時間",
  "relics.description.snowshoes.description": "雙寬大的雪鞋，能分散重量，彷彿雪原變作了堅實的道路。它們讓人可以自信地在雪堆上移動而無需額外費力，即使在尋常腳步會陷入雪中的地方也能保持步幅。",
  "relics.description.snowshoes.ability.snow": "踏雪",
  "relics.description.snowshoes.ability.snow.description": "將遺物持有者在雪地上的移動速度提升 %1$s%%。",
  "relics.description.snowshoes.ability.snow.rank_modifier.frost_immunity": "賦予遺物持有者免疫凍結的能力。",
  "relics.description.snowshoes.ability.snow.rank_modifier.linger": "離開雪地後，速度加成仍會保持 %2$s 秒。",
  "relics.description.snowshoes.ability.snow.rank_modifier.powder_walk": "允許遺物持有者在細雪上自由移動而不會陷入。",
  "relics.description.snowshoes.ability.snow.experience_source.snow_movement": "在雪地上每移動 5 秒，+1 經驗值。",
  "relics.description.snowshoes.ability.snow.statistic.snow_movement_time": "在雪地上移動的時間",
  "relics.description.steadfast_spikes.description": "一套堅固的釘刺，附著於鞋底，每一步都能咬入表面。在普通鞋履會打滑失控的地方，它們讓穿戴者穩住身形，即使在平滑的冰面上也能保持平衡。",
  "relics.description.steadfast_spikes.ability.resistance": "堅定不移",
  "relics.description.steadfast_spikes.ability.resistance.description": "將擊退抗性和對光滑表面的阻力提高 %1$s%%。",
  "relics.description.steadfast_spikes.ability.resistance.rank_modifier.anchor": "當遺物持有者靜止站立時，他們無法被移動。",
  "relics.description.steadfast_spikes.ability.resistance.rank_modifier.crouch": "潛行時，該能力的效果翻倍。",
  "relics.description.steadfast_spikes.ability.resistance.experience_source.damage_taken": "每承受 1 次攻擊，+1 經驗值。",
  "relics.description.steadfast_spikes.ability.wall_slide": "貼壁滑落",
  "relics.description.steadfast_spikes.ability.wall_slide.mode.enabled": "已啟用",
  "relics.description.steadfast_spikes.ability.wall_slide.mode.disabled": "已停用",
  "relics.description.steadfast_spikes.ability.wall_slide.enabled.description": "允許遺物持有者沿垂直表面滑落以減緩下落速度。",
  "relics.description.steadfast_spikes.ability.wall_slide.disabled.description": "該能力已停用，不提供任何加成。",
  "relics.description.steadfast_spikes.ability.wall_slide.rank_modifier.damage_resistance": "當遺物持有者沿牆壁滑落時，受到的傷害降低 %1$s%%。",
  "relics.description.steadfast_spikes.ability.wall_slide.experience_source.wall_slide_time": "在貼壁滑落狀態下每度過 1 秒，+1 經驗值。",
  "relics.description.steadfast_spikes.ability.wall_slide.statistic.wall_slide_time": "貼壁滑落時間",
  "relics.description.flippers.description": "雙靈活的腳蹼，專為在水中迅速移動而製。它們能增強每一次劃水，讓佩戴者更快、更敏捷地切開水面。",
  "relics.description.flippers.ability.swim": "迅捷泳姿",
  "relics.description.flippers.ability.swim.description": "將遺物持有者的游泳速度提升 %1$s%%。",
  "relics.description.flippers.ability.swim.rank_modifier.breathing": "當遺物持有者處於水中時，氧氣消耗速度減慢 %2$s%%。",
  "relics.description.flippers.ability.swim.rank_modifier.buoyancy": "在水下時，重力不再影響遺物持有者。",
  "relics.description.flippers.ability.swim.rank_modifier.evasion": "當遺物持有者在水下時，有 %3$s%% 的機率使攻擊落空。",
  "relics.description.flippers.ability.swim.experience_source.swimming_time": "每游泳 5 秒，+1 經驗值。",
  "relics.description.flippers.ability.swim.experience_source.evasion_miss": "在水下每使攻擊落空 1 次，+1 經驗值。",
  "relics.description.flippers.ability.swim.statistic.swimming_time": "游泳時間",
  "relics.description.flippers.ability.swim.statistic.evasion_misses": "在水下對遺物持有者的攻擊落空次數",
  "relics.description.flippers.ability.swim.statistic.evasion_damage_dodged": "在水下因攻擊落空而避免的傷害",
  "relics.description.rooted_boots.description": "雙編織進活體根須網路的靴子。穿戴者踏上草地的瞬間，根須會短暫扎入泥土，從中汲取滋養。",
  "relics.description.rooted_boots.ability.devouring": "根須滋養",
  "relics.description.rooted_boots.ability.devouring.description": "消耗遺物持有者腳下的草方塊，將其轉化為泥土，並恢復 %1$s 點飢餓值和 %2$s 點飽食度。能力激活後進入 %3$s 秒冷卻。",
  "relics.description.rooted_boots.ability.devouring.rank_modifier.fertilizer": "每 %6$s 秒，對遺物持有者腳下的植物施加一次骨粉效果。",
  "relics.description.rooted_boots.ability.devouring.rank_modifier.healing": "能力激活時，額外為遺物持有者恢復 %5$s 點生命值。",
  "relics.description.rooted_boots.ability.devouring.rank_modifier.restoration": "被轉化的泥土最遲在 %4$s 秒後恢復為草方塊。",
  "relics.description.rooted_boots.ability.devouring.experience_source.grass_consumed": "每消耗 1 塊草方塊，+1 經驗值。",
  "relics.description.rooted_boots.ability.devouring.experience_source.fertilizer_application": "每施加 1 次催長效果，+1 經驗值。",
  "relics.description.rooted_boots.ability.devouring.statistic.grass_consumed": "已消耗的草方塊數量",
  "relics.description.rooted_boots.ability.devouring.statistic.healing_done": "已恢復的生命值",
  "relics.description.rooted_boots.ability.devouring.statistic.fertilizer_applications": "已催長的植物數量",
  "relics.description.aqua_dashers.description": "輕便的跑鞋，能在鞋底生成彈性水墊。每踏出一步，水面都會短暫固化，讓穿戴者如履平地般滑行其上。最初幾步較慢，但移動會迅速恢復全速。",
  "relics.description.aqua_dashers.ability.water_dash": "水上飛奔",
  "relics.description.aqua_dashers.ability.water_dash.description": "奔跑時，允許遺物持有者在水面上自由移動。踏上水面時，移動速度暫時降低 %1$s%%，並在 %2$s 秒內逐漸恢復至正常。",
  "relics.description.aqua_dashers.ability.water_dash.rank_modifier.free_dash": "允許無需奔跑即可在水面上移動。",
  "relics.description.aqua_dashers.ability.water_dash.rank_modifier.projectile_phase": "當遺物持有者在水面上移動時，敵方彈射物將從他們身上穿過。",
  "relics.description.aqua_dashers.ability.water_dash.rank_modifier.water_jump": "水面上的跳躍高度提高 %3$s%%。",
  "relics.description.aqua_dashers.ability.water_dash.experience_source.surface_movement": "在水面上每移動 5 秒，+1 經驗值。",
  "relics.description.aqua_dashers.ability.water_dash.experience_source.water_jump_boost": "在水面上每執行 1 次強化跳躍，+1 經驗值。",
  "relics.description.aqua_dashers.ability.water_dash.experience_source.projectile_phase_ignore": "在水面上移動時，每忽略 1 枚彈射物，+1 經驗值。",
  "relics.description.aqua_dashers.ability.water_dash.statistic.surface_time": "在水面上度過的時間",
  "relics.description.aqua_dashers.ability.water_dash.statistic.water_jump_boosts": "在水面上執行的強化跳躍次數",
  "relics.description.aqua_dashers.ability.water_dash.statistic.projectiles_ignored": "在水面上移動時忽略的彈射物數量",
  "relics.description.strider_shoes.description": "耐熱的鞋子，其鞋底甚至能承受熔融的石頭。每踏出一步，下方的熔岩都會短暫硬化，讓穿戴者能在其表面自信移動。最初幾步較慢，但移動會迅速恢復至通常的速度。",
  "relics.description.strider_shoes.ability.lava_stride": "熔岩漫步",
  "relics.description.strider_shoes.ability.lava_stride.description": "潛行時，允許遺物持有者在熔岩表面自由移動。踏上熔岩時，移動速度暫時降低 %1$s%%，並在 %2$s 秒內逐漸恢復至正常。",
  "relics.description.strider_shoes.ability.lava_stride.rank_modifier.fire_immunity": "當遺物持有者在熔岩表面移動時，獲得完全的火焰傷害免疫。",
  "relics.description.strider_shoes.ability.lava_stride.rank_modifier.free_stride": "允許無需潛行即可在熔岩表面移動。",
  "relics.description.strider_shoes.ability.lava_stride.rank_modifier.lava_jump": "在熔岩表面的跳躍高度提高 %3$s%%。",
  "relics.description.strider_shoes.ability.lava_stride.experience_source.surface_movement": "在熔岩表面每移動 5 秒，+1 經驗值。",
  "relics.description.strider_shoes.ability.lava_stride.experience_source.lava_jump_boost": "在熔岩表面每執行 1 次強化跳躍，+1 經驗值。",
  "relics.description.strider_shoes.ability.lava_stride.statistic.surface_time": "在熔岩表面度過的時間",
  "relics.description.strider_shoes.ability.lava_stride.statistic.lava_jump_boosts": "在熔岩表面執行的強化跳躍次數",
  "relics.description.whoopee_cushion.description": "一個惡作劇氣墊，內部隱藏著小型氣體機關。當主人笨拙地坐下時，裝置會釋放出一股強勁的氣流，並伴以響亮聲響。看似無聊的笑話，實際上卻擁有更大的能耐……",
  "relics.description.whoopee_cushion.ability.push": "氣浪爆發",
  "relics.description.whoopee_cushion.ability.push.description": "在單次潛行時，有 %1$s%% 的機率播放其標誌性的聲音，將周圍所有目標推開至多 %2$s 格遠，之後進入 %7$s 秒冷卻時間。",
  "relics.description.whoopee_cushion.ability.push.rank_modifier.paralysis": "能力激活時，%4$s 格內的所有目標麻痺 %5$s 秒。",
  "relics.description.whoopee_cushion.ability.push.rank_modifier.retaliation": "受到傷害時也有 %3$s%% 的機率激活該能力。",
  "relics.description.whoopee_cushion.ability.push.rank_modifier.toxic_cloud": "能力激活時，有 %6$s%% 的機率留下一片毒氣雲，使目標中毒、反胃，並讓其中的生物丟失對遺物持有者的視野。",
  "relics.description.whoopee_cushion.ability.push.experience_source.activation": "每次能力激活，+1 經驗值。",
  "relics.description.whoopee_cushion.ability.push.experience_source.cloud_created": "每生成 1 片毒氣雲，+1 經驗值。",
  "relics.description.whoopee_cushion.ability.push.experience_source.paralyzed_target": "每麻痺 1 個目標，+1 經驗值。",
  "relics.description.whoopee_cushion.ability.push.statistic.triggers": "能力激活次數",
  "relics.description.whoopee_cushion.ability.push.statistic.targets_hit": "擊中的目標數量",
  "relics.description.whoopee_cushion.ability.push.statistic.clouds_created": "生成的毒气雲數量",
  "relics.description.vampiric_glove.description": "一只深色的手套，纖細的緋紅脈絡縫於其中，隨每次打擊而閃爍。它從受傷的敵人身上吸取生命力，再回饋給主人。戰鬥越激烈，手套便越充滿偷來的能量。",
  "relics.description.vampiric_glove.ability.vampire": "飲血者",
"relics.description.vampiric_glove.ability.vampire.description": "遺物持有者的攻擊恢復相當於造成傷害 %1$s%% 的生命值。",
  "relics.description.vampiric_glove.ability.vampire.rank_modifier.execution_heal": "擊殺目標額外恢復相當於遺物持有者最大生命值 %5$s%% 的生命值。",
  "relics.description.vampiric_glove.ability.vampire.rank_modifier.overheal_absorption": "超出最大生命值的過量治療將轉化為傷害吸收效果，最多吸收 %6$s 點。",
  "relics.description.vampiric_glove.ability.vampire.rank_modifier.streak": "每次攻擊若不晚於上一次攻擊後 %3$s 秒內發動，能力治療效果的效能提高 %2$s%%，該加成可疊加 %4$s 次。",
  "relics.description.vampiric_glove.ability.vampire.experience_source.healing_done": "透過該能力每恢復 1 點生命值，+1 經驗值。",
  "relics.description.vampiric_glove.ability.vampire.statistic.healing_done": "透過該能力恢復的生命值",
  "relics.description.vampiric_glove.ability.vampire.statistic.absorption_gained": "獲得的傷害吸收生命值",
  "relics.description.golden_hook.description": "一把鍍金鉤子，為那些不僅收集戰利品，也收集每一絲經驗的人而備。它的金屬彷彿伸向陣亡敵人的能量，讓掉落的經驗球更快找到主人，並產出更多力量。",
  "relics.description.golden_hook.ability.hook": "掠奪者之鉤",
  "relics.description.golden_hook.ability.hook.description": "將遺物持有者擊殺目標獲得的經驗值提高 %1$s%%。",
  "relics.description.golden_hook.ability.hook.rank_modifier.boat_guard": "%2$s 格內的經驗球會被自動吸引至遺物持有者。",
  "relics.description.golden_hook.ability.hook.rank_modifier.crowd_pull": "攻擊一個目標時，會輕微地將 %3$s 格內附近的生物拉向該目標。",
  "relics.description.golden_hook.ability.hook.rank_modifier.disarm": "有 %4$s%% 的機率擊落被攻擊目標手中的物品。",
  "relics.description.golden_hook.ability.hook.experience_source.xp_drop": "每次觸發額外經驗掉落，+1 經驗值。",
  "relics.description.golden_hook.ability.hook.experience_source.crowd_pull_target": "每拉拽 1 個目標，+1 經驗值。",
  "relics.description.golden_hook.ability.hook.experience_source.disarm_item": "每擊落 1 件目標手中的物品，+1 經驗值。",
  "relics.description.golden_hook.ability.hook.statistic.bonus_experience_gained": "獲得的額外經驗值",
  "relics.description.golden_hook.ability.hook.statistic.xp_orbs_picked": "收集的經驗球數量",
  "relics.description.golden_hook.ability.hook.statistic.disarmed_items": "從目標手中擊落的物品數量",
  "relics.description.onion_ring.description": "一隻帶有刺鼻洋蔥氣味的手環，以某種方式將飽足與鎬擊的力度聯繫起來。只要胃是滿的，身體就工作得更快、更不知疲倦，將挖掘石頭與礦石化作一種不停歇的貪婪節奏。",
  "relics.description.onion_ring.ability.hunger_mining": "飢餓鑽機",
  "relics.description.onion_ring.ability.hunger_mining.description": "遺物持有者每有 1 點飽食度，方塊開採速度提高 %1$s%%。",
  "relics.description.onion_ring.ability.hunger_mining.rank_modifier.food_rush": "進食後，在 %3$s 秒內開採速度額外提升 %2$s%%。",
  "relics.description.onion_ring.ability.hunger_mining.rank_modifier.perfect_focus": "在最大飽食度時，方塊被瞬間破壞。",
  "relics.description.onion_ring.ability.hunger_mining.rank_modifier.sustenance": "破壞方塊時有 %4$s%% 的機率恢復 1 點飢餓值。",
  "relics.description.onion_ring.ability.hunger_mining.experience_source.mined_block": "每破壞 1 個方塊，有 10%% 的機率 +1 經驗值。",
  "relics.description.onion_ring.ability.hunger_mining.experience_source.sustenance_hunger": "每透過該能力恢復 1 點飢餓值，+1 經驗值。",
  "relics.description.onion_ring.ability.hunger_mining.statistic.mined_blocks": "已開採的方塊數",
  "relics.description.onion_ring.ability.hunger_mining.statistic.sustenance_hunger_restored": "已恢復的飢餓值",
  "relics.description.digging_claws.description": "一對強化利爪，專為快速掘開石頭和泥土而製。其鋒刃以驚人的輕易度咬入岩石，將方塊開採化作一種不停歇的、進取的猛推。",
  "relics.description.digging_claws.ability.digging": "掘地者",
  "relics.description.digging_claws.ability.digging.description": "將方塊開採速度提升 %1$s%%。",
  "relics.description.digging_claws.ability.digging.rank_modifier.bare_hands": "不使用工具時的方塊開採速度提升 %2$s%%。",
  "relics.description.digging_claws.ability.digging.rank_modifier.mastery": "將遺物持有者的幸運等級提升 1 級。",
  "relics.description.digging_claws.ability.digging.rank_modifier.momentum": "連續開採方塊，且被破壞的方塊不晚於上一塊 %4$s 秒，每有 1 個後續方塊，破壞速度提升 %3$s%%。",
  "relics.description.digging_claws.ability.digging.experience_source.mined_block": "每開採 1 個方塊，有 10%% 的機率 +1 經驗值。",
  "relics.description.digging_claws.ability.digging.statistic.mined_blocks": "已開採的方塊數",
  "relics.description.power_glove.description": "一隻沉重的戰鬥手套，在打擊的間隙儲存能量，並以罕見但極具毀滅性的力量爆發將其釋放。當充能達到頂峰時，一擊將以難以想像的力量砸向敵人。",
  "relics.description.power_glove.ability.power": "強力打擊",
  "relics.description.power_glove.ability.power.description": "每第 %1$s 次攻擊造成 %2$s%% 額外傷害。",
  "relics.description.power_glove.ability.power.rank_modifier.armor_pierce": "強力打擊無視目標 %3$s%% 的護甲。",
  "relics.description.power_glove.ability.power.rank_modifier.echo_strike": "若強力打擊擊殺了目標，下一次攻擊同樣被視為強力打擊。",
  "relics.description.power_glove.ability.power.rank_modifier.shield_break": "強力打擊可以擊破目標的盾牌。",
  "relics.description.power_glove.ability.power.experience_source.echo_kill": "透過執行強力打擊擊殺目標，+1 經驗值。",
  "relics.description.power_glove.ability.power.experience_source.power_strike": "每執行 1 次強力打擊，+1 經驗值。",
  "relics.description.power_glove.ability.power.statistic.bonus_damage": "造成的額外傷害",
  "relics.description.power_glove.ability.power.statistic.power_strike_kills": "以強力打擊擊殺的目標數",
  "relics.description.power_glove.ability.power.statistic.power_strikes": "已執行的強力打擊次數",
  "relics.description.power_glove.ability.power.statistic.shields_broken": "已擊破的盾牌數量",
  "relics.description.withered_bracelet.description": "一隻充滿凋零能量的深色手環。其冰冷的微光在皮膚上留下乾燥灼熱之感，佩戴者的每次打擊都可能將毀滅性的衰敗傳予敵人。",
  "relics.description.withered_bracelet.ability.withering": "凋零",
  "relics.description.withered_bracelet.ability.withering.description": "遺物持有者的攻擊有 %1$s%% 的機率對目標施加等級為 %3$s、持續 %2$s 秒的凋零效果。",
  "relics.description.withered_bracelet.ability.withering.rank_modifier.leech": "凋零傷害的每一跳都會為遺物持有者恢復等量的生命值。",
  "relics.description.withered_bracelet.ability.withering.rank_modifier.resistance": "賦予遺物持有者對凋零傷害的完全免疫。",
  "relics.description.withered_bracelet.ability.withering.rank_modifier.spread": "若目標在凋零效果影響下死亡，該效果會傳播至 %5$s 格內的所有生物，持續 %4$s 秒。",
  "relics.description.withered_bracelet.ability.withering.experience_source.new_wither_target": "每對新目標施加 1 次凋零效果，+1 經驗值。",
  "relics.description.withered_bracelet.ability.withering.statistic.withered_targets": "被凋零影響的目標數",
  "relics.description.withered_bracelet.ability.withering.statistic.leech_healing_done": "因凋零效果恢復的生命值",
  "relics.description.warp_drive.description": "一個精巧的折躍模組，與終界珍珠的能量同步。裝置能攔截傳送的瞬間並使其穩定。",
  "relics.description.warp_drive.ability.warp": "回溯",
  "relics.description.warp_drive.ability.warp.description": "使用終界珍珠不再消耗它，但傳送後會施加 %1$s 秒的冷卻時間。",
  "relics.description.warp_drive.ability.warp.rank_modifier.disorientation": "傳送後，%2$s 格內的所有目標被致盲 %3$s 秒，並丟失對遺物持有者的視野。",
  "relics.description.warp_drive.ability.warp.rank_modifier.protection": "使用終界珍珠傳送不再對遺物持有者造成傷害。",
  "relics.description.warp_drive.ability.warp.rank_modifier.weightless": "終界珍珠失去重力，沿直線飛行。",
  "relics.description.warp_drive.ability.warp.experience_source.disorient_target": "每致盲 1 個目標，+1 經驗值。",
  "relics.description.warp_drive.ability.warp.experience_source.pearl_use": "每使用 1 次終界珍珠，+1 經驗值。",
  "relics.description.warp_drive.ability.warp.statistic.disoriented_targets": "已致盲的目標數",
  "relics.description.warp_drive.ability.warp.statistic.pearl_uses": "已使用的終界珍珠數量",
  "relics.description.warp_drive.ability.warp.statistic.protection_damage_avoided": "因終界珍珠傳送而避免的傷害",
  "relics.description.kitty_slippers.description": "一雙柔軟的拖鞋，上面帶有貓咪臉龐，散發著一種奇異卻極具說服力的氣場。怪物從中感知到掠食者的存在，寧可保持距離，而主人則移動得更為安靜和輕盈。據說，這雙拖鞋有時會賜予主人再一次的機會——彷彿它們真有多於一條命。",
  "relics.description.kitty_slippers.ability.feline_aura": "貓科氣場",
  "relics.description.kitty_slippers.ability.feline_aura.description": "%1$s 格內的苦力怕和夜警會避開遺物持有者，如同附近有貓。",
  "relics.description.kitty_slippers.ability.feline_aura.rank_modifier.crouch_speed": "遺物持有者潛行時的移動速度提高 %2$s%%。",
  "relics.description.kitty_slippers.ability.feline_aura.rank_modifier.soft_landing": "受到的摔落傷害降低 %3$s%%。",
  "relics.description.kitty_slippers.ability.feline_aura.statistic.crouch_movement_time": "潛行移動的時間",
  "relics.description.kitty_slippers.ability.feline_aura.statistic.fall_damage_reduced": "已減少的摔落傷害",
  "relics.description.kitty_slippers.ability.nine_lives": "九命",
  "relics.description.kitty_slippers.ability.nine_lives.description": "有 %1$s%% 的機率使致命傷害不會殺死遺物持有者，而是將其生命值保留在 1 點。",
  "relics.description.kitty_slippers.ability.nine_lives.rank_modifier.evasion": "受到傷害後，下一次針對遺物持有者的攻擊有 %2$s%% 的機率未命中。",
  "relics.description.kitty_slippers.ability.nine_lives.experience_source.survival_trigger": "在被保命效果激活時，每存活下來 1 點傷害，+1 經驗值。",
  "relics.description.kitty_slippers.ability.nine_lives.experience_source.evasion_miss": "針對遺物持有者的攻擊每未命中 1 次，+1 經驗值。",
  "relics.description.kitty_slippers.ability.nine_lives.statistic.survival_triggers": "保命效果激活次數",
  "relics.description.kitty_slippers.ability.nine_lives.statistic.evasion_misses": "針對遺物持有者的攻擊未命中次數",
  "relics.description.bunny_hoppers.description": "一雙小兔造型的柔軟拖鞋，配有彈力鞋底。只需一次跳躍，它們就能將穿戴者高高彈向空中，將尋常的跳躍轉化為持續上升的垂直爆發。這種拖鞋在游動作戰和來自上方的意外攻擊中尤為有用。",
  "relics.description.bunny_hoppers.ability.jump": "兔子跳",
  "relics.description.bunny_hoppers.ability.jump.description": "按住跳躍鍵時，允許遺物持有者執行一次持續最長 %1$s 秒的強力跳躍。",
  "relics.description.bunny_hoppers.ability.jump.rank_modifier.impact": "在遺物持有者因強力跳躍而處於空中時，每上升 1 格高度，造成的傷害提升 %3$s%%。",
  "relics.description.bunny_hoppers.ability.jump.rank_modifier.repel": "執行跳躍時，將 %2$s 格內的附近目標推開。",
  "relics.description.bunny_hoppers.ability.jump.rank_modifier.safe_landing": "強力跳躍後的著陸不會造成摔落傷害。",
  "relics.description.bunny_hoppers.ability.jump.experience_source.jump_height": "每達到 1 個單位跳躍高度，+0.1 經驗值。",
  "relics.description.bunny_hoppers.ability.jump.experience_source.impact_hit": "在強力跳躍後的下落過程中每擊中 1 個目標，+1 經驗值。",
  "relics.description.bunny_hoppers.ability.jump.statistic.high_jumps_done": "已執行的強力跳躍次數",
  "relics.description.bunny_hoppers.ability.jump.statistic.jump_duration": "跳躍持續時間",
  "relics.description.bunny_hoppers.ability.jump.statistic.impact_bonus_damage": "跳躍後下落時造成的額外傷害",
  "relics.description.feral_claws.description": "一對掠食性的利爪，為進行不懈且狂暴的猛攻而製。每次精準的打擊都會激起獵手的本能，加速主人的動作，將一連串的攻擊化為越戰越狂的酣戰。",
  "relics.description.feral_claws.ability.feral": "掠食狂熱",
  "relics.description.feral_claws.ability.feral.description": "每次攻擊若不晚於上一次攻擊後 %1$s 秒內發動，攻擊速度提升 %3$s%%，並累積 1 層充能。充能層數上限為 %2$s。",
  "relics.description.feral_claws.ability.feral.rank_modifier.linger": "若攻擊間出現停頓，充能開始逐漸消退——每秒失去 1 層。",
  "relics.description.feral_claws.ability.feral.rank_modifier.rend": "遺物持有者的攻擊使目標的無敵時間縮短 %4$s%%。",
  "relics.description.feral_claws.ability.feral.rank_modifier.retaliation": "受到傷害會重置充能開始消退前的計時。",
  "relics.description.feral_claws.ability.feral.experience_source.charge_gain": "每獲得 1 層充能，+1 經驗值。",
  "relics.description.feral_claws.ability.feral.statistic.charges_gained": "已獲得的能力充能層數",
  "relics.description.pocket_piston.description": "內建在戰鬥手套中的精巧活塞機構。隨著每一次動作，它都會發出一股隱秘的衝勁，使其佩戴者能觸及得比平時更遠，並自信地掌控周圍的空間。",
  "relics.description.pocket_piston.ability.piston": "活塞衝勁",
  "relics.description.pocket_piston.ability.piston.description": "將攻擊距離和方塊互動距離提升 %1$s%%。",
  "relics.description.pocket_piston.ability.piston.rank_modifier.distance_power": "與目標的距離每增加 1 格，造成的傷害和開採速度提升 %3$s%%。",
  "relics.description.pocket_piston.ability.piston.rank_modifier.long_reach_stun": "在接近最大距離處發動的攻擊會暈眩目標 %4$s 秒。",
  "relics.description.pocket_piston.ability.piston.rank_modifier.repulse": "空手攻擊會將目標擊退 %2$s 格。",
  "relics.description.pocket_piston.ability.piston.experience_source.extended_hit": "在標準距離之外每發動 1 次攻擊，+1 經驗值。",
  "relics.description.pocket_piston.ability.piston.experience_source.extended_break": "在標準距離之外每破壞 1 個方塊，+1 經驗值。",
  "relics.description.pocket_piston.ability.piston.experience_source.extended_place": "在標準距離之外每放置 1 個方塊，+1 經驗值。",
  "relics.description.pocket_piston.ability.piston.experience_source.long_reach_stun_hit": "每暈眩 1 個目標，+1 經驗值。",
  "relics.description.pocket_piston.ability.piston.statistic.extended_breaks": "在延長距離處破壞的方塊數",
  "relics.description.pocket_piston.ability.piston.statistic.extended_damage_dealt": "在延長距離處造成的傷害",
  "relics.description.pocket_piston.ability.piston.statistic.extended_places": "在延長距離處放置的方塊數",
  "relics.description.pocket_piston.ability.piston.statistic.distance_power_bonus_damage": "因距離而造成的額外傷害",
  "relics.description.pocket_piston.ability.piston.statistic.stunned_targets": "已暈眩的目標數",
  "relics.description.fire_gauntlet.description": "一隻擁有熾熱核心的戰鬥護手，每次打擊都會迸發烈焰。它的觸碰在敵人身上留下火舌，持久的戰鬥迅速將戰場化作一片焦灼的荒原。",
  "relics.description.fire_gauntlet.ability.flame": "灼燒烈焰",
  "relics.description.fire_gauntlet.ability.flame.description": "遺物持有者的攻擊會點燃目標，持續 %1$s 秒。",
  "relics.description.fire_gauntlet.ability.flame.rank_modifier.burning_damage": "對燃燒目標造成的傷害提升 %2$s%%。",
  "relics.description.fire_gauntlet.ability.flame.rank_modifier.spark": "因該能力燃燒的生物死亡時，釋放最多 %5$s 枚火星，每枚造成 %6$s 點傷害並點燃目標 %7$s 秒。",
  "relics.description.fire_gauntlet.ability.flame.rank_modifier.spread": "攻擊燃燒目標會點燃 %3$s 格內其他目標，持續 %4$s 秒。",
  "relics.description.fire_gauntlet.ability.flame.experience_source.ignite_new_target": "每點燃 1 個新目標，+1 經驗值。",
  "relics.description.fire_gauntlet.ability.flame.experience_source.spark_damage_hit": "每有 1 枚火星造成傷害，+1 經驗值。",
  "relics.description.fire_gauntlet.ability.flame.statistic.ignited_targets": "已點燃的目標數",
  "relics.description.fire_gauntlet.ability.flame.statistic.spark_damage_dealt": "火星造成的傷害",
  "relics.description.fire_gauntlet.ability.flame.statistic.sparks_created": "產生的火星數",
  "relics.description.pickaxe_heater.description": "一個直接安裝在鎬上的精巧加熱模組。它能瞬間加熱開採的礦石，有時在開採的剎那便將其轉化為現成的錠。",
  "relics.description.pickaxe_heater.ability.heating": "熱處理",
  "relics.description.pickaxe_heater.ability.heating.description": "有 %1$s%% 的機率在開採礦石類方塊時自動將其熔煉。",
  "relics.description.pickaxe_heater.ability.heating.rank_modifier.blazing_strike": "用鎬攻擊會點燃目標，持續 %2$s 秒。",
  "relics.description.pickaxe_heater.ability.heating.rank_modifier.molten_luck": "有 %4$s%% 的機率為開採掉落物施加 1 級額外幸運效果，最多激活 %5$s 次。",
  "relics.description.pickaxe_heater.ability.heating.rank_modifier.overheat": "每次熔煉未能激活時，其激活機率提高 %3$s%%，直至下次成功激活為止。",
  "relics.description.pickaxe_heater.ability.heating.experience_source.smelted_block": "每自動熔煉 1 個方塊，+1 經驗值。",
  "relics.description.pickaxe_heater.ability.heating.experience_source.blazing_ignite": "每透過鎬攻擊點燃 1 個目標，+1 經驗值。",
  "relics.description.pickaxe_heater.ability.heating.experience_source.molten_luck_level": "每獲得 1 級額外幸運，+1 經驗值。",
  "relics.description.pickaxe_heater.ability.heating.statistic.smelted_blocks": "已熔煉的方塊數",
  "relics.description.pickaxe_heater.ability.heating.statistic.blazing_ignites": "已點燃的目標數",
  "relics.description.pickaxe_heater.ability.heating.statistic.molten_luck_levels": "已激活的額外幸運等級",
  "relics.description.chorus_totem.description": "一尊以紫頌能量驅動的精巧圖騰，為持有者的緊急救援而調諧。當一次打擊本該是最後一擊時，裝置會立即激活，將遺物持有者撕裂出險境，傳送至最近的安全地點。",
  "relics.description.chorus_totem.ability.chorus": "紫頌綻放",
  "relics.description.chorus_totem.ability.chorus.description": "受到致命傷害時，透過將遺物持有者傳送至 32 格內的安全地點來阻止其死亡。激活後，能力進入 %1$s 秒冷卻時間。",
  "relics.description.chorus_totem.ability.chorus.rank_modifier.disorient": "傳送前，觸發點 %4$s 格內的所有目標被致盲 %5$s 秒，並丟失對遺物持有者的視野。",
  "relics.description.chorus_totem.ability.chorus.rank_modifier.recovery": "能力激活後，在 %3$s 秒內，生命恢復效能提高 %2$s%%。",
  "relics.description.chorus_totem.ability.chorus.rank_modifier.vanishing": "能力激活後，遺物持有者獲得持續 %6$s 秒的隱形效果。",
  "relics.description.chorus_totem.ability.chorus.experience_source.disorient_target": "每致盲 1 個目標，+1 經驗值。",
  "relics.description.chorus_totem.ability.chorus.experience_source.trigger": "每次能力激活，+1 經驗值。",
  "relics.description.chorus_totem.ability.chorus.statistic.disoriented_targets": "已致盲的目標數",
  "relics.description.chorus_totem.ability.chorus.statistic.recovery_healed": "激活後恢復的生命值",
  "relics.description.chorus_totem.ability.chorus.statistic.triggers": "能力激活次數",
  "relics.description.everlasting_beef.description": "一塊性質非凡的肉：無論吃掉多少，它都會隨時間自行恢復。每一口都會在它上面留下印記，但肉會逐漸恢復原狀，讓主人得以反覆享用這小小的一餐。",
  "relics.description.everlasting_beef.ability.meal": "無盡餐食",
  "relics.description.everlasting_beef.ability.meal.description": "可作為食物使用，每次使用消耗 1 點耐久。耐久耗盡後，物品無法使用。耐久每隔 %1$s 秒恢復 1 點。最大耐久：%5$s。",
  "relics.description.everlasting_beef.ability.meal.rank_modifier.preservation": "有 %3$s%% 的機率在食用時不消耗耐久。",
  "relics.description.everlasting_beef.ability.meal.rank_modifier.quick_meal": "食用速度加快 %4$s%%。",
  "relics.description.everlasting_beef.ability.meal.rank_modifier.restoration": "食用時額外恢復 %2$s 點生命值。",
  "relics.description.everlasting_beef.ability.meal.experience_source.consume": "每使用 1 次，+1 經驗值。",
  "relics.description.everlasting_beef.ability.meal.experience_source.healing": "透過該物品每恢復 1 點生命值，+1 经验值。",
  "relics.description.everlasting_beef.ability.meal.statistic.consumes": "已食用次數",
  "relics.description.everlasting_beef.ability.meal.statistic.consume_duration": "食用花費的時間",
  "relics.description.everlasting_beef.ability.meal.statistic.healed": "透過食用恢復的生命值",
  "relics.description.eternal_steak.description": "一塊性質非凡的牛排：無論吃掉多少，它都會隨時間自行恢復。每一口都會在它上面留下印記，但肉會逐漸恢復原狀，讓主人得以反覆享用這小小的一餐。",
  "relics.description.eternal_steak.ability.meal": "無盡餐食",
  "relics.description.eternal_steak.ability.meal.description": "可作為食物使用，每次使用消耗 1 點耐久。耐久耗盡後，物品無法使用。耐久每隔 %1$s 秒恢復 1 點。最大耐久：%5$s。",
  "relics.description.eternal_steak.ability.meal.rank_modifier.preservation": "有 %3$s%% 的機率在食用時不消耗耐久。",
  "relics.description.eternal_steak.ability.meal.rank_modifier.quick_meal": "食用速度加快 %4$s%%。",
  "relics.description.eternal_steak.ability.meal.rank_modifier.restoration": "食用時額外恢復 %2$s 點生命值。",
  "relics.description.eternal_steak.ability.meal.experience_source.consume": "每使用 1 次，+1 經驗值。",
  "relics.description.eternal_steak.ability.meal.experience_source.healing": "透過該物品每恢復 1 點生命值，+1 經驗值。",
  "relics.description.eternal_steak.ability.meal.statistic.consumes": "已食用次數",
  "relics.description.eternal_steak.ability.meal.statistic.consume_duration": "食用花費的時間",
  "relics.description.eternal_steak.ability.meal.statistic.healed": "透過食用恢復的生命值"
}