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Spell Energy supplied per Health sacrificed when you lack Energy. Bypasses Barrier; leaves at least 1 Health.
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Stat.blood_cast_efficiency.descMissing translation
Spell Energy per Health
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Stat.blood_cast_efficiency.nameMissing translation
Healing per retaliating Blood Shard hit. Enemy hits can release shards even through Barrier.
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Stat.blood_shard_on_hurt.descMissing translation
Retaliating Shard Healing
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Stat.blood_shard_on_hurt.nameMissing translation
Explosion damage at max Burning. Consumes Burning; scales with Status Power and excess application.
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Stat.burning_max_explosion.descMissing translation
Burning Explosion Damage
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Stat.burning_max_explosion.nameMissing translation
Bonus to Burning tick frequency and stack decay, concentrating damage into less time.
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Stat.burning_rate.descMissing translation
Burning Speed Bonus
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Stat.burning_rate.nameMissing translation
Maximum Burning stacks per target, also raising the threshold for maximum-stack effects.
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Stat.burning_stack_limit.descMissing translation
Burning Stack Limit
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Stat.burning_stack_limit.nameMissing translation
Damage multiplier for attacks released while Concealed.
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Stat.concealed_damage.descMissing translation
Concealed Damage
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Stat.concealed_damage.nameMissing translation
Hit damage reduction per Curse stack on the attacker, with separate caps alongside Armor.
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Stat.curse_defense.descMissing translation
Defense per Curse Stack
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Stat.curse_defense.nameMissing translation
Percentage growth of existing Curse stacks per hit, shared across split attacks.
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Stat.curse_multiply_on_hit.descMissing translation
Curse Growth on Hit
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Stat.curse_multiply_on_hit.nameMissing translation
Percentage of remaining Curse stacks spread from a slain enemy to every nearby enemy.
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Stat.curse_transfer.descMissing translation
Curse Spread on Kill
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Stat.curse_transfer.nameMissing translation
Immediate damage per Poisoned stack actually added. Adds no damage for stacks blocked by the cap.
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Stat.damage_per_poisoned.descMissing translation
Poison Application Damage
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Stat.damage_per_poisoned.nameMissing translation
Base chance per enemy touched per normal Dash. Frozen increases it up to threefold, capped at 75% after all bonuses. Bosses lose 5% Max Health instead.
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Stat.dash_shatter.descMissing translation
Base Shatter Chance on Dash
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Stat.dash_shatter.nameMissing translation
Hits discharge Electrified immediately, adding this bonus to the discharge's Status Power multiplier.
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Stat.elec_damage.descMissing translation
Electrified Discharge
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Stat.elec_damage.nameMissing translation
Storm damage per bolt at max Electrified. Consumes Electrified; scales with Status Power and excess application.
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Stat.electrified_max_storm.descMissing translation
Electrified Storm Damage
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Stat.electrified_max_storm.nameMissing translation
Electrified stacks applied to attackers you Evade, before Status Application.
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Stat.electrified_per_evade.descMissing translation
Electrified on Evade
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Stat.electrified_per_evade.nameMissing translation
Maximum Electrified stacks per target, also raising the threshold for maximum-stack effects.
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Stat.electrified_stack_limit.descMissing translation
Electrified Stack Limit
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Stat.electrified_stack_limit.nameMissing translation
Holy Dagger emission strength. Increases output and shared emission duration, rather than fixed projectile count.
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Stat.emit_dagger_count.descMissing translation
Holy Dagger Emissions
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Stat.emit_dagger_count.nameMissing translation
Lightning Jolt emission strength. Increases output and shared emission duration, rather than fixed projectile count.
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Stat.emit_lightning_count.descMissing translation
Lightning Emissions
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Stat.emit_lightning_count.nameMissing translation
Enemy movement and action slowdown, capped at 60%. Excludes allies and damage-over-time clocks.
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Stat.enemy_slow.descMissing translation
Enemy Slow
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Stat.enemy_slow.nameMissing translation
Fraction of Evasion added to Armor before caps. Evasion is retained.
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Stat.evasion_to_armor.descMissing translation
Armor from Evasion
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Stat.evasion_to_armor.nameMissing translation
Power of the fatal-damage rescue Ultimate. Requires 100% charge and spends all charge; leaves 1 Health and brief invulnerability.
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Stat.fatal_ultimate_power.descMissing translation
Primordial Cast Power
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Stat.fatal_ultimate_power.nameMissing translation
Spreading flame damage when hitting Burning enemies, increased by Burning stacks.
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Stat.firetrails_on_hit.descMissing translation
Flames on Burning Hit
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Stat.firetrails_on_hit.nameMissing translation
Frozen stacks per second to nearby enemies, before Aura Power and Status Application.
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Stat.freezing_aura.descMissing translation
Frozen Aura Stacks
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Stat.freezing_aura.nameMissing translation
Amplifies bonuses and penalties from Runes fused into this item.
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Stat.fused_effect.descMissing translation
Fused Rune Bonus Power
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Stat.fused_effect.nameMissing translation
Fraction of healing, including overhealing, dealt as damage to every living enemy in the level.
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Stat.healing_damage.descMissing translation
Damage from Healing
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Stat.healing_damage.nameMissing translation
Fraction of healing also restored as Barrier, including overhealing, limited by Max Barrier.
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Stat.healing_to_barrier.descMissing translation
Barrier from Healing
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Stat.healing_to_barrier.nameMissing translation
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