Italiano strings

Missing translation2054 strings
Spirits on Kill
No translation
Stat.kill_spirit_release.nameMissing translation
Electrified stacks applied per hit, shared across split attacks.
No translation
Stat.lightning_strike.descMissing translation
Electrified on Hit
No translation
Stat.lightning_strike.nameMissing translation
Barrier capacity relative to Max Health, using at least 100 Health as its basis.
No translation
Stat.max_barrier.descMissing translation
Max Barrier
No translation
Stat.max_barrier.nameMissing translation
Lightning arc damage relative to the triggering melee hit. Arcs are Secondary Attacks with guaranteed Crits.
No translation
Stat.melee_arcs.descMissing translation
Melee Lightning Arc Damage
No translation
Stat.melee_arcs.nameMissing translation
Damage multiplier against enemies less than 60 units away.
No translation
Stat.nearby_damage_mod.descMissing translation
Nearby Damage
No translation
Stat.nearby_damage_mod.nameMissing translation
Extra Armor below 10% Health, before Armor caps.
No translation
Stat.near_death_defense.descMissing translation
Near Death Armor
No translation
Stat.near_death_defense.nameMissing translation
Bonus damage against enemies above 75% Health.
No translation
Stat.opening_damage_mod.descMissing translation
Damage against Healthy
No translation
Stat.opening_damage_mod.nameMissing translation
Number of orbiting Holy Hammers. Each deals 5 base damage per hit, modified by your damage and Aura Power. Attack Speed increases orbit speed; Attack Range and Aura Radius increase orbit distance. Summoned groups share the hammer budget.
No translation
Stat.orbit_divine_count.descMissing translation
Orbiting Holy Hammers
No translation
Stat.orbit_divine_count.nameMissing translation
At 120%, each enemy pierced adds 20% of the attack's starting damage.
No translation
Stat.pierce_damage_mod.descMissing translation
Pierce Damage
No translation
Stat.pierce_damage_mod.nameMissing translation
Poisoned stacks per second to nearby enemies, before Aura Power and Status Application.
No translation
Stat.poisoned_aura.descMissing translation
Poisoned Aura Stacks
No translation
Stat.poisoned_aura.nameMissing translation
Homing Vespa released at max Poisoned. Consumes Poisoned; excess application increases swarm size.
No translation
Stat.poisoned_max_seekers.descMissing translation
Poisoned Swarm Count
No translation
Stat.poisoned_max_seekers.nameMissing translation
Maximum Poisoned stacks per target, also raising the threshold for maximum-stack effects.
No translation
Stat.poisoned_stack_limit.descMissing translation
Poisoned Stack Limit
No translation
Stat.poisoned_stack_limit.nameMissing translation
Poisoned stacks applied per hit, shared across split attacks.
No translation
Stat.poison_strike.descMissing translation
Poisoned on Hit
No translation
Stat.poison_strike.nameMissing translation
Lifetime multiplier for projectiles, defensive fields, and timed skill effects.
No translation
Stat.proj_duration.descMissing translation
Effect Duration
No translation
Stat.proj_duration.nameMissing translation
Damage retained by each of two forks when a projectile expires or hits terrain. Forks cannot fork.
No translation
Stat.proj_fork_damage.descMissing translation
Fork Damage Retained
No translation
Stat.proj_fork_damage.nameMissing translation
Projectile returns after it would end. Positive fractions allow another return.
No translation
Stat.proj_rebound.descMissing translation
Projectile Rebounds
No translation
Stat.proj_rebound.nameMissing translation
Projectile bounces off terrain before expiring. Each bounce restores 25% of starting lifespan, up to the starting lifespan. Fractions round down.
No translation
Stat.proj_ricochet_count.descMissing translation
Wall Bounces
No translation
Stat.proj_ricochet_count.nameMissing translation
Damage added per wall bounce, as a percentage of starting damage. Bonuses add rather than multiply.
No translation
Stat.proj_ricochet_damage.descMissing translation
Damage per Wall Bounce
No translation
Stat.proj_ricochet_damage.nameMissing translation
Projectile steering strength toward its chosen target.
No translation
Stat.proj_seeking.descMissing translation
Projectile Homing
No translation
Stat.proj_seeking.nameMissing translation
Strength of curved projectile movement.
No translation
Stat.proj_spiraling.descMissing translation
Projectile Spiraling
No translation
Stat.proj_spiraling.nameMissing translation
Strength of random changes in projectile direction.
No translation
Stat.proj_wandering.descMissing translation
Projectile Wandering
No translation
Stat.proj_wandering.nameMissing translation
How long resurrected Servants and their offspring last after rising. Each point adds 2 seconds. Servants retain 50% Health and damage. Maximum three; new Servants replace the oldest.
No translation
Stat.raise_dead_duration.descMissing translation
Servant Lifetime (seconds)
No translation
Stat.raise_dead_duration.nameMissing translation
Random Curse stacks applied per hit, shared across split attacks.
No translation
Stat.random_curse_on_hit.descMissing translation
Random Curse Stacks on Hit
No translation
Stat.random_curse_on_hit.nameMissing translation
Chance to reflect incoming projectiles, avoiding their hits. Subject to Reflection caps.
No translation
Stat.reflection_chance.descMissing translation
Reflection Chance
No translation
Stat.reflection_chance.nameMissing translation
Damage multiplier against enemies that have hit you.
No translation
Stat.retaliation_damage_mod.descMissing translation
Retaliation Damage
No translation
Stat.retaliation_damage_mod.nameMissing translation
Retribution stacks per second to nearby enemies, before Aura Power.
No translation
Stat.retribution_aura.descMissing translation
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