阿蕾奇諾

阿蕾奇諾
阿蕾奇諾Name阿蕾奇諾
Title孤暝厄月
Occupation愚人眾
AssociationFATUI
RarityRaritystrRaritystrRaritystrRaritystrRaritystr
WeaponWeapon Polearm
ElementElement Pyro
Day of Birth22
Month of Birth8
Vision (Introduced)
Constellation (Introduced)淨煉火座
Chinese Seuyu黄莺
Japanese Seuyu森なな子
English SeuyuErin Yvette
Korean Seuyu李明禧
Description愚人眾執行官第四席,「僕人」。沉靜冷酷的外交官,「壁爐之家」所有孩子們畏懼又依賴的「父親」。
Character Ascension Materials
燃願瑪瑙碎屑
燃願瑪瑙斷片
燃願瑪瑙塊
燃願瑪瑙
金色旋律的斷章
虹彩薔薇
新兵的徽記
士官的徽記
尉官的徽記
Skill Ascension Materials
「秩序」的教導
「秩序」的指引
「秩序」的哲學
殘火燈燭
智識之冕

Table of Content
Stats
Skills
Skill Ascension
Related Items
Gallery
Sounds
Quotes
Stories

Stats

LvHPAtkDefCritRate%CritDMG%Bonus CritDMG%MaterialsTotal Materials
1102026.6359.535.0%50.0%0%
20264669.07154.425.0%50.0%0%
燃願瑪瑙碎屑1
虹彩薔薇3
新兵的徽記3
摩拉20000
燃願瑪瑙碎屑1
虹彩薔薇3
新兵的徽記3
摩拉20000
20+352191.9205.475.0%50.0%0%
405268137.51307.445.0%50.0%0%
燃願瑪瑙斷片3
金色旋律的斷章2
虹彩薔薇10
新兵的徽記15
摩拉40000
燃願瑪瑙碎屑1
虹彩薔薇13
新兵的徽記18
摩拉60000
燃願瑪瑙斷片3
金色旋律的斷章2
40+5889153.73343.715.0%50.0%9.6%
506776176.87395.445.0%50.0%9.6%
燃願瑪瑙斷片6
金色旋律的斷章4
虹彩薔薇20
士官的徽記12
摩拉60000
燃願瑪瑙碎屑1
虹彩薔薇33
新兵的徽記18
摩拉120K
燃願瑪瑙斷片9
金色旋律的斷章6
士官的徽記12
50+7604198.49443.85.0%50.0%19.2%
608500221.87496.075.0%50.0%19.2%
燃願瑪瑙塊3
金色旋律的斷章8
虹彩薔薇30
士官的徽記18
摩拉80000
燃願瑪瑙碎屑1
虹彩薔薇63
新兵的徽記18
摩拉200K
燃願瑪瑙斷片9
金色旋律的斷章14
士官的徽記30
燃願瑪瑙塊3
60+9121238.09532.345.0%50.0%19.2%
7010025261.68585.085.0%50.0%19.2%
燃願瑪瑙塊6
金色旋律的斷章12
虹彩薔薇45
尉官的徽記12
摩拉100K
燃願瑪瑙碎屑1
虹彩薔薇108
新兵的徽記18
摩拉300K
燃願瑪瑙斷片9
金色旋律的斷章26
士官的徽記30
燃願瑪瑙塊9
尉官的徽記12
70+10647277.9621.355.0%50.0%28.8%
8011561301.76674.695.0%50.0%28.8%
燃願瑪瑙6
金色旋律的斷章20
虹彩薔薇60
尉官的徽記24
摩拉120K
燃願瑪瑙碎屑1
虹彩薔薇168
新兵的徽記18
摩拉420K
燃願瑪瑙斷片9
金色旋律的斷章46
士官的徽記30
燃願瑪瑙塊9
尉官的徽記36
燃願瑪瑙6
80+12182317.98710.965.0%50.0%38.4%
9013103342.03764.715.0%50.0%38.4%

Skills

Active Skils

普通攻擊·斬首之邀普通攻擊·斬首之邀
普通攻擊
進行至多六段的連續槍擊。

重擊
消耗一定體力,向附近的敵人突進,並進行一次揮斬。
持續長按時,阿蕾奇諾將以消耗體力為代價,進行至多持續5秒的快速移動。

下落攻擊
從空中下墜衝擊地面,攻擊下落路徑上的敵人,並在落地時造成範圍傷害。

紅死之宴
阿蕾奇諾具有的生命之契大於或等於生命值上限的30%時,將進入紅死之宴狀態:普通攻擊、重擊與下落攻擊造成的傷害將轉為無法被附魔覆蓋的火元素傷害。
紅死之宴狀態下,阿蕾奇諾的普通攻擊命中敵人時,將提升本次攻擊造成的傷害,提升值相當於阿蕾奇諾的攻擊力乘以目前生命之契百分比的一定比例,並消耗目前7.5%的生命之契,每0.03秒至多因此消耗一次生命之契;依此方式消耗生命之契時,會使元素戰技「萬相化灰」的冷卻縮短0.8秒。
Lv1Lv2Lv3Lv4Lv5Lv6Lv7Lv8Lv9Lv10Lv11Lv12Lv13Lv14Lv15
紅死之宴提升120.4%130.2%140%154%163.8%175%190.4%205.8%221.2%238%254.8%271.6%288.4%305.2%322%
一段傷害47.5%51.37%55.23%60.76%64.62%69.04%75.12%81.19%87.27%93.9%100.52%107.15%113.78%120.41%127.04%
二段傷害52.11%56.35%60.59%66.65%70.89%75.74%82.4%89.06%95.73%103%110.27%117.54%124.81%132.08%139.35%
三段傷害65.39%70.71%76.03%83.63%88.96%95.04%103.4%111.76%120.13%129.25%138.37%147.5%156.62%165.75%174.87%
四段傷害37.15% + 37.15%40.17% + 40.17%43.19% + 43.19%47.51% + 47.51%50.53% + 50.53%53.99% + 53.99%58.74% + 58.74%63.49% + 63.49%68.24% + 68.24%73.43% + 73.43%78.61% + 78.61%83.79% + 83.79%88.98% + 88.98%94.16% + 94.16%99.34% + 99.34%
五段傷害69.98%75.68%81.37%89.51%95.21%101.72%110.67%119.62%128.57%138.34%148.1%157.87%167.63%177.4%187.16%
六段傷害85.38%92.33%99.28%109.2%116.15%124.1%135.02%145.94%156.86%168.77%180.68%192.6%204.51%216.42%228.34%
重擊傷害90.82%98.21%105.6%116.16%123.55%132%143.62%155.23%166.85%179.52%192.19%204.86%217.54%230.21%242.88%
重擊體力消耗25點25點25點25點25點25點25點25點25點25點25點25點25點25點25點
快速移動體力消耗每秒40點每秒40點每秒40點每秒40點每秒40點每秒40點每秒40點每秒40點每秒40點每秒40點每秒40點每秒40點每秒40點每秒40點每秒40點
下墜期間傷害63.93%69.14%74.34%81.77%86.98%92.93%101.1%109.28%117.46%126.38%135.3%144.22%153.14%162.06%170.98%
低空/高空墜地衝擊傷害127.84% / 159.68%138.24% / 172.67%148.65% / 185.67%163.51% / 204.24%173.92% / 217.23%185.81% / 232.09%202.16% / 252.51%218.51% / 272.93%234.86% / 293.36%252.7% / 315.64%270.54% / 337.92%288.38% / 360.2%306.22% / 382.48%324.05% / 404.76%341.89% / 427.04%
萬相化灰萬相化灰
遣令厄月血火,對附近的多名敵人造成火元素傷害,並對其中一名敵人突進切斬,造成火元素範圍傷害。
上述攻擊命中敵人時將對其施加血償勒令。

血償勒令
· 血償勒令持續30秒,每5秒,血償勒令將對敵人造成一次火元素傷害,至多造成2次傷害。該傷害視為元素戰技傷害。
· 阿蕾奇諾進行重擊或施放元素爆發「厄月將升」時,將回收並清除周圍的血償勒令,每回收一枚血償勒令,將為她賦予生命值上限65%的生命之契。
· 施放元素戰技後的35秒內,至多透過血償勒令為阿蕾奇諾賦予生命值上限145%的生命之契。持續期間再次施放元素戰技將重新計算持續時間與血償勒令能賦予的生命之契上限。

在她看來,孤獨的麥粒落入大地中並不總會結出麥穗,有可能只是無聲地腐敗。而阻攔她的一切若是燒為灰燼,肯定能拿來滋養花朵。
Lv1Lv2Lv3Lv4Lv5Lv6Lv7Lv8Lv9Lv10Lv11Lv12Lv13Lv14Lv15
尖刺傷害14.84%15.95%17.07%18.55%19.66%20.78%22.26%23.74%25.23%26.71%28.2%29.68%31.54%33.39%35.25%
切斬傷害133.56%143.58%153.59%166.95%176.97%186.98%200.34%213.7%227.05%240.41%253.76%267.12%283.82%300.51%317.21%
血償勒令傷害31.8%34.19%36.57%39.75%42.14%44.52%47.7%50.88%54.06%57.24%60.42%63.6%67.58%71.55%75.53%
冷卻時間30秒30秒30秒30秒30秒30秒30秒30秒30秒30秒30秒30秒30秒30秒30秒
厄月將升厄月將升
阿蕾奇諾振舞厄月血火之翼,回收並清除周圍的血償勒令,造成火元素範圍傷害,並在此後清除元素戰技「萬相化灰」的冷卻時間及為自己恢復生命值,回復量基於她的生命之契數值與攻擊力。

就提瓦特常識來說,滿月以外的月相皆僅是煉金術與占星術會用到的厄運隱喻。
她曾在夢中數次夢見的這一輪赤色之月…是噩兆嗎?是,不過悲慘命運是屬於激怒她的那些人。
Lv1Lv2Lv3Lv4Lv5Lv6Lv7Lv8Lv9Lv10Lv11Lv12Lv13Lv14Lv15
技能傷害370.4%398.18%425.96%463%490.78%518.56%555.6%592.64%629.68%666.72%703.76%740.8%787.1%833.4%879.7%
回復量150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力150%生命之契 + 150%攻擊力
冷卻時間15秒15秒15秒15秒15秒15秒15秒15秒15秒15秒15秒15秒15秒15秒15秒
元素能量606060606060606060606060606060

Passive Skills

唯厄月可知曉唯厄月可知曉
在戰鬥狀態下,阿蕾奇諾獲得40%火元素傷害加成,並且僅能透過厄月將升恢復生命值。
唯苦痛可償還唯苦痛可償還
血償勒令具有如下性質:
· 擊敗具有血償勒令的敵人時,將為阿蕾奇諾賦予生命值上限130%的生命之契。
· 在施加的5秒後,會升級為血償勒令·結,在回收時轉而為阿蕾奇諾提供130%生命之契。
上述方式賦予生命之契時,賦予的生命之契數值上限無法超過萬相化灰原本的限制。
唯力量可守護唯力量可守護
基於阿蕾奇諾的攻擊力超過1000的部分,每100點攻擊力都將使阿蕾奇諾獲得1%所有元素抗性與物理抗性。依此方式,阿蕾奇諾的所有元素抗性與物理抗性至多提升20%。

Constellations

「所有的仇與債皆由我償…」「所有的仇與債皆由我償…」
紅死之宴提升進一步提高,提高值為100%;此外,在紅死之宴狀態下進行普通攻擊時,提高阿蕾奇諾的抗打斷能力。
「所有的賞與罰皆自我出…」「所有的賞與罰皆自我出…」
血償勒令施加時即為血償勒令·結。
阿蕾奇諾回收血償勒令·結時,將在前方喚出厄月血火,造成相當於她的攻擊力900%的火元素範圍傷害。此效果每10秒至多觸發一次。
需要解鎖固有天賦「唯苦痛可償還」。
「妳(你)將成為我們新的家人…」「妳(你)將成為我們新的家人…」
普通攻擊·斬首之邀的技能等級提高3級。
至多提升至15級。
「此後,妳(你)們須相愛相護…」「此後,妳(你)們須相愛相護…」
阿蕾奇諾成功回收血償勒令時,厄月將升的冷卻時間縮短2秒,併為她恢復15點元素能量,此效果每10秒至多觸發一次。
「我們已孑然一身,與死無異…」「我們已孑然一身,與死無異…」
厄月將升的技能等級提高3級。
至多提升至15級。
「自此以後,我們將共饗新生。」「自此以後,我們將共饗新生。」
厄月將升造成的傷害提高,提升值相當於阿蕾奇諾的攻擊力乘以目前生命之契百分比的700%。
施放萬相化灰後的20秒內,阿蕾奇諾的普通攻擊與元素爆發的暴擊率提升10%、暴擊傷害提升70%。該效果每15秒至多觸發一次。

Skill Ascension

Sounds

TitleENCNJPKR
Party Switch
Opening Chest
Normal Attack
Medium Attack
Heavy Attack
Taking Damage (Low)
Taking Damage (High)
Battle Skill #1
Battle Skill #3
Sprinting Starts
Jumping
Climbing
Heavy Breathing (Climbing)
Open World Gliding (Start)
Open World Idle
Fainting

Quotes

Audio Language:
TitleVoiceOver
初次見面…
閒聊·眼睛
閒聊·家庭
閒聊·匯報
打雷的時候…
下雪的時候…
陽光很好…
颳大風了…
早安…
午安…
晚上好…
晚安…
關於自己·認知
關於自己·冷血
* 好感等級達到4後開啟
關於我們·讓步
關於我們·做客
* 好感等級達到6後開啟
關於「神之眼」…
* 好感等級達到4後開啟
有什麼想要分享…
感興趣的見聞·極光
感興趣的見聞·蜘蛛
* 好感等級達到4後開啟
關於林尼…
* 好感等級達到4後開啟
關於琳妮特…
* 好感等級達到4後開啟
關於菲米尼…
* 好感等級達到4後開啟
關於那維萊特…
* 好感等級達到4後開啟
關於芙寧娜…
* 好感等級達到4後開啟
關於「女皇」…
* 好感等級達到4後開啟
關於「丑角」…
* 好感等級達到4後開啟
關於「隊長」…
* 好感等級達到4後開啟
關於「博士」…
* 好感等級達到4後開啟
關於「少女」…
* 好感等級達到4後開啟
關於「公雞」…
* 好感等級達到4後開啟
關於「木偶」…
* 好感等級達到4後開啟
關於「富人」…
* 好感等級達到4後開啟
關於「女士」…
* 好感等級達到4後開啟
關於「公子」…
* 好感等級達到4後開啟
想要瞭解阿蕾奇諾·其一
想要瞭解阿蕾奇諾·其二
* 好感等級達到3後開啟
想要瞭解阿蕾奇諾·其三
* 好感等級達到4後開啟
想要瞭解阿蕾奇諾·其四
* 好感等級達到5後開啟
想要瞭解阿蕾奇諾·其五
* 好感等級達到6後開啟
阿蕾奇諾的愛好…
阿蕾奇諾的煩惱…
* 完成「罪人舞步旋」劇情
喜歡的食物…
討厭的食物…
收到贈禮·其一
收到贈禮·其二
收到贈禮·其三
生日…
突破的感受·起
* 突破等級「1」階後開啟
突破的感受·承
* 突破等級「2」階後開啟
突破的感受·轉
* 突破等級「4」階後開啟
突破的感受·合
* 突破等級「6」階後開啟
元素戰技·其一
元素戰技·其二
元素戰技·其三
元素爆發·其一
元素爆發·其二
元素爆發·其三
打開寶箱·其一
打開寶箱·其二
打開寶箱·其三
生命值低·其一
生命值低·其二
生命值低·其三
同伴生命值低·其一
同伴生命值低·其二
倒下·其一
倒下·其二
倒下·其三
受重擊·其一
受重擊·其二
加入隊伍·其一
加入隊伍·其二
加入隊伍·其三

Stories

TitleText
角色詳細位於瓦薩里迴廊的布法蒂公館是一棟漂亮的建築,牆面整潔,門窗閃亮,每天都有乾淨文雅的孩子們來往於此。
和楓丹廷其他漂亮的公館不同,布法蒂公館登記在冊的產權人並不居住在這裡,甚至周圍沒有人聽說過她。
文件上簽署的不過是一個假名,真正的主宰者另有其人。
當大門關起,黑夜中響起孩子們的竊竊私語,他們會提起一個稱呼:「父親」。
說到「父親」,有人面露崇拜,有人心懷畏懼,也有人神色複雜——但無一例外,他們的語氣都會變得恭敬。
孩子們所處的組織名為「壁爐之家」,隸屬於愚人眾。
這裡收養了來自世界各地的孤兒,昂貴的布法蒂公館不過是「家」的一角。
而他們口中的「父親」——也就是壁爐之家的家主——正是如今的愚人眾執行官第四席,「僕人」阿蕾奇諾。
世人對愚人眾、對這位執行官毀譽參半,但是對家中大多數的孩子來說,「父親」都是他們人生中最重要的一個人。
「因為有『父親』在,這裡才真正像一個『家』。」
角色故事1凡是與「僕人」打過交道的人,幾乎都能從她的身上感受到一種無形的壓迫感。
她總是能輕易佔據談話的主導權,當那雙特殊的眼睛望過來時,極少有人能夠面不改色地藏住內心的秘密。
她出手也從不留情,談笑間收拾好一切,甚至會貼心地打掃現場,不讓後來者留下心理陰影。
但這都並非她最難對付的地方,「未知」才是一切恐懼的來源。
哪怕是朝夕相處的孩子們,對她也談不上瞭解——例如她的喜好與厭惡、例如她望向海面時會想些什麼。
每年八月孩子們都會絞盡腦汁為她準備生日禮物,而她收到禮物的表情也從來都是大同小異。
直到去年,菲米尼被從天花板上跌落的壁虎嚇了一跳,眼明手快的琳妮特抓住了這隻小小的「入侵者」,隨手找了個碗將牠扣在桌上。
碗與壁虎被剛回到家的「僕人」當成了今年的禮物。
第二天,林尼到「父親」的辦公室匯報工作,在桌上的飼養箱中又見到了熟悉的身影。
箱中的溫度與濕度都很適宜,壁虎看起來也很享受。
「『父親』似乎有飼養爬蟲類的經驗。」
「僕人」端起茶杯,林尼立刻將視線從壁虎身上挪開,卻在心裡默默記下了這一點。
孩子們總會抓住每一個接近「父親」的機會。
之後林尼與琳妮特、菲米尼收集了許多關於飼養壁虎的知識,想要下次見面時與「父親」多聊幾句。
然而幾天後,林尼再次踏入辦公室時,飼養箱中已經空空如也。
「『父親』…那隻壁虎呢?」
「牠幾次試圖打開飼養箱的蓋子,所以我將牠放歸自由了。雖然相處短暫,但這也是生命的選擇。」
「僕人」的語氣很平靜。看著林尼不知所措的模樣,她隨手指了指窗臺外探頭探腦的飛鳥。
「另外,壁虎離開沒多久就進了牠的肚子。牠似乎還想從我這裡得到更多…你去把牠趕走吧。」
* 好感等級達到2後開啟
角色故事2愛美是人的天性,青春期的孩子們逐漸意識到何謂美醜。他們開始偷偷佩戴飾品,自己用剪刀修理額前碎髮。
這一點小小的叛逆,「父親」不會介懷,也不會干涉。
然而,若是有孩子不肯摘下項鍊,在夜晚執行任務時暴露了行蹤——這件事就進入了需要「父親」教導的範疇。
阿蕾奇諾帶著一個精美的手提袋,走進那個女孩的房間。
少女知道自己犯了錯,已經將項鍊摘下放在桌上,畏懼地站在一旁。
阿蕾奇諾拿起那條項鍊看了看,走向那個孩子,將項鍊戴回少女光潔的脖頸上。
她攏起那孩子耳側柔順的金色長髮:「哦,果然自己穿了耳洞。」
「父親」再度從袋中取出天鵝絨緞帶和寶石耳墜,盤起女孩的頭髮,為她戴上昂貴的飾品。
她扶著少女的肩膀走到鏡子前。鏡中穿戴著珠寶的少女猶如高貴的薔薇,儘管表情流露出強烈的不安,但她的美麗毋庸置疑。
「你們開始愛美了,這很正常。但讓這些漂亮的小東西煽動起虛榮的情緒、動搖了心智,這不好。」
少女惶恐不安地道歉:「對不起,『父親』。」
她顫抖的手伸向耳垂,匆忙地想要解下珠寶,「我保證以後再也不會了…」
鏡中映照出「父親」平靜的臉,她的笑容彷彿從來都沒有變過。
「噓…別緊張。人們常常執著於得不到的東西,我不希望妳今後一直用遺憾來美化回憶。」
「戴著吧。習慣之後,妳自然會明白再美麗的珠寶也不過是一件冰冷的死物。」
「這是新的一課——理解自己的情緒從何而來。主宰它、利用它,而不是受它主宰。」
* 好感等級達到3後開啟
角色故事3在「父親」改寫家的規則之前,壁爐之家呈現出的是另一番面貌。
前代「僕人」的本名是庫嘉維娜。當然,很少會有人直呼她的名字,孩子們通常稱她為「母親」。
她似乎真的是一位完美的母親——笑容親切、態度溫和,對家人照顧得無微不至,還會講各種好聽的故事給孩子們聽。
然而,若是在正常環境下長大的人,聽到她口中的故事大概會覺得毛骨悚然——
她將種種殘忍至極的事情包裝得如童話般美好,引導壁爐之家的成員相互廝殺,直到選出最強大的「王」。
儘管自稱母親,但她從未將這裡視作「家」,無數的犧牲在她眼裡只是一場有趣的實驗。
……
在繼任「僕人」之位、更名阿蕾奇諾之前,少女有另外一個名字:佩露薇利。
她與壁爐之家的其他人一樣,都是身世不明的孤兒,都是「母親」的「孩子」。
許多人都知道「母親」對佩露薇利非常偏愛,對她的關切遠比對自己的親生女兒克雷薇要多。
因此,直到最後也有很多人不明白,為什麼佩露薇利回報給「母親」的會是一場盛大的刺殺。
庫嘉維娜那些瘋狂的實驗位於偏遠的地方,知情者寥寥無幾。
而殺死庫嘉維娜的佩露薇利卻背上了「弒母」的惡名,無人不知她的瘋狂。
……
在一切塵埃落定之後,曾經的佩露薇利——也就是如今的阿蕾奇諾從未主動解釋什麼。
她放任流言甚囂塵上,甚至在背後推波助瀾。
無論是做外交官還是做殺手,最重要的都是看清對手的本質,卻將自己置於迷霧之中。
在她殺死「母親」的地方,如今立著一塊小小的墓碑,上面有她親手寫下的悼辭。
「在此埋葬落日的餘暉,迎接朝陽升起。」
* 好感等級達到4後開啟
角色故事4為了掩蓋自己的出身,將真相焚於火焰,阿蕾奇諾素來對外宣稱自己是一名楓丹人。
但真相卻是從很小的時候起,她就發現自己可以操控一種奇特的火焰。
「家」中沒有人認得這種力量,因此每個人都充滿好奇。但對年幼的她來說,這不是什麼值得炫耀的本領,更像是一種深切的詛咒。
每當她疏於防備,失控的力量就會侵蝕她的身體。先是指尖,隨後是手掌,再然後是手臂——
漆黑的紋路好似焚燒過後的木炭,而她自己就如同正在燃燒的乾柴。
阿蕾奇諾隱約有種預感——若是黑影從手臂爬上肩膀,再從肩膀向下觸及到心臟,她的存在大概會出現某種「變化」。
或許,那就是命運向她攤牌的時刻。
……
除去對身體的侵蝕外,這種火焰還曾為她帶來別的困擾過。
被火焰燒盡的人會留下「殘影」。有時是一些記憶的片段,有時是讓人眼花繚亂的色彩。
倒在她手裡的人越來越多,阿蕾奇諾可以聽到各式各樣的聲音。
尖叫、哀嚎與咒罵有時會把她從夢中吵醒,阿蕾奇諾已經習以為常。畢竟她很少體驗到值得留戀的美夢,夢裡大多都是赤月與荒野。
極少數時候這些殘影保留得還算完整,可以形成一些「有意識的個體」。
雖然遠不如「克雷薇的殘影」那般特殊,但他們會出現在阿蕾奇諾身旁,幫她驅散其他的雜音,帶給她片刻的放鬆。
就像是正在嬉戲的孩童,時而聚在一起,時而隨性飄遠。
阿蕾奇諾記得他們生前是誰,但她從來不會叫他們的名字。
* 好感等級達到5後開啟
角色故事5在面見女皇、受賜邪眼,以及承襲了「阿蕾奇諾」之名後,年輕的「僕人」得到了一場單獨召見。
統括官「丑角」的表情隱於半副面具之後。
「我知道妳內心仍有不滿與疑慮。為此我願解答妳五個問題——關於世界…或者關於妳自身。」
「妳不必向我索要保證或是詢問愚人眾的綱領、女皇陛下的理想。對於那些問題,我將毫無保留予以回答。」
面對「丑角」開誠布公的態度,阿蕾奇諾並沒有完全信任。
「那我也應聲明,我拒絕故弄玄虛、含糊其辭的回答,以及任何文字遊戲或謊言。」
「很謹慎,那麼我回答妳心中的第一個問題吧。為什麼選擇妳,以及為什麼妳要接納我們的選擇——『不成熟之人會為了理想去死,成熟之人為了達成某事願意苟活。』」
……
「第三問。我一直夢見的赤紅之月,以及我的力量究竟是怎麼一回事?」
「我曾經侍奉地下古國的末代王朝,它的名字叫做『黑日』,而在它之前的王朝名叫『赤月』。關於妳與妳出生之前的秘密…去買一本《熱戀中的赫雷貝里》吧。我還心向學術之時不怎麼看這種故事,碰巧這一本我看過。儘管情節似是而非,但重要的細節並無錯漏。」
……
「第五問。在一切都結束後,我和壁爐之家的其他人會怎麼樣?」
「坦率地說我的理想之中並沒有你們任何一人,我只準備踐行『愚者的道義』。但我可以保證,女皇在那之後會變回愛著所有人的神明,在她的理想之內,所有人都會得其所願。」
儘管「愚者的道義」仍然故弄玄虛,但她接受了這個回答。現在她與愚人的五問答已經結束,遮蔽雙眼的迷霧逐漸散開。
「阿蕾奇諾。」
離開的她被身後的「丑角」叫住,她回過了頭。
「比起世界是何種模樣,妳該思考它應去往何方了。」
她回過身繼續向前,只有遠去的腳步聲作為應答。
* 好感等級達到6後開啟
「馬雷勒」為了維持行動的隱秘與安全,壁爐之家內部成員設定了許多暗號,其中一個暗語「馬雷勒」是由「僕人」親自指定的。
「馬雷勒」的本義是楓丹孩子愛玩的一種遊戲——先用筆在地上依序畫好數個格子,再將沙包丟向格子後遵循一定規則輪流跳進跳出。
不知這種遊戲從何時起開始流傳,也不知規則是由何人所編創,在壁爐之家的孩子們年幼時,總會有相對年長的孩子帶著他們玩「馬雷勒」。
輕快的跳躍、爽朗的笑聲——和「馬雷勒」有關的記憶總是與這些陽光般閃耀的美好相連。
所以最初孩子們都很好奇,為什麼父親在設定這個暗語的含義時會在「放鬆」與「危險」中猶豫。
人們並不清楚在曾經的壁爐之家,馬雷勒並非是一種遊戲。
彼時孩子們在大人的注視下,一個接著一個躍入地上畫好的格子,不得跳出格子,不得打亂節奏。
無需詢問跳錯的懲罰——格子外布滿了尖端向上的刀刃。
無法掌控平衡的人、沒有足夠體力的人、因恐懼而出現失誤的人…太多太多人倒在格子外,暗紅色的土壤彷彿在訴說著沉痛的過往。
人們談之色變,沒有人會覺得這跟「輕鬆」二字能沾得上邊。
然而在猶豫之後,如今的阿蕾奇諾依舊選擇了「輕鬆」作為暗語的含義。
馬雷勒已經不會再與「危險」沾上邊。提到這個遊戲,大家腦海中浮現的都是彼此的笑臉。
那就讓不愉快的回憶留在她的心裡吧。拂去血與塵埃,孩子們應該看見更廣闊的未來。
* 好感等級達到4後開啟
神之眼阿蕾奇諾的力量有許多來源。
古老的厄月血火在她身體中燃燒,高貴的血脈既是詛咒也是天資,這是她最初的助力。
仁慈的女皇寬恕了她弒母的罪孽,代表著榮譽的邪眼是女皇青睞的證明——那是她第三次獲得力量。
在此之間,她曾獲得過一枚神之眼,那時她用的還是「佩露薇利」這個名字。
克雷薇還活著的時候,佩露薇利就向她提出過刺殺「母親」的計畫。或許是因為缺乏自信,又或許是被親情束縛,克雷薇並沒有答應。
當身體被冰冷的劍刃刺穿,克雷薇的命運也迎來了終結。至少在邁向死亡的那一刻,她是幸福的,因為她找到了屬於自己的自由。
然而對活下來的佩露薇利來說,命運的齒輪才剛剛開始轉動。
挑選「王」的實驗已經結束,「母親」的野心卻遠遠沒有停下。
佩露薇利決定獨自拾起被擱置的計畫。
自那天起,她就默默盤算著自己與「母親」的差距。她的武藝是「母親」教授的,血脈中的力量也被「母親」盡收眼底。
從孩子們當中脫穎而出的王,對長輩來說依舊只是雛鳥而已。
但她從未在坎坷的生命中學會放棄。
佩露薇利不斷磨練自己的實力,任由身體在一次次交鋒中傷痕累累,任由無法完全掌控的厄月血火將手臂染成漆黑。
然後,在某個月光明亮的夜晚,一枚神之眼毫無徵兆地降臨在她的眼前。
渾圓的神之眼恰好與月亮重疊,晶瑩如玉的它將皎潔的明月染成赤色——
這是她的願望嗎?又或者僅僅是數百次不分晝夜的思索所結出的果實?
這個問題註定得不到回答,她也並不執著於問題本身。
她只是平靜地將神之眼藏在距離心臟最近的地方,然後,為「母親」帶來了一份小小的「驚喜」。
作為愚人眾執行官,阿蕾奇諾不向任何神明俯首,但對這枚象徵七神體制的神之眼,她卻始終認真保管。
因為這是她反抗命運,掌控一己未來的見證。
* 好感等級達到6後開啟

1,695 responses to “阿蕾奇諾”

  1. Should i try to get her weapon or c1?
    I got limited pulls so at the end of first half i will prob have 240ish in the worst case scenario
    I got the PJWS as a back up option

      
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    • The thing is, you kind of need both her C1 and R1,
      but if I had to choose only one, I would go for the weapon.

      Her signature polearm eases her access to BoL, 
      which resolve into better uptime with the Fragment of Harmonic Whimsy set effect 
      and easier rotation.

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      • Yea both is high recommended, but i’d say C1 over wep. C1 adds too many extra hits to the same % Bol. You go from using up 16.5% BoL in 3 hits to just 6% on average. That’s absolutely insane, i’d dare say there isn’t a bigger const in the game that gives so much more overall DPS than Arle’s C1. It’s literally C6 level. I wouldn’t be surprised at all if they swap her C6 and C1 but keeping the crit on the C6. So like C1 becomes E gets a damage boost if you already have some Bol already active and C6 becomes the C1 with the crit boost of the C6.

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        • Yes, C1 is really strong, and, in fact, the first thing I thought when reading Arlecchino’s C1 description was Itto’s C6. 
          It has similar mechanics and allows for prolonging the DMG boost state. 

          Never the less, C1 is still RNG, and I would recommend it over guaranteed improvement.

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          • “Guaranteed” when you don’t even know when you will get the weapon on the banner

      • You most certainly do not need R1 and C1. First of all, her weapon honestly is pretty disappointing for how specific it is to her kit. Staff of Homa R1 (no 50% buff) and Deathmatch R5 both do only a few percent points less and are very universal. Weapon is mostly bait from how it looks, but both Homa and Deathmatch will match her well. And her C1 is just okay. Will extend rotation a bit but pretty unnecessary since you will probably be off cooldown without C1 or a couple secs off at most. This will make even less difference if you end up using Shimenawa.

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      • Well, thank you for a brilliant idea, but I don’t want to spend a weapon billet just to check this specific case. 

        I’m sure there are people here who are using one of those weapons on their characters
        and are willing to contribute research for the community.

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    • from what I understand with her kit. she has on-field downtime issues, being able to increase BoL with CA but has cd 20s from it, her E has 15s cd, it mean 5s downtime, idk if her passive help it but I thing her passive won’t, because her passive will follow her E. C1 fix it anyway

      she is cool, but i think i won’t wish for her

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  2. In the infusion showcase (vs hydro slimes) Arlecchino appears to have some minor pull on some of her attacks, especially her N3
    Also she doesn’t knock back enemies herself so non overload teams are safe

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  3. Seems to be a “high risk, low reward” kinda character. Her damage is approximately the same as Hu Tao’s , but Arli has lower health with complicated self-healing mechanics. I don’t think she will be enjoyable to play for most casual players. Especially in co-op or on mobile phones. They should have allowed her to be healed the normal way or give more self-healing options without overcomplicated conditions.

      
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    • Her damage is told to be bigger than Hu Tao’s. Even if it’s not true, Arle is much easier to play. And her survivability is better than Tao’s, because she’s not running on 30% hp, Her hp still will be full if you don’t get hit, she just heals only from her skill because of her mechanics and this heal is more than enough to press it in case of emergency and heal to full. She’ll be skill-dependent because you’ll be had to dash, but it’s not Tao’s animation cancel. And after all, you can run ZL.

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      • I disagree. Arli has too many conditions she must follow. Hu can heal herself easily just by using her Ult. Press E to get pyro infusion, press Q to heal. Arli on the other hand has to to keep an eye on Bond of Life, which is used for her damage buffs, infusion and healing. Out of BoL? She can’t heal. Not enough BoL? No infusion for you. What’s going to happen if Arli gets hit and she is out of Bond of Life? She needs to use her E-skill to apply Blood Debt on enemies, then use charge attack to accumulate BoL, then wait for 15 seconds for E-skill to recover, then use it again to heal… And don’t forget, she is a melee character. She will need to stand close to enemies, which puts her in harms way. I’ve seen countless party wipes in coop when giant hili suddenly changes his attack direction and jumps on top of everyone. I don’t think majority of players will enjoy it. This is not Dark Souls after all.

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        • all condition you mentioned can be easily solve with SHIELD.

          yes, she need a shield user. just like any other melee attacker. she just come with worse condition as healing can’t be another choice for her.

          about keeping and eye on BoL, actually you don’t have to at all, as long as you understand her rotation. game-play should flow normally until she does white damage then you press E and go again with rotation.

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        • Aint no way you’re out here talking like Hu Tao has so much selfhealing? She constantly puts herself at a lower HP, and agaisnt single targets the ult barely heals and she barely generates particles. Claiming she’s easy to play in co-op is wild or are you running her on a full heal% + hp% set lmao.

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      • The main issue with Arle is that she falls under the normal ICD rule because she utilizes normal attacks. Tao is not because charge attacks don’t have ICD so she always vapes with charge attacks which means more stable damage.

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      • The guy who writes here under every comment that she is stronger than Tao also claims that solo Arle does more damage than the best Neuvillette team, so I don’t advise you to pay attention to him.
        All TC agree that her damage is currently lower than that of Tao and Lyney. Maybe she’ll get a buff in the next beta test updates or in Natlan, idk

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    • Possible change they could make is changing her anti-healing passive to reduce incoming healing by 50-75% while she has a bond of life active rather than just flat out preventing any healing at all. This would allow her to still be healed, albeit in small amounts, which would work well with the new artifact set and reduce risk of getting chipped out completely by things like fatui agent bond of life and corrosion.

      I’m not optimistic HYV will do anything like this tho since they have a really poor track record already with these sorts of all or nothing passives such as Kokomi and Nilou. They are either too lazy or too incompetent to actually implement things with incremental scaling on newer abilities it seems, which is weird considering they already have precedent for these kinds of conditional incremental buffs with things like Yelan and Yun Jin passives. I guess it will always be easier to just make it an on-off switch rather than something with more flexibility tho, so meh

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      • Regardless of all of this discussion and survivability, there are a few reasons why they will/should not change the passive to allow healing:
        1. The key point of the no healing thing is to balance her kit/teams by locking her out of Furina teams and MH. If any percentage of the healing were allowed through, this would completely remove this balancing aspect (as MH doesn’t care about amount, but rather number/frequency of HP changes). Even if you ignore the general balance issues this would cause, it would make the new artifact set they are designing for her and her signiature poor options for her (because MH and Furina damage bonus would simply dwarf them, and the CR from MH would make her crit signature impractical for most players).

        tl;dr changing this would break the purpose of many other things they are planning to release. It could not just be a change to her passive, it would entail a complete change of direction for most of the stuff they are releasing this patch (and probably lots of future content too). This case must be an all or nothing passive because even allowing 1% incoming healing would lead to a complete shift in how she is played and what weapons and artifacts are good for her. The all or nothing is not a lazy technical implementation decision, it is a calculated decision.

        2. Far less important than 1 but still indicitive of the fact that it is very much intended and will not be changed. Her kit’s names and the little stories and stuff they have going with this (and probably the story writing too) make the passive thematically relevant. From what I see it seems focused on her bearing some burden or responsibility completely (e.g. (ignoring the passive in questions) “Strength Alone Can Defend” “All Reprisals and Arrears Are Mine to Bear…” etc). Thus, thematically it would be somewhat odd for her to be so focused on that everywhere else, but then have a random exception “Cinders Alone Shall Nourish…but also 50% of outside healing”.

        Finally on the sustainability, I don’t think it will honestly be that bad (of course it may be more annoying for some players).
        She is completely HP positive (she doesn’t even have anything that consumes her HP, but does have a potent heal available), and her passive gives her (in many situations) 20% resistance to all damage types. Assuming no other resistance effects at the same time that means she takes only 80% as much damage as a normal character would when hit (thus her effective HP will be 125% of her actual HP value).

        Combine this with damage reduction from someone like Xingqiu or Beidou and potentially a sheild and she is pretty safe. The point is that there are multiple fairly accessible methods of increasing her ability to survive. Worst case she is about the same as Hu Tao in non-Furina teams.

        super tl;dr: Characters should have aspects to balance their kits with the rest of the stuff in the game and hers (unless they completely change her kit to do something totally different) needs this passive to be balanced (and can be reasonably dealt with by practically all players).

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      • I believe the anti-healing exists for players to not accidentally decrease/clear BoL, which 1. causes her to lose damage, and 2. does not heal her anyway because Arle would usually have a high amount of BoL (which have to be cleared for any effective healing to occur).

        Not sure about Kokomi; Nilou’s Hydro/Dendro-only passive actually makes sure she’s not too strong (and subsequently not strong enough for the intended pure Blooom usage due to balancing): namely, a grouper (which are usually Anemo)would greatly increase damage due to the quadratic scaling of Dendro Cores; and due to how Quicken works, having an Electro unit can increase the production of Cores and possibly either cause Electro-Charged or enable Dendro unit(s) to Spread.

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      • The problem would be that she wouldn’t get any healing anyway, because having a Bon of Life prevents that and consumes the BOL instead (which would be objectively worse for her).
        The passive is to prevent her from losing BOL from external sources.

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    • By now youve got a trillion good characters that you can unga bunga with. Why not go for a cool risk/reward character?
      Besides, when’s the last time you played co-op with a character with HP mechanics cos I’m guessing it’s never.

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  4. It may be the worst idea ever but her CD of her skill is 15s. A bit long. I think i try her with a set of thundering fury together with raiden shogun. So she will constantly deal overload and the CD will go down by up to 6s. She doenst benefit from the +15% dmg bonus, but the 40(?)%dmg bonus to overload. Let the madness begin.

      
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    • Now, when I think about it, this idea does not look that bad because, for the exchange of DMG% and ATK% from other sets,
      you get better uptime for BoL and easier rotation.
      Add Cheverous to the mix, and it looks like a solid option as an overload team.

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      • A simple calculation says that in a single target situation if you absorb stage 3 blood debt, she can unleash 2 full strings and 3 attacks, or 3 full strings and 2 attacks, depending on how you interpret her skill and passive, on average a 3 full NA string is 10~12 seconds, it’s enough for any existing external buffs to run out
        In a multi target enemy you never need to worry

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        • It’s good that you mention it because, unlike Hu Tao\Xiao\Raiden\Itto,
          she can freely swap back to supports without losing her buffed infusion state, as long as her BoL is higher than 30%.

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  5. so she scales Atk guys? which artifact should I build for her? Is there any new artifact that fits her in 4.6?
    I think I can roll c1 should I invest in that?

      
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  6. Can she use marechausee hunter, not sure how bond of life works, like is she going to decrease or increase her hp a lot for it to be consistent?

      
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    • It’s not recommended because the only ways you’d activate the 4pc would be with furina or just taking dmg, she has anti synergy with furina as she can’t be healed by other characters and if she heals herself she loses a lot of her dps.

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    • No, MH is poorly utilized on her because she has no HP drain and the only HP gain she can have is from her own heal (which you can’t just use at any time because it would remove her pyro infusion/dps increase mechanics early).

      You could technically enable it at least for like a rotation with Furina but the key problem with this is that she has strong factors that make her work poorly in Furina teams (can receive no healing from other people during combat and only heals once every 15 seconds and only at the end if you want to do damage).

      MH is only good if you can manipulate your HP quickly enough to gain stacks early in your damage window and keep them during that time. She can’t do this because she has no way to gain them quickly that is sustainable across more than one rotation because she can heal once per skill and when she does it ends her damage window immediately.

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  7. So after analyzing her kit, she is a really fun dps to play with her new mechanic. Not really needing supports or healers to be powerful.

    With that being said her rotation at C0 is definitely:

    Arlecchino Casts her E –> Swap to other characters to do their rotations –> Go back to Arlecchino to do her Charged Atk for the Bond of Life Mechanic —> then Use Normal Attacks —-> Repeat

    What I like about her Pyro Normal Attacks is “bond of life based” rather than “time based” like Hu Tao, Diluc and Yoimiya. This gives her a better advantage of still dealing good damage even after she was staggered, that is why her A2 is important. With that being said, once per rotation if she has 100% bond of life applied to her, she can only perform 15 normal attacks.

      
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    • If I’m not mistaken, she consumes 5.5% of current value, I calculated 19 attacks, I used a calculator and the formula was “Ans-(Ans*5.5%)” until I hit 30%.
      I calculated 21 attacks on 100% bond of life value, and 15 attacks at 70% bond of life values

      If her N4 consumes consumes bond of life once that’s 3 and a half normal attacks string at 100% BoL

      If it sonsumes twice that’s 3 full strings at 100% BoL

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      • I think we will need confirmation from gameplay or game code analysis, but Genshin has a interesting habit of using % additively even when it seems it would be multiplicative. So even if they say 5.5% of the current value I wouldn’t be surprised if it it actually just means “subtracts 5.5 from the current bond of live amount which is measured in % of HP.” That said the non-linear style seems way more interesting to me because it would mean that the timing of gaining BoL within your window would matter (e.g. gaining 30% from 70% would not give as many hits as gaining 30% from just over 30%).

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