Experience (champion) 经验值(英雄)
- For information on account experience, see Experience (summoner). For other uses, see Experience.
关于账号经验,请参见召唤师经验。其他用途,请参见经验值。
Experience points (EXP or XP) are a quantity that allows champions to level up after reaching certain thresholds. Leveling up automatically and naturally awards various stats as well as a skill point that can be spent on learning champion abilities or ranking up learned abilities. Some champion abilities, item abilities, runes and buffs, may also scale with champion level. Experience is earned from various sources by participating in the game.
经验点数(经验或 XP)是一种可以让英雄在达到特定阈值后升级的数值。升级会自动且自然地提升各项属性,并获得一个可以用于学习或提升英雄技能的技能点。某些英雄技能、物品技能、符文和增益效果可能会随英雄等级而提升。通过参与游戏,玩家可以从多种途径获得经验。
All champions start each match at the same level, varying based on the map or game mode, usually either level 1 with zero XP or level 3 with zero XP. The amount of XP required to level up generally increases with each level.
所有英雄在每场比赛开始时都处于相同的等级,这取决于地图或游戏模式,通常是从 0 经验的 1 级或 0 经验的 3 级开始。升级所需的经验数量通常会随着每个等级的提高而增加。
Gaining experience[edit | edit source]
获取经验
There are four ways to gain experience. The majority of experience can be earned by standing near certain dying enemies that dispense an experience bounty, or otherwise killing them to earn it.
获取经验有四种方式。大部分经验可以通过站在即将死亡并掉落经验奖励的敌人附近获得,或者直接击杀它们来获得经验。
When multiple champions are valid for earning an experience bounty, the amount is split and shared equally among them.
当多个英雄可以获得经验奖励时,经验将均等地分配给他们。
Champion kill bounties[edit | edit source]
英雄击杀赏金编辑 | 编辑来源
Dying champions dispense experience to enemy champions within 1600 units of their death location, when they are slain by an enemy champion (credited) or executed by an enemy minion or turret. Scoring a kill or assist on the champion guarantees earning the experience share regardless of range or death status. Lastly, enemy champions who have died within the last 10 seconds and did not participate in the kill can continue earning their experience share from dying champions within range, as if they were alive.
当敌方英雄被杀死时,如果是被敌方英雄击杀或被敌方小兵或防御塔处决,死亡地点周围 1600 单位范围内的敌方英雄将获得经验值。对该阵亡英雄造成击杀或助攻可以确保获得经验份额,无论距离或死亡状态如何。最后,在最近 10 秒内死亡且未参与击杀的敌方英雄,仍然可以像存活时一样从死亡的英雄获得经验份额,只要在有效范围内。
When only a single ally is eligible for the champion's experience bounty (solo experience), they earn 42 – 990 (based on slain champion level) experience.[1]
当仅有单个队友有资格获得这个击杀英雄的经验奖励(单人经验)时,他们将获得 42 – 990(基于被击杀英雄的等级)点经验。 [1]
- Examples: The ally has been credited a solo kill and/or is the only one nearby when the champion is executed by a minion or turret.
示例:队友获得了单独击杀或者是在英雄被小兵或防御塔处决时附近唯一的盟友。
When more than one ally is eligible for the champion's bounty, they share a total of 27.97 – 891 (based on slain champion level) experience.
当多名盟友有资格获得击杀奖励时,他们将分享总共 27.97 – 891(基于被击杀英雄的等级)的经验值。
- Examples: The kill has been assisted; there are multiple allies within range when the champion is executed; the kill was assisted and one or more enemies were also within range but did not participate/were not credited a kill or assist.
示例:击杀已被助攻;在英雄被处决时有多名盟友在范围内;击杀已被助攻,且有一个或多个敌人在范围内但未参与/未被记录击杀或助攻。
Comeback Bonus/Penalty: Benefitting champions who are at least 1 full decimal level higher or lower than the slain champion individually receive「 20% less or more, respectively, experience per full decimal level of difference beyond the first.[1] This starts from 0% at 1.0 level of difference. 」The penalty when earning experience from a lower-level champion is capped at 60% less experience (= minimum 40% of the base experience bounty).
回血/惩罚机制:从被击杀英雄的等级至少高出或低出 1 个完整小数等级的受益英雄,将分别获得「每个完整小数等级差异额外降低或提高 20%的经验值,从 1.0 等级差异时为 0%开始。」当从低等级英雄获取经验时,惩罚最多降低 60%经验值(即基础经验奖励的最少 40%)。
Minion kill bounties[edit | edit source]
小兵击杀奖励编辑 | 编辑源代码
Dying minions dispense experience to champions within 1500 units[2] of their death location, whether they have been slain by an enemy champion or another enemy unit. Killing the minion guarantees earning the experience share regardless of range or death status.
死亡的小兵会向其死亡位置周围 1500 单位内的英雄分配经验,无论是被敌方英雄还是其他敌方单位击杀。击杀小兵可以保证获得经验份额,无论距离或死亡状态如何。
The amount of experience that minions dispense is based on their type.
小兵分配的经验数量取决于其类型。
Minion bounties are affected by two ratios called yield modifiers (detailed in the next section). As a general rule, one champion earns slightly less experience than the enemy minion's actual experience bounty, and multiple champions earn slightly more—these modifiers exist for game-balance reasons.
小兵奖励受到两个称为收益修正的比率影响(详细内容将在下一节说明)。作为一般规则,单个英雄获得的经验略少于敌方小兵的实际经验奖励,而多个英雄获得的经验则略多——这些修正存在的目的是为了游戏平衡。
Comeback Bonus: Benefitting champions who are more than 1 integer level lower than the slain minion individually receive「 20% more experience. Then, over the second level of disadvantage, the value increases linearly by an additional 20%. Upon reaching 2 levels of disadvantage, it immediately increases by an additional 40%. Over the third level of disadvantage and for every level thereafter, the value increases linearly by an additional 40% per level of difference, up to a maximum bonus of 240% when 6 levels below the slain minion. 」
回血加成:对于比被杀死的小兵低 1 个整数等级的获益英雄个别获得「20%额外经验。然后,在第二级劣势时,该值线性增加额外 20%。当达到 2 级劣势时,立即增加额外 40%。在第三级劣势及之后的每一级,根据等级差异线性增加 40%,最高奖励可达被杀小兵低 6 级时的 240%。」
- This rule activates only after the enemy minions have reached level 6.
该规则仅在敌方小兵达到 6 级后激活。
Monster kill bounties[edit | edit source]
怪物击杀奖励编辑 | 编辑源代码
All large-, medium- and lesser-tier monsters dispense their full experience bounty to their killer exclusively, regardless of range or death status. Certain epic monsters, namely , and the dispense experience to nearby champions of the slaying team (locally) who are alive. In the case of Baron specifically, he will dispense an extra experience bounty on top of the local reward to all members of the slaying team, regardless of their range or death status.[3].
所有大型、中型和小型怪物将其全部经验奖励独家授予击杀者,无论距离或死亡状态如何。某些史诗级怪物,即
阿塔坎、
男爵纳什尔和
峡谷先锋,会向击杀队伍附近存活的英雄本地分配经验。对于男爵来说,他将在本地奖励之外,向击杀队伍的所有成员额外分配经验奖励,无论他们的距离或死亡状态。 [3]
The amount of experience that monsters dispense is based on their type and tier.
怪物分发的经验值取决于其类型和等级。
Jungle item users undergo additional rules:
打野道具使用者有特殊规则:
- They always earn experience bonuses from slaying large monsters.
他们总是能从击杀大型怪物获得经验加成。 - Comeback Bonus: If they are more than 1.1 levels behind the game's average champion level upon killing a large monster, they gain an additional 50 bonus experience for every integer level of disadvantage, rounded to the nearest integer.
落后补偿:如果在击杀大型怪物时,玩家的角色等级比游戏平均水平低 1.1 级以上,则每低一个整数级将额外获得 50 点经验值,并四舍五入取整。 - Minion Farming Penalty: They receive 70% – 0% (based on minutes) less experience from minion kills. This penalty is removed at 20 minutes.
小兵补刀惩罚:他们获得的小兵击杀经验降低 70% - 0%(根据游戏时间)。这个惩罚将在 20 分钟后取消。 - Monster Hunter Penalty: They receive a further 50% less experience from minion kills if their total gold earned from minion kills exceeds 40% of their earned gold from monster kills. This penalty is removed at 14 minutes.
野怪猎人惩罚:如果他们从小兵击杀中获得的总金币超过野怪击杀金币的 40%,则额外降低 50%的小兵击杀经验。这个惩罚将在 14 分钟后取消。
Neutral buffs[edit | edit source]
中立增益效果编辑 | 编辑源代码
Neutral buffs such as / in
Summoner's Rift or the global
Howling Abyss Aura in ARAM may grant experience actively or passively.
中立增益效果,如峡谷召唤师的
血腥花瓣 /
精神花瓣,或极地大乱斗中的
全局
嚎叫深渊光环,可以主动或被动地授予经验。
Yield modifiers[edit | edit source]
经验加成修正器编辑 | 编辑源代码
Certain units may dispense varying amounts of their experience bounty based on whether one champion (solo experience) or multiple champions (shared experience) benefit from it. This is called a yield modifier. When one champion receives an applicable unit's experience bounty, 95% of it is actually granted; when more than 1 champion receives it, approximately 24%[4] more experience compared to the base bounty is generated, before the total amount is split equally among all sharing champions.
某些单位在给予经验奖励时,可能会根据是由单个英雄(独占经验)还是多个英雄(共享经验)获取,而产生不同的经验分配。这被称为收益调节器。当一个英雄获得某个单位的经验奖励时,实际上只获得了 95%的经验;当多于 1 个英雄获得经验时,相比基础奖励会额外生成约 24%的经验,然后再平均分配给所有共享经验的英雄。
These yield modifiers currently only apply to
minions and the .
这些收益调节器目前仅适用于小兵和赏金猎人。
In total: 总计:
- One champion receives 95% of the base experience bounty.
一个英雄获得基础经验奖励的 95%。 - Two champions each receive 62% of the base experience bounty (124% ÷ 2).
两个英雄各自获得基础经验奖励的 62%(124% ÷ 2)。 - Three champions each receive 41.3% of the base experience bounty (123.9% ÷ 3).
三个英雄各自获得基础经验奖励的 41.3%(123.9% ÷ 3)。 - Four champions each receive 31% of the base experience bounty (124% ÷ 4).
四个英雄各自获得基础经验奖励的 31%(124% ÷ 4)。 - Five champions each receive 24.8% of the base experience bounty (124% ÷ 5).
五个英雄各自获得基础经验奖励的 24.8%(124% ÷ 5)。 - Six champions each receive 20.7% of the base experience bounty (124.2% ÷ 6).
每个 6 个英雄均获得基础经验奖励的 20.7%(124.2% ÷ 6)。
Level cap[edit | edit source]
等级上限编辑 | 编辑源代码
By default, and in most gamemodes, the maximum level is 18.
默认情况下,在大多数游戏模式中,最高等级为 18 级。
- In
Ultra Rapid Fire, the maximum level is 30.
在
模式中,最高等级为 30 级。 - In
Arena, the maximum level is 41.
在
竞技场中,最高等级为 41 级。
When reaching the maximum level, the in-game tooltip for experience will show 0/0 Experience. Champions will still be able to gain experience, but it has no effect whatsoever.
到达最高等级时,经验值的游戏内提示将显示 0/0 经验值。英雄仍然可以获得经验,但不会产生任何效果。
Champions' statistics grow with all levels they gain. Non-stat effects, such as abilities or runes, may or may not scale at levels above 18 and/or cap at a different level, depending on the effect.
英雄的属性随着每一级的提升而成长。非属性效果,如技能或符文,可能会在 18 级以上不再提升,或在不同的等级封顶,具体取决于效果本身。
Experience needed[edit | edit source]
所需经验值编辑 | 编辑源代码
The following table lists the amount of experience required to go from level 1 to level 18 on
Summoner's Rift.
下表列出了在
召唤师峡谷从 1 级到 18 级所需的经验值。
Minion wave calculations assume experience earned from minions within a single lane of Summoner's Rift, no increased experience sources, and no experience from neutral monsters.
小兵波的计算基于召唤师峡谷单条线道中获得的经验,不考虑经验增加的来源,也不包括来自中立怪物的经验。
Solo experience assumes 1 champion within valid experience range. Shared experience assumes 2 champions within valid experience range simultaneously and at all times.
单独经验假设 1 名英雄处于有效经验范围内。共享经验假设 2 名英雄同时并始终处于有效经验范围内。
| To reach level 要达到等级 | XP | Cumulative XP 累积经验值 | Solo Waves 单独经验波 | Shared Waves 共享经验波 |
|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 0 |
| 2 | 280 | 280 | 2 | 2 |
| 3 | 380 | 660 | 3 | 4 |
| 4 | 480 | 1140 | 4 | 6 |
| 5 | 580 | 1720 | 6 | 9 |
| 6 | 680 | 2400 | 9 | 12 |
| 7 | 780 | 3180 | 11 | 16 |
| 8 | 880 | 4060 | 14 | 21 |
| 9 | 980 | 5040 | 18 | 26 |
| 10 | 1080 | 6120 | 21 | 31 |
| 11 | 1180 | 7300 | 25 | 37 |
| 12 | 1280 | 8580 | 30 | 43 |
| 13 | 1380 | 9960 | 34 | 49 |
| 14 | 1480 | 11440 | 39 | 55 |
| 15 | 1580 | 13020 | 45 | 62 |
| 16 | 1680 | 14700 | 49 | 69 |
| 17 | 1780 | 16480 | 54 | 76 |
| 18 | 1880 | 18360 | 60 | 84 |
Increasing experience gain[edit | edit source]
增加经验获取 edit | edit source
Note that experience gain modifiers stack additively.
请注意,经验获取修正效果可以叠加。
Champion abilities[edit | edit source]
英雄技能编辑 | 编辑源代码
Items[edit | edit source] 物品编辑 | 编辑源代码
Neutral buffs[edit | edit source]
中立增益效果编辑 | 编辑源代码
Howling Abyss Aura passively grants experience.
寒冰大桥光环被动授予经验。
Level requirement[edit | edit source]
等级需求编辑 | 编辑源代码
Some items require the user to have reached a certain level in order to equip them:
某些物品要求用户达到一定等级才能装备:
- Items crafted by
由
奥恩的
活体熔炉制造的物品
Trivia[edit | edit source] 琐事编辑|编辑源代码
- , prior to her rework, had a non-displayed passive that granted 5 experience points every 5 seconds to nearby allied champions that had a lower level than her.
在重做之前,奈德丽有一个隐藏的被动技能,能够每 5 秒为周围等级低于她的友军提供 5 点经验值。 - Comeback experience may also be called "catch-up" experience by Riot designers or the community.
这种经验机制也可能被拳头设计师或社区称为"追赶"经验。
Patch History[edit | edit source]
补丁历史记录编辑 | 编辑源代码
- Minion experience range increased to 1500 from 1400.
小兵经验获取范围从 1400 增加到 1500。
- Removed: Killing a
Stealth Ward or
Totem Ward no longer grants 40 base experience.
击杀一个
隐形守卫或
图腾守卫不再获得 40 点基础经验。 - Removed: Killing a
Farsight Ward no longer grants 20 base experience.
击杀一个
先知守卫不再获得 20 点基础经验。
- Shared minion experience increased to 124% from 116%.
共享小兵经验从 116%提高到 124%。- Solo minion experience unchanged at 95%.
单独击杀小兵的经验获取保持 95%不变。
- Solo minion experience unchanged at 95%.
- Shared champion kill experience modifier reduced to 66.6% / 82% / 90% (based on your level) of the solo kill experience from 66.6% / 82% / 100% (based on your level).
共享击杀英雄的经验获取系数从原来的 66.6% / 82% / 100%(基于你的等级)调整为 66.6% / 82% / 90%(基于你的等级)。 - Bug Fix: Fixed an inconsistency for experience sharing with five teammates which resulted from an out-of-bounds value in the formula.
修复了与五名队友共享经验时由于公式中的越界值导致的不一致性问题。 - New: The game now has a value for splitting experience to 6 players.
新增:游戏现在支持将经验分配给 6 名玩家。
- Jungle item generic minion experience reduction is no longer removed upon the Jungle companion's first evolution.
丛林道具对普通小兵的经验减益效果在丛林伙伴的首次进化时不再被移除。 - Jungle item generic minion experience reduction changed to 70% – 0% (based on minutes) from 60% – 25% (based on minutes).
丛林道具对普通小兵的经验减益从原来的 60% – 25%(基于游戏时间)调整为 70% – 0%(基于游戏时间)。 - Jungle item comeback experience threshold reduced to 1.1 levels from 1.5.
丛林道具的经验追赶阈值从 1.5 降低到 1.1。
- Jungle item comeback experience now rounds to the nearest integer level difference instead of always rounding up.
野区道具现在会将经验差取最近的整数级别,而不是总是向上取整。
- Jungle item generic minion experience reduction increased to 60% – 25% (based on minutes) from 25% at all times.
野区道具对普通小兵的经验减少效果现已提高至 60% - 25%(基于游戏时间),而不再是固定的 25%。
- Champion kill experience reduced to 42 – 990 (based on enemy champion level) from 42 – 990 (based on enemy champion level). Reduced at levels 3–9.
击杀英雄获得的经验减少到 42 - 990(基于被击杀敌方英雄的等级),在 3-9 级期间有所减少。 - Champion kill experience modifier per level of difference changed to 20% from 16%.
每级差异的击杀英雄经验修正系数从 16%变更为 20%。- Experience penalty (earned experience from a lower level target) still has a minimum of 40% total experience.
从低等级目标获得的经验惩罚仍然保持最低 40%的总经验。
- Experience penalty (earned experience from a lower level target) still has a minimum of 40% total experience.
- Champion kill experience modifier now starts applying from 0% at the first full decimal level of difference instead of 16% immediately.
现在从首个完整的小数等级差开始应用击杀英雄的经验修正,而不是立即从 16%开始。
- Minion solo XP increased to 95% from 93%.
小兵独自获得经验提高至 95%,从原来的 93%。- Minion shared XP unchanged.
小兵共享经验保持不变。
- Minion shared XP unchanged.
- Jungle item comeback experience threshold reduced to 1.5 levels from 2.
打野物品重返经验阈值降低至 1.5 级,从原来的 2 级。 - Jungle item Monster Hunter rule is now removed at 14 minutes from 20.
丛林道具的怪物猎手规则现在从 20 分钟调整为 14 分钟。 - Jungle item users now receive 25% reduced experience from minions before their Jungle companion has reached its first evolution.
- Jungle Comeback Experience: If a Jungle item user is at least 2 full decimal levels below the average level of all champions, they now receive 50 bonus experience upon killing a large monster for each level of disadvantage. This is rounded up (e.g. 2.1 levels is rounded to 3).
- Solo champion kill experience increased to 42 – 990 (based on enemy champion level) from 35 – 990 (based on enemy champion level). Increased by 20% at levels 1–6 and increased by 10% at levels 7–8.
- New Effect: Shared champion kill experience is now 66.6% / 82% / 100% (based on your level) of the solo kill experience instead of 100% always.
- Jungle item users' threshold for Monster Hunter penalty reduced to 40% of monster gold from 50%.
- Jungle item users' Monster Hunter rule is now removed at 20 minutes from 14.
- Monster Hunter Penalty: Jungle item users now receive 50% experience from minion kills if their total gold earned from minion kills is greater than 50% of earned gold from monster kills. This penalty is removed at 14 minutes.
- Minion solo XP increased to 93% from 92%.
- Minion shared XP reduced to 116% from 120%.
- Removed: Jungle items no longer award 50 bonus experience upon killing a large monster for each level higher the monster is than the user.
- Removed: Kills and assists no longer award bonus experience if you are more than 1 decimal level lower than your team's average decimal level, increasing logarithmically up to a bonus of 60% at 4 full levels of difference.
- Jungle item bonus experience per level of difference with the slain monster increased to 50 from 30.
- Removed: Jungle item bonus experience per level of difference with the slain monster is no longer granted from slaying lesser and medium monsters.
- Champion kill experience modifier per level of difference increased to 16% from 15%.
- New Effect: Scoring a kill or assist while more than 1 decimal level lower than your team's average decimal level now grants bonus experience.
- The modifier increases logarithmically the larger the disadvantage is, up to 60% more experience at 4 full levels below the team's average.
- Champion kill experience modifier per level of difference increased to 15% from 14%.
- New Effect: Champion kill experience modifier now scales linearly with decimal level of difference rather than at breakpoints with each integer level of difference.
- Champion kill experience modifier per level of difference increased to 14% from 12%.
- Champion kill experience modifier per level of difference now starts at 1 full decimal level of difference from 2.
- New Effect: Champions can now also earn experience from nearby champion deaths up to 10 seconds after the benefitting player dies.
- Champion kill experience changed to 35 – 990 (based on enemy champion level) from 50% of the target's level up experience.
- Champion kill experience modifier per level of difference increased to 12% from 7%.
- Minimum champion kill experience increased to 40% from 20%.
- Removed: While at least one level lower/higher than the slain monster, no longer awards an increased/reduced, respectively, amount of experience from killing it by a constant percentage, up to 50%.
- New: While a Jungle item is equipped, killing any monster that is higher level awards 30 bonus experience for each level of difference with the monster.
- Champion kill experience reduced to 50% of the target's level up experience from 60%.
- Champion kill experience increased to 60% of the target's level up experience from 50%.
- Champion kill experience modifier per level of difference reduced to 7% from 8%.
- Minimum champion kill experience increased to 20% from 15%.
- Champion kill experience reduced to 50% of the target's level up experience from 55%.
- Jungle Experience Penalty: Champions now gain 10% less experience for each level they are above the camp they are killing, capping at 50%.
- Lane minion experience range increased to 1400 from 1250.
- Minions are no longer worth more experience based on game time. To account for this, level up thresholds are reduced. Summoner's Rift values are listed below.
- 1→2: No change (280)
- 2→3: 380 (660 total) from 390 (670 total)
- 3→4: 480 (1140 total) from 500 (1170 total)
- 4→5: 580 (1720 total) from 610 (1780 total)
- 5→6: 680 (2400 total) from 720 (2500 total)
- 6→7: 780 (3180 total) from 830 (3330 total)
- 7→8: 880 (4060 total) from 940 (4270 total)
- 8→9: 980 (5040 total) from 1050 (5320 total)
- 9→10: 1080 (6120 total) from 1160 (6480 total)
- 10→11: 1180 (7300 total) from 1270 (7750 total)
- 11→12: 1280 (8580 total) from 1380 (9130 total)
- 12→13: 1380 (9960 total) from 1490 (10620 total)
- 13→14: 1480 (11440 total) from 1600 (12220 total)
- 14→15: 1580 (13020 total) from 1710 (13930 total)
- 15→16: 1680 (14700 total) from 1820 (15750 total)
- 16→17: 1780 (16480 total) from 1930 (17680 total)
- 17→18: 1880 (18360 total) from 2040 (19720 total)
- New: Jungle monsters now utilize a level system based on champion levels.
- A monster's level is calculated when the monster spawns and is based on the average level of all champions (AFK players are excluded).
- A monster's level determines its health, damage and bounty.
- Jungle Comeback Experience: Killing jungle monsters that have a higher level now grant up to an additional 50% of their experience bounty, based on how large the level difference is.
- New Effect: At 2 levels of difference or higher between the killer and the slain champion, champion kill experience is now modified by 8% per level of difference.
- Being higher level than the slain champion awards less experience, being lower level than the slain champion awards more experience.
- The penalty for being higher level than the slain champion cannot grant less than 15% of the base experience gained from a champion kill.
- Minion shared experience increased to 120% from 116%.
- Undocumented: Minion shared experience increased to 116% from 110%.
- Experience granted for kills is now determined by the dying champion's level instead of the killer's level. This means:
- Killing champions higher level than you will now grant more experience.
- Killing champions lower level than you will now grant less experience.
- Killing equal level champions is unaffected.
- New effect: Shared minion kill experience now grants 110% experience, shared equally between nearby allied champions.
- Undocumented: Solo minion kill experience reduced to 92% of the base value (shared experience unchanged).
- Fixed a bug where kills or assists were not granting experience if the Champion was too far away from the target.
- Base champion kill experience reduced to 55% from 60% of level up experience.
- Base champion kill experience increased to 60% from 50% of level up experience.
- Base champion kill experience increased 50% from 40% of level up experience.
- Champion kill experience system reworked.
- Experience rewards are now calculated on a per-champion basis, with the rewards scaling based on the delta of champion levels. The scaling is based on an S curve so that killing champions three levels and below provide negligible rewards, and kills three levels and above provide almost twice the experience of even level kills.
- Destroying an inhibitor no longer causes the enemy team to gain less experience from minion kills.
See also[edit | edit source]
另请参阅编辑 | 编辑源
References[edit | edit source]
参考资料编辑 | 编辑源代码
- ↑ Jump up to: 1.0 1.1 Official Patch 13.4 Notes
↑ Jump up to: 1.0 1.1 官方 13.4 版本更新说明 - ↑ Official Patch 25.S1.1 Notes
↑ 官方 25.S1.1 版本更新说明 - ↑ V1.0.0.61
- ↑ Official Patch 14.10 Notes
↑ 官方 14.10 版本更新说明


