Italiano strings

Missing translation2054 strings
Near Death;Near-Death
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Term.NearDeath.nameMissing translation
Healing beyond your Health cap. Grants no Health, but can power effects that explicitly include overhealing.
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Term.Overhealing.descMissing translation
Overhealing;Overheal;Overheals;Overhealed
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Term.Overhealing.nameMissing translation
Passing through enemies to hit farther targets. Pierce Damage increases damage per enemy already pierced.
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Term.Pierce.descMissing translation
Pierce;Pierces;Pierced;Piercing;Penetrating
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Term.Pierce.nameMissing translation
Both a Status and Curse. Deals repeated damage, increased by stacks, which fade over time.
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Term.Poisoned.descMissing translation
Poisoned;Poison;Poisons;Poisoning
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Term.Poisoned.nameMissing translation
How far an attack or effect can reach.
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Term.Range.descMissing translation
Range
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Term.Range.nameMissing translation
A projectile returning after it would normally end, able to hit enemies again. Projectile Rebounds limits returns.
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Term.Rebound.descMissing translation
Rebound;Rebounds;Rebounding
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Term.Rebound.nameMissing translation
Turns an incoming projectile against its attacker, avoiding its hit.
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Term.Reflection.descMissing translation
Reflection;Reflect;Reflects;Reflecting;Reflected
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Term.Reflection.nameMissing translation
Makes the target hurt itself on its next landed hit, consuming all stacks. More stacks increase self-damage; the victim still takes damage.
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Term.Retribution.descMissing translation
Retribution
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Term.Retribution.nameMissing translation
An item socketed into a skill to modify it.
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Term.Rune.descMissing translation
Rune;Runes;Runic
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Term.Rune.nameMissing translation
An extra attack created by chains, emissions, trails, orbits, Cores, or combat triggers. Boosted by Secondary Attack Damage.
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Term.SecondaryAttack.descMissing translation
Secondary Attack;Secondary Attacks;Secondary Attack Damage
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Term.SecondaryAttack.nameMissing translation
Consecutive releases per skill action. Sequence Count 3 releases three times, each using Attack Count.
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Term.SequenceCount.descMissing translation
Sequence Count;Attack Sequence;Attack Sequences;Repeating Attacks;Repeated Attacks
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Term.SequenceCount.nameMissing translation
A non-boss enemy you raise with the Book of Mortal Fright. Keeps attacks and inherits your Status and Curse applications. Servant Power sets Health and damage. Maximum three; new Servants replace the oldest. Their kills cannot raise more.
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Term.Servant.descMissing translation
Servant;Servants;Raised Servant;Raised Servants
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Term.Servant.nameMissing translation
Instantly kills non-bosses; bosses lose 5% Max Health instead. Frozen increases Shatter chance.
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Term.Shatter.descMissing translation
Shatter;Shatters;Shattered;Shattering
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Term.Shatter.nameMissing translation
A skill cast by spending Energy.
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Term.Spell.descMissing translation
Spell;Spells
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Term.Spell.nameMissing translation
For item bonuses: Burning, Frozen, Electrified, or Poisoned. Normally capped at 40 stacks; more stacks strengthen effects. All fade except Electrified, which discharges.
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Term.Status.descMissing translation
Status;Statuses;Status Effect;Status Effects
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Term.Status.nameMissing translation
Temporarily prevents enemies from acting.
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Term.Stun.descMissing translation
Stun;Stuns;Stunned;Stunning
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Term.Stun.nameMissing translation
An equipped item granting character and skill bonuses.
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Term.Talisman.descMissing translation
Talisman;Talismans
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Term.Talisman.nameMissing translation
Damaging patches along an attack's path. Trail Rate Multiplier controls patch frequency. Deals Secondary Attack damage.
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Term.Trail.descMissing translation
Trail;Trails;Fire Trail;Fire Trails;Frost Trail;Frost Trails;Fungal Trail;Fungal Trails;Shadow Trail;Shadow Trails
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Term.Trail.nameMissing translation
Gained from dealing damage. Casting at 100% or more normally spends all charge; excess adds equal effectiveness.
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Term.UltimateCharge.descMissing translation
Ultimate Charge;Ultimate Charges;Ultimate Overcharge
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Term.UltimateCharge.nameMissing translation
A powerful skill available at 100% Ultimate Charge, normally spending all stored charge.
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Term.Ultimate.descMissing translation
Ultimate;Ultimates
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Term.Ultimate.nameMissing translation
Guarantees incoming Crits, spending one stack per hit. Unused stacks fade.
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Term.Vulnerable.descMissing translation
Vulnerable;Vulnerability
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Term.Vulnerable.nameMissing translation
A projectile bouncing off terrain. Each bounce restores 25% of starting lifespan, up to the starting lifespan. Wall Bounces limits bounces; Damage per Wall Bounce strengthens each bounce.
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Term.WallBounce.descMissing translation
Wall Bounce;Wall Bounces;Wall Bounce Damage;Ricochet;Ricochets;Ricocheting;Terrain Bounce;Terrain Bounces
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Term.WallBounce.nameMissing translation
Normally one Ward use. Refills when combat begins; some effects restore charges during combat, up to capacity.
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Term.WardCharge.descMissing translation
Ward Charge;Ward Charges
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Term.WardCharge.nameMissing translation
A defensive skill normally costing one Ward Charge per use.
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Term.Ward.descMissing translation
Ward;Wards
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Term.Ward.nameMissing translation
Your basic attack skill. Hits generate Energy; repeated uses can advance combos. Most Weapons have a post-Dash Lunge.
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Term.Weapon.descMissing translation
Weapon;Weapons
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Term.Weapon.nameMissing translation
Normally 50% Max Health or less for offensive bonuses. Wounded Armor requires strictly below that threshold.
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Term.Wounded.descMissing translation
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