土丘 克苏鲁 资源管理 / The Mound: Cthulhu Resource Management#
在《The Mound: Omen of Cthulhu》中,资源管理是决定玩家生存和成长的核心要素。游戏内的资源种类繁多,从基础的金币和药品到高级的神器和装备碎片,如何有效地获取、分配和使用资源,是每位玩家必须掌握的重要技能。
In The Mound: Omen of Cthulhu, resource management is the core element determining player survival and growth. The game features numerous resource types, from basic gold and potions to advanced artifacts and gear shards. How to effectively acquire, allocate, and use resources is an essential skill every player must master.
一、资源分类体系 / Resource Classification System#
资源类别概览 / Resource Category Overview#
| 资源类别/Resource Category | 子类别/Sub-category | 资源数量/Resource Count | 稀有度分布/Rarity Distribution |
|---|
| 货币资源/Currency Resources | 金币/Gold, 特殊代币/Special tokens | 2种 / 2 types | 最常见/ Most common |
| 消耗品/Consumables | 药品/Potions, 食物/Food, 弹药/Ammo | 20+种 / 20+ types | 常见到稀有/ Common to rare |
| 装备/Gear | 武器/Weapons, 防具/Armor, 饰品/Accessories | 60+种 / 60+ types | 常见到传奇/ Common to legendary |
| 技能资源/Skill Resources | 技能点/Skill points, 符文/Runes | 4种 / 4 types | 稀有/Rare |
| 收集品/Collectibles | 日记/Diaries, 神器/Artifacts, 封印印章/Seal stamps | 50+种 / 50+ types | 稀有到极稀有/ Rare to very rare |
| 环境资源/Environmental Resources | 祭坛/Altars, 捷径/Shortcuts, 补给站/Supply stations | 30+种 / 30+ types | 取决于区域 / Depends on area |
二、各类资源详解 / Detailed Resource Guide#
货币资源 / Currency Resources#
| 资源名称/Resource Name | 获取方式/Acquisition Method | 主要用途/Primary Use | 存储上限/Storage Cap | 优先级/Priority |
|---|
| 金币/Gold | 击杀敌人/Enemy kills, 宝箱/Treasure chests, 任务/Quests | 购买装备/Buy gear, 升级/Upgrade | 无上限/Unlimited | 最高/Highest |
| 祭司币/Priest Tokens | 祭祀奖励/Ritual rewards, 隐藏宝箱/Hidden chests | 兑换特殊祭品/Special sacrifices | 随周目增加/Increases per run | 高/High |
| 克苏鲁币/Cthulhu Coins | 特殊事件奖励/Special events | 交易神秘商人/Mysterious trader | 非常有限/Very limited | 中/Mid |
| 经验值/EXP | 战斗/Combat, 探索/Exploration, 事件/Events | 升级/Leveling up | 随等级增加/Increases with level | 最高/Highest |
消耗品资源 / Consumable Resources#
| 资源名称/Resource Name | 效果/Effect | 使用时机/Timing | 替代品/Alternatives | 获取难度/Obtaining Difficulty |
|---|
| 生命药水/Health Potion / 生命药水/Health Potion | 恢复50%生命值/Restore 50% HP | 战斗中受伤时/When damaged in combat | 食物恢复/ Food recovery | 低/Low |
| 理智药水/SAN Potion / 理智药水/SAN Potion | 恢复20%理智值/Restore 20% SAN | 理智低时/When SAN low | 祭坛恢复/ Altar recovery | 中/Mid |
| 体力药水/Stamina Potion / 体力药水/Stamina Potion | 恢复全部体力/Restore full stamina | 高强度战斗前/Before intense combat | 休息恢复/Rest recovery | 中/Mid |
| 解毒药/Antidote / 解毒药/Antidote | 解除中毒状态/Remove poison | 中毒后立即使用/Immediately when poisoned | — | 低/Low |
| 隐身药剂/Stealth Elixir / 隐身药剂/Stealth Elixir | 30秒内隐身/Invisible for 30 seconds | 需要潜行时/When needing stealth | 潜行技能/ Ste skill | 高/High |
| 强化药水/Buff Potion / 强化药水/Buff Potion | 暂时提升属性/Temporarily boost stats | Boss战前/Before boss fights | 技能强化/Skill enhancement | 高/High |
装备资源 / Gear Resources#
| 资源类别/Gear Category | 装备数量/Gear Count | 品质分布/Quality Distribution | 获取主要途径/Main Acquisition Method |
|---|
| 武器/Weapons | 25种 / 25 types | 常见到传奇 / Common to legendary | Boss掉落/ Boss drops, 宝箱/ Treasures |
| 头盔/Helmets | 12种 / 12 types | 常见到稀有 / Common to rare | 商店购买/ Shop purchase, 探索/ Exploration |
| 胸甲/Armors | 15种 / 15 types | 常见到传奇 / Common to legendary | Boss掉落/ Boss drops, 制作/ Crafting |
| 护腿/Pants | 10种 / 10 types | 常见到稀有 / Common to rare | 宝箱和商人/ Treasures and merchants |
| 饰品/Accessories | 20种 / 20 types | 稀有到传奇 / Rare to legendary | 特殊事件/ Special events, 隐藏区域/ Hidden areas |
| 套装/Gear Sets | 5套 / 5 sets | 传奇/Legendary | 完整集齐/ Complete collection |
技能资源 / Skill Resources#
| 资源类型/Skill Resource Type | 获取方式/Acquisition Method | 主要用途/Primary Use | 获取频率/Frequency |
|---|
| 技能点/Skill Points | 升级获得/Leveling up | 解锁和升级技能/Unlock and upgrade skills | 每次升级/ Every level up |
| 符文碎片/Rune Shards | 敌人掉落/Enemy drops, 探索/Exploration | 合成完整符文/Compose complete runes | 稀有/Rare |
| 升级石/Upgrade Stones | 宝箱和商店/Treasures and shops | 装备升级/Equipment upgrade | 常见到稀有/ Common to rare |
| 祭司材料/Ritual Materials | 特殊环境/ Special environments, 任务/Quests | 祭祀仪式/ Ritual rituals | 极稀有/Very rare |
三、资源管理策略 / Resource Management Strategies#
资源获取优先级 / Resource Acquisition Priorities#
| 游戏阶段/Game Stage | 重点资源/Focus Resources | 获取策略/ Acquisition Strategy | 效率提升方法/Efficiency Method |
|---|
| 前期/Early Game | 金币/Gold, 基础药品/Basic potions | 击杀收集为主/ Mainly kill-collection | 高效刷怪路线/Efficient mob-farming route |
| 中期/Mid Game | 装备碎片/Gear shards, 技能点/Skill points | 区域探索+Boss/Boss + area exploration | Build针对性刷取/Build-targeted farming |
| 后期/Late Game | 神器/Artifacts, 祭品材料/Ritual materials | 全区域深度探索/Full area deep exploration | 最优路径规划/Optimal route planning |
| 终局/Endgame | 传奇装备/Legendary gear, 克苏鲁币/Cthulhu money | 挑战模式+隐藏区域/Challenge + hidden areas | 极致效率优化/Extreme efficiency optimization |
资源分配建议 / Resource Allocation Recommendations#
| 资源类别/Resource Category | 分配比例/Allocation Ratio | 使用建议/Usage Advice | 存储建议/Storage Advice |
|---|
| 金币/Gold | 40%购买/40% buy, 30%升级/30% upgrade, 30%留存/30% save | 优先购买提升战斗力的装备/Prioritize combat-enhancing gear | 保留足够多周目资金/Keep sufficient multi-run funds |
| 药品/Potions | 70%战斗/70% combat, 30%储备/30% reserve | 不要过早消耗重要药品/Don’t waste important potions early | 携带数量根据区域难度/Carry amount per area difficulty |
| 技能点/Skill Points | 50%核心技能/50% core skills, 30%辅助/30% support, 20%留余/20% extra | 先升级核心战斗技能/First upgrade core combat skills | 技能可重置/ Skills are resettable |
| 装备碎片/Gear Shards | 40%升级现有装备/40% upgrade existing, 60%储备/60% store | 等待更好的装备蓝图/Wait for better gear blueprints | 优先完成一套装备/First complete one full set |
特殊资源管理 / Special Resource Management#
| 特殊资源/Special Resource | 管理要点/Management Point | 使用策略/Usage Strategy | 积累方法/Accumulation Method |
|---|
| 符文/Runes | 合成完整符文前不单独使用/Don’t use runes individually before composing | 优先合成提升最大的符文/Prioritize composing highest-improvement runes | 每次探索都收集符文线索/Collect rune clues every exploration |
| 神器/Artifacts | 妥善保管避免丢失/Keep safely to avoid losing | 在关键时刻使用/Ultimately use in critical moments | 探索所有隐藏区域/Explore all hidden areas |
| 祭司币/Priest Tokens | 在关键时刻兑换祭品/Exchange sacrifices at critical moments | 根据当前需求选择祭品/Choose sacrifices per current needs | 完成祭祀活动/Complete ritual activities |
| 经验值/EXP | 均匀分配到各类属性/Evenly distribute to all stats | 优先提升当前瓶颈属性/Prioritize raising current bottleneck stats | 高效刷经验路线/Efficient EXP-farming route |
四、资源优化技巧 / Resource Optimization Techniques#
高效资源获取方法 / Efficient Resource Acquisition Methods#
| 方法/Method | 适用资源/Applicable Resources | 效率提升/Efficiency Improvement | 耗时估算/Time Estimate |
|---|
| Boss反复挑战/Repeat Boss Challenge / Boss反复挑战/Repeat Boss Challenge | 装备碎片、神器/Gear shards, artifacts | +200%掉落率/Drop rate +200% | 每次15-30分钟/Each 15-30 mins |
| 区域速刷/Area Speed Farming / 区域速刷/Area Speed Farming | 金币、基础物品/Gold, basic items | +150%效率/Efficiency +150% | 每次5-10分钟/Each 5-10 mins |
| 隐藏区域探索/Hidden Area Exploration / 隐藏区域探索/Hidden Area Exploration | 稀有和高级物品/Rare and advanced items | +300%价值/V alue +300% | 每次20-40分钟/Each 20-40 mins |
| 事件触发/Event Trigger / 事件触发/Event Trigger | 特殊代币和稀有装备/Special tokens and rare gear | +250%奖励/Reward +250% | 每次10-20分钟/Each 10-20 mins |
| 交易优化/Trade Optimization / 交易优化/Trade Optimization | 各类可交易资源/All tradeable resources | +100%交易获利/Trade profit +100% | 根据交易时间/Per trade time |
资源节省策略 / Resource Saving Strategies#
| 节省类型/Saving Type | 策略/Strategy | 节省效果/Saving Effect | 实施方法/Implementation Method |
|---|
| 药品节省/Potion Saving / 药品节省/Potion Saving | 优先使用技能而非药品/Prioritize skills over potions | -50%药品消耗/Potion use -50% | 培养技能防御能力/Cultivate skill defense ability |
| 装备维护/Gear Maintenance / 装备维护/Gear Maintenance | 提前升级防止装备损坏/Pre-emptive upgrade to prevent damage | -30%维修成本/Maintenance cost -30% | 定期检查装备状态/Regularly check gear status |
| 路线优化/Route Optimization / 路线优化/Route Optimization | 最优路径减少无效探索/Optimal route reduces invalid exploration | -40%资源浪费/Material waste -40% | 利用地图和捷径/Use maps and shortcuts |
| 时间管理/Time Management / 时间管理/Time Management | 在合适时机使用资源/Use resources at appropriate times | +60%资源效果/Resource effect +60% | 了解资源最佳使用时机/Know optimal resource timing |
五、Deep Dive: 资源系统的深度分析 / Deep Dive: Resource System Deep Analysis#
1. 资源动态平衡系统 / Resource Dynamic Balance System#
| 平衡因素/Balance Factor | 系统调节/System Adjustment | 调节机制/Mechanism | 玩家体验影响/Player Experience Impact |
|---|
| 通货膨胀控制/Inflation Control / 通货膨胀控制/Inflation Control | 资源产出与消耗平衡/Balance resource output and consumption | 根据玩家资源储备量调整/Adjust per player resource reserves | 防止资源过度积累/Prevent resource over-accumulation |
| 难度自适应/Difficulty Adaptation / 难度自适应/Difficulty Adaptation | 资源掉落与关卡难度关联/Resource drops link to level difficulty | 高级区域高价值资源/High-value resources in advanced areas | 确保挑战与回报匹配/Ensure challenge-reward match |
| 季节性波动/Seasonal Fluctuation / 季节性波动/Seasonal Fluctuation | 特定资源在某些时期产出增加/Specific resources produce more in certain periods | 事件驱动的资源增加/Event-driven resource increase | 鼓励多样化游戏风格/Encourage varied play styles |
| 玩家行为分析/Player Behavior Analysis / 玩家行为分析/Player Behavior Analysis | 根据玩家资源使用习惯优化/Guide optimize per player resource habits | 个性化资源推荐/Personalized resource recommendations | 提高资源管理体验/Improve resource management experience |
2. 资源经济学模型 / Resource Economics Model#
| 经济元素/Economic Element | 游戏规则/Game Rules | 市场影响/Market Impact | 玩家策略/Player Strategy |
|---|
| 供需关系/Supply-Demand / 供需关系/Supply-Demand | 稀有资源产出有限/Rare resources limited output | 稀有资源价值上升/Rare resource value rise | 囤积稀有资源/ Hoard rare resources |
| 货币流通/Money Circulation / 货币流通/Money Circulation | 金币主要来源于击杀和任务/Gold mainly from kills and quests | 金币流通稳定/ Gold circulation stable | 平衡击杀与探索/G平衡击杀与探索/Balance kills and exploration |
| 资源等级梯度/Resource Tier Gradient / 资源等级梯度/Resource Tier Gradient | 资源随等级提升而增强/Resource improves with level | 高阶资源价值更高/Higher-tier resources more valuable | 逐步升级装备/Gradually upgrade gear |
| 稀有度定价/Rarity Pricing / 稀有度定价/Rarity Pricing | 稀有度按品质分级/Rarity graded by quality | 传奇物品价格极高/Legendary items extremely expensive | 合理分配资源预算/Rationally allocate budget |
3. 资源管理与游戏进程的关系/Relationship Between Resource Management and Game Progress#
| 游戏阶段/Game Phase | 资源需求变化/Resource Demand Change | 管理重点/Management Focus | 常见错误/Common Mistakes |
|---|
| 探索入门/Exploration Entry / 探索入门/Exploration Entry | 基础资源需求高/High basic resource needs | 确保基本生存/Ensure basic survival | 过度消耗紧急药品/Over-consume emergency potions |
| Build成型/Build Formation / Build成型/ Build Formation | 特定资源需求增加/Specific resource needs increase | 针对性资源积累/Targeted resource accumulation | 忽视长期资源规划/Ignore long-term resource planning |
| 终局准备/Endgame Preparation / 终局准备/Endgame Preparation | 高级资源需求激增/Advanced resource needs surge | 高效资源获取/Efficient resource acquisition | 资源投入效率低/Resource investment inefficiency |
| 多周目/ Multi-run / 多周目/Multi-run | 继承与新增资源平衡/Balance inherited and new resources | 多周目资源规划/Multi-run resource planning | 忽视继承资源价值/Ignoring inherited resource value |
4. 资源与Build的互动关系/Interaction Between Resources and Build#
| Build类型/Build Type | 核心资源需求/Core Resource Needs | 资源优先级/Resource Priority | 资源策略/Resource Strategy |
|---|
| 攻击型/Attack Type | 高伤害武器/Damage weapons, 强化药剂/Enhancement potions | 武器优先级最高/Gear highest priority | 集中资源投入攻击装备/Focus resources on attack gear |
| 防御型/Defense Type | 高防御护甲/High defense armor, 生命药水/Health potions | 护甲优先级最高/DEF gear highest priority | 均衡投入防御资源/Balanced DEF resource investment |
| 潜行型/Stealth Type | 隐身药剂/Stealth potions, 轻武器/Light weapons | 潜行装备优先级最高/Stealth gear highest priority | 投资于潜行相关装备/Invest in stealth-related gear |
| 祭祀型/Ritual Type | 祭品材料/Ritual materials, 符文/Runes | 祭祀资源优先级最高/Ritual resources highest priority | 优先积累祭祀材料/Prioritize accumulating ritual materials |
5. 资源管理与社区协作 / Resource Management and Community Collaboration#
| 协作方式/Collaboration Method | 资源分享内容/Resource Sharing Content | 协作平台/Collaboration Platform | 协作效果/Collaboration Effect |
|---|
| 路线分享/Route Sharing / 路线分享/Route Sharing | 高效资源获取路线/Efficient resource acquisition routes | 论坛和社区/forums and community | 集体资源效率提升/Collective resource efficiency improvement |
| 事件信息分享/Event Info Sharing / 事件信息分享/Event Info Sharing | 特殊事件出现时间和地点/ Special event timing and locations | Discord等即时通讯/Instant messaging like Discord | 提高事件触发效率/Increase event trigger efficiency |
| 资源交换/Resource Exchange / 资源交换/Resource Exchange | 多余资源互相交换/Mutual exchange of surplus resources | 游戏内置交易系统/In-game trading system | 资源利用效率最大化/Resource utilization efficiency maxed |
| 策略共享/Strategy Sharing / 策略共享/Strategy Sharing | 资源管理技巧和经验/Resources management tips and experience | Wiki和攻略网站/Wiki and guide websites | 整体资源管理水平提升/Overall resource management improvement |
6. 资源系统的未来发展方向 / Resource System Future Development Directions#
| 发展方向/Development Direction | 当前状态/Current Status | 改进建议/Improvement Suggestions | 预期效果/Expected Effect |
|---|
| 资源交易平台/Resource Trading Platform / 资源交易平台/Resource Trading Platform | 基础交易功能/Basic trading function | 增加玩家间交易平台/Add player-to-player trading | 促进资源自由流通/Promote free resource circulation |
| 资源继承系统/Resource Inheritance System / 资源继承系统/Resource Inheritance System | 部分继承/Partial inheritance | 增加更多可继承资源类型/Add more inheritable resource types | 提高多周目价值/Increase multi-run value |
| 资源成就/Resource Achievements / 资源成就/Resource Achievements | 基础成就系统/Basic achievement system | 增加资源管理类成就/Add resource management achievements | 激励资源优化管理/Motivate optimized resource management |
| 动态资源定价/Dynamic Resource Pricing / 动态资源定价/Dynamic Resource Pricing | 固定价格/Fixed prices | 根据市场供求调整价格/Adjust prices per market supply-demand | 增加经济系统深度/Add economic system depth |
六、Deep Dive(续):资源系统的进阶策略 / Deep Dive (cont.): Advanced Resource Strategies#
1. 不同Build的资源需求差异 / Build-specific Resource Demand Differences#
| Build类型/Build Type | 核心资源需求/Core Resource Needs | 资源优先级排序/Resource Priority Order | 资源积累效率/Resource Accumulation Efficiency | 最佳发展阶段/Optimal Development Stage |
|---|
| 近战战士/Melee Warrior | 高攻击武器、生命药水、强化药剂/High ATK weapons, health potions, buff potions | 武器>防具>消耗品>其他/Weapons > Armor > Consumables > Others | 中等/Mid (Boss掉落/ Boss drops) | 中期成型/Mid-game formation |
| 远程弓手/Ranged Archer | 弹药、精准武器、隐身药剂/Ammo, precision weapons, stealth potions | 武器>弹药>消耗品>饰品/Weapons > Ammo > Consumables > Accessories | 较高/Higher (持续消耗/Continuous consumption) | 前期到中期/Early to mid |
| 祭祀法师/Ritual Mage | 符文、祭品材料、祭司币/Runes, ritual materials, priest tokens | 祭祀材料>符文>饰品>其他/Ritual mats > Runes > Accessories > Others | 较低/Lower (稀有获取/Rare acquisition) | 后期成型/Late-game formation |
| 潜行刺客/Stealth Rogue | 隐身药剂、轻武器、解毒药/Stealth potions, light weapons, antitoxin | 消耗品>武器>饰品>防具/Consumables > Weapons > Accessories > Armor | 中等偏高/Above-mid (事件获取/Event acquisition) | 全阶段适用/All stages |
| 坦克守护者/Tank Guardian | 高防御护甲、生命药水、体力药水/High DEF armor, health & stamina potions | 防具>生命药水>体力药水>其他/Armor > Health potions > Stamina potions > Others | 中等/Mid (商店+宝箱/Shop + treasures) | 前期开始/From early game |
2. 资源投资的复利效应 / Resource Investment Compound Effect#
| 投资阶段/Investment Phase | 资源投入量/Resource Investment | 直接回报/Direct Return | 复利增长/Compound Growth | 总回报率/Total ROI |
|---|
| 早期投资/Early Investment | 100单位/100 units | 120单位/120 units | +5%/+5% per stage | ~300% by late-game |
| 中期投资/Mid Investment | 200单位/200 units | 280单位/280 units | +10%/+10% per stage | ~500% by endgame |
| 后期投资/Late Investment | 500单位/500 units | 750单位/750 units | +15%/+15% per stage | ~800% by endgame |
| 终极投资/Final Investment | 1000单位/1000 units | 1800单位/1800 units | +25%/+25% per stage | ~1200% by endgame |
3. 资源浪费识别与纠正 / Resource Waste Identification & Correction#
| 浪费类型/Waste Type | 表现/Manifestation | 影响程度/Impact Level | 纠正方法/Correction Method | 预防措施/Prevention Measure |
|---|
| 过早消耗/Early Consumption | 关键道具在前期用完/Key items used early | 高/High | 调整使用习惯/Adjust usage habits | 建立存储规则/Establish storage rules |
| 低效升级/Inefficient Upgrading | 低价值装备过度升级/Low-value gear over-upgraded | 中高/Above-mid | 优先升级核心装备/Prioritize core gear | 制定升级计划/Create upgrade plan |
| 重复购买/Repeat Purchase | 已有相同物品再次购买/Already own same item bought again | 中/Mid | 检查库存再购买/Check inventory before buying | 做好物品管理/Do good item management |
| 错误分配/Wrong Allocation | 技能点分配到无用技能/Skill points to useless skills | 高/High | 利用重置功能调整/Use reset function | 研究Build后再分配/Research Build before spending |
| 忽视环境/Ignore Environment | 忽略免费环境资源/Ignore free environmental resources | 中/Mid | 改变探索习惯/Change exploration habits | 每次探索都利用环境/Use environment every exploration |
| 工具类型/Tool Type | 具体工具/Specific Tool | 使用场景/Usage Scenario | 效率提升/Efficiency Improvement | 学习成本/Learning Cost |
|---|
| 物品清单/Inventory List | 游戏内物品清单/In-game inventory | 查看和管理所有物品/View and manage all items | +20%管理效率 +20% management | 无/None |
| 资源追踪表/Resource Tracker | 自制表格/Custom made spreadsheet | 记录稀有资源分布/Log rare resource distribution | +40%获取效率 +40% acquisition | 低/Low |
| 预算规划/Budget Planning | 每阶段资源预算/Per-stage resource budget | 规划资源使用计划/Plan resource usage | +30%投资回报率 +30% ROI | 中/Mid |
| Build对照表/Build Reference | Build对应的资源需求表/Build-matched resource needs | 针对性资源积累/Targeted resource accumulation | +50%资源针对性 +50% resource targeting | 中/Mid |
| 时间日志/Time Log | 记录每种刷取方式耗时/Log time per farming method | 优化刷取效率/Optimize farming efficiency | +35%时间利用 +35% time utilization | 中高/Above-mid |
5. 资源管理与心理因素 / Resource Management & Psychological Factors#
| 心理因素/Psychological Factor | 对资源管理的影响/Impact on Resource Management | 典型表现/Typical Manifestation | 改善方法/Improvement Method |
|---|
| 恐惧心理/Fear Psychology | 过度囤积导致资源闲置/Over-hoarding leads to idle resources | 舍不得使用贵重物品/Reluctant to use valuable items | 设定使用阈值/Set usage thresholds |
| 贪婪心理/Greed Psychology | 追求完美导致决策瘫痪/Perfectionism leads to decision paralysis | 犹豫是否使用资源/Hesitate whether to use resources | 设定决策时间 limit/Set decision time limits |
| 损失厌恶/Loss Aversion | 害怕损失而不愿投资/Fear of loss prevents investment | 不愿投入资源到长期目标/Unwilling to invest in long-term goals | 计算长期回报/Calculate long-term returns |
| 即时满足/Instant Gratification | 过早消耗资源获得短期快感/Early consumption for short-term pleasure | Boss战前用完所有药品/Use all potions before boss | 制定消耗规则/Create consumption rules |
6. 多周目资源继承策略 / Multi-run Resource Inheritance Strategy#
| 周目策略/Run Strategy | 继承资源类型/Inherited Resource Type | 继承比例/Inheritance Ratio | 策略重点/Strategy Focus | 推荐周目/Recommended Run |
|---|
| 快速通关策略/Rapid Clear / 快速通关策略/Rapid Clear | 基础货币/Basic currency | 50%继承/50% inherited | 快速积累启动资金/Quick start fund accumulation | 第2-3周目/Run 2-3 |
| Build优化策略/Build Optimization / Build优化策略/Build Optimization | 技能解锁/Skill unlocks | 80%继承/80% inherited | 完善核心Build/Perfect core Build | 第3-5周目/Run 3-5 |
| 全收集策略/Full Collection / 全收集策略/Full Collection | 收集品/ Collectibles | 100%继承/100% inherited | 完成全收集目标/Complete full collection | 第5周目+/Run 5+ |
| 成就冲关策略/Achievement Push / 成就冲关策略/Achievement Push | 成就相关资源/Achievement-related resources | 按成就要求/Per achievement req | 特定目标定向积累/Targeted accumulation | 根据成就需要/Per achievement needs |
标签/Tags: The Mound, 土丘, Omen of Cthulhu, 克苏鲁, 资源, Resources, 管理, Management, 金币, Gold, 装备, Gear, 消耗品, Consumables, 神器, Artifacts, 攻略, Guide