Gold 金币
Gold is the in-game currency of League of Legends. Players spend gold in the shop to purchase items, rendering their champion stronger and/or able to provide more utility to their team as the game progresses.
金币是英雄联盟中的游戏内货币。玩家在商店中使用金币购买物品,使自己的英雄变得更强,并/或能够在游戏进程中为队伍提供更多支援。
At the start of every match, every champion is given the same amount of starting gold by the game rules, which depends on the map and game mode. Shortly after the game begins, all champions are given a steady passive gold income by the game rules as well. Bonus gold is then earned by increasing this passive income or actively from special gold-generating effects and from killing enemies for their bounty.
在每场比赛开始时,游戏规则会根据地图和游戏模式为每个英雄分配相同数量的初始金币。游戏开始后不久,游戏规则还会为所有英雄提供稳定的被动金币收入。然后,通过增加这种被动收入,或通过特殊的产金效果以及击杀敌人获得赏金来赚取额外金币。
Starting gold[edit | edit source]
初始金币编辑 | 编辑源代码
Summoner's Rift: Champions start with
500.
召唤师峡谷:英雄初始金币为
500。
Howling Abyss: Champions start with
1400.
永恒之森(冰雪节日地图):英雄初始金币为
1400。
Passive gold gain[edit | edit source]
被动获取金币
Champions can earn gold passively, without requiring any action from the player. Passive gold generation is measured in amount per 10 seconds and takes place every 0.5 seconds.
英雄可以被动获取金币,无需玩家采取任何操作。被动金币生成以每 10 秒的数量来衡量,并且每 0.5 秒执行一次。
In
Classic game modes, every champion in the game passively generates the same amount of gold, which only starts after a certain game time and varies by map and game mode. The amount can be increased through gold income (or economy) items.
在
经典游戏模式中,每个英雄都以相同的数量被动获取金币,这种获取仅在特定游戏时间开始,并因地图和游戏模式而异。通过经济(或收入)道具可以增加获取的金币数量。
Base global gold generation[edit | edit source]
基础全局金币生成编辑 | 编辑来源
Summoner's Rift:
20.4 per 10 seconds; starts at 1:40. This is also the time that earns its first charge.
召唤师峡谷:
每 10 秒 20.4 金币;从 1:40 开始。这也是
世界地图获得其第一个充能的时间。
Howling Abyss:
60 per 10 seconds; starts at 1:00.
嚎哭深渊:
每 10 秒 60 金币;从 1:00 开始。
Gold income items[edit | edit source]
金币收入物品编辑 | 编辑来源
The following economy items grant bonus gold generation. Only one economy item may be equipped at a time.
以下经济类物品可以提供额外的金币生成。每次只能装备一个经济类物品。
This table is automatically generated based on the data from Module:ItemData/data.
本表格根据模块:物品数据/数据自动生成。
| Item 物品 | Cost 花费 | Amount 数量 | Availability 可用性 |
|---|---|---|---|
| 400 | 5 | Classic Summoner's Rift 5v5 经典召唤师峡谷 5v5 模式 | |
| 400 | 5 | Classic Summoner's Rift 5v5 经典召唤师峡谷 5v5 模式 | |
| 400 | 5 | Classic Summoner's Rift 5v5 经典召唤师峡谷 5v5 模式 | |
| 400 | 5 | Classic Summoner's Rift 5v5 经典召唤师峡谷 5v5 模式 | |
| 400 | 5 | Classic Summoner's Rift 5v5 经典召唤师峡谷 5v5 模式 | |
| 400 | 5 | Classic Summoner's Rift 5v5 经典召唤师峡谷 5v5 模式 | |
| 400 | 3 | Classic Summoner's Rift 5v5 经典召唤师峡谷 5v5 模式 | |
| 400 | 5 | Classic Summoner's Rift 5v5 经典召唤师峡谷 5v5 模式 |
Active gold gain[edit | edit source]
主动获取金币 | 编辑源代码
Champions can earn most of their gold by interacting with enemies.
英雄可以通过与敌人互动来赚取大部分金币。
Bounties[edit | edit source]
赏金编辑 | 编辑源
- Main article: Kill#Rewards
主要内容:击杀#奖励
Champion, minion, ward, inhibitor and lesser, medium and large monster kills all award a gold bounty to the killer only. However, champion kills that have been assisted will uniquely always generate an additional amount of gold, granting a bigger bonus to the team compared to when champion kills are scored alone.
英雄、小兵、守卫、水晶、小型、中型和大型野怪的击杀都只会为击杀者颁发金币奖励。然而,被辅助击杀的英雄击杀会额外生成金币,与单独击杀相比,会为团队提供更大的奖励。
Some units dispense global and local gold bounties: those bounties are shared equally either among the entire team regardless of range and death status, or to nearby allies, respectively. This is the case for all turrets and certain epic monsters. Outer turrets feature which split an amount of gold equally among nearby allies upon being destroyed; a champion that destroys one can earn their share regardless of range or death status.
一些单位会发放全局和局部金币奖励:这些奖励会平均分配给全队(不论距离和死亡状态),或分配给附近的盟友。所有防御塔和某些史诗级野怪都是如此。外塔具有
防御塔护甲,被摧毁时会将一定数量的金币平均分配给附近的盟友;摧毁防御塔的英雄可以获得自己的份额,不受距离或死亡状态的限制。
In various modes other than Classic
Summoner's Rift, enemy
minion deaths may also generate additional gold to nearby allies who have not killed one.
在经典模式以外的其他模式中,敌方小兵阵亡可能会为附近未击杀该小兵的友军额外生成金币。
Active generation effects[edit | edit source]
主动生成效果编辑 | 编辑源
The following effects generate gold as an active reward.
以下效果作为主动奖励生成金币。
- Champion abilities 英雄技能
- (from killing Spirits)
伊拉奥的
灵魂试炼(通过击杀灵魂获得) - (from possessing Mist Wraiths)
维格奥的统治者支配力(通过占据迷雾幽灵获得)
- Items 物品
- / /
风行者幼崽 /
苔行者幼苗 /
灼爪幼兽 - and upgrades
世界地图及升级
- Runes 符文
Selling items[edit | edit source]
出售物品编辑 | 编辑源代码
Most items can be sold to the shop for 70% of their original, total gold cost.
大多数物品可以以其原始总金币成本的 70%卖给商店。
There are exceptions to that rule. The following items sell for only 40% of their original total cost:
这个规则有一些例外。以下物品只能卖出原始总成本的 40%:
- Gold generating items:
金币生成类物品:
- Consumable items:
消耗品:
- Potions:
药水:
- Vision: 视野:
- Elixirs:
药剂:
- Potions:
- Starting items:
起始物品:
- Doran's items:
多兰系列装备:
- Doran's items:
- specifically
特指守护天使
Certain other items may have special or stricter rules around selling, particularly distributed ones:
某些其他物品可能有关于出售的特殊或更严格的规则,尤其是分发的物品:
- sells for
5 while also uniquely granting its bonuses for doing so.
永恒意志总是圣餐出售价格为
5,同时还独特地赋予了出售时的奖励。 - sells for
90, which is 30% the cost of regular .
稍微魔法的靴子出售价格为
90,这是普通
靴子成本的 30%。 - Jungle and Support items cannot be sold, due to featuring role-binding quest lines.
打野和辅助装备无法出售,因为它们具有职责绑定的任务线。 - , , , and cannot be sold and must be consumed to free the inventory slot that they occupy.
波露零食、
力量合剂、
贪婪合剂和
技能合剂无法出售,必须消耗才能释放其占用的物品栏位。
Trivia[edit | edit source] 琐事编辑|编辑源代码
- Destroying the Nexus grants
50, though it is evidently irrelevant since this causes the game to end.
摧毁水晶基地可获得
50 金币,不过显然这并不重要,因为这会导致游戏结束。 - Most gold possible from killing champions in a single teamfight (as of V25.09):
6650 (abilities and items that increase gold income excluded)
在单次团战中从击杀敌方英雄获得的最高金币(截至 V25.09 版本):
6650(不包括增加金币收入的技能和物品)- Requires 1 champion to score a kill on 5 enemies who are level 18 and worth the maximum shut down bounty, and at least 1 allied champion to assist in every kill.
需要 1 名英雄击杀 5 名满级 18 级、拥有最高击杀赏金的敌人,并且至少有 1 名友军在每次击杀中提供助攻。
- Requires 1 champion to score a kill on 5 enemies who are level 18 and worth the maximum shut down bounty, and at least 1 allied champion to assist in every kill.
- On
Twisted Treeline champions started the game with
850, and passively generated
16 per 10 seconds.
在
扭曲丛林模式中,英雄开局拥有
850 金币,并且每 10 秒被动获得
16 金币。- When someone on your team seized an altar
80 was globally earned for each member of the team.
当队伍中有人占领祭坛时,
80 金币会全队共享。
- When someone on your team seized an altar
- On
Crystal Scar champions started the game with
1300 while playing
Ascension and
1400 while playing
Definitely Not Dominion, and passively generated
56 per 10 seconds, starting at 1:30.
在
水晶之痕地图中,英雄在
飞升模式开局拥有
1300 金币,在
绝对不是统治模式下拥有
1400 金币,并且从 1:30 开始每 10 秒被动获得
56 金币。- When a player neutralized a point, they would gain
100, and
100 when capturing a point. This number is dependent on the number of champions involved in the capture of a point: two champions will each gain
75, and three champions will each gain
63.
当玩家中立一个据点时,会获得
100 金币,占领据点时会获得
100 金币。这个数字取决于参与占领据点的英雄数量:两个英雄各获得
75 金币,三个英雄各获得
63 金币。
- When a player neutralized a point, they would gain
- If has at least 1 gold, her special emote deals 1 true damage and gives the target 1 of Samira's gold.
如果
萨米拉至少拥有 1 个金币,她的特殊
萨米拉的
/挑衅表情会造成 1 点真实伤害,并给目标 1 个萨米拉的金币。
See also[edit | edit source]
另请参阅编辑 | 编辑源




