Glossary · Italiano

Glossary118 glossary strings
Affected by any harmful Status, Curse, or Vulnerable. Damage per Harmful Stack counts up to 20 total stacks, counting Poison once.
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Term.Afflicted.descMissing translation
Afflicted
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Term.Afflicted.nameMissing translation
Percentage of incoming hit damage prevented. 50% Armor halves hit damage.
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Term.Armor.descMissing translation
Armor;Armour
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Term.Armor.nameMissing translation
Rare currency for clearing world Corruption, certain gates, shrine and crafting upgrades, and Talisman shop rerolls.
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Term.AstralTear.descMissing translation
Astral Tear;Astral Tears
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Term.AstralTear.nameMissing translation
Attacks released together per skill action. Attack Count 2 releases two at once.
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Term.AttackCount.descMissing translation
Attack Count;Parallel Attack;Parallel Attacks;Simultaneous Attack;Simultaneous Attacks
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Term.AttackCount.nameMissing translation
Spent with the Priestess to unlock skills.
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Term.AttunementSigil.descMissing translation
Attunement Sigil;Attunement Sigils
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Term.AttunementSigil.nameMissing translation
An ongoing area effect that damages, weakens, or supports nearby characters. May follow a character or remain in place.
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Term.Aura.descMissing translation
Aura;Auras;Aura Size;Burning Aura;Freezing Aura;Electrifying Aura;Electrified Aura;Poisoned Aura;Retribution Aura;Aura of Decay;Aura Radius;Aura Reach;Aura Power;Frozen Aura
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Term.Aura.nameMissing translation
Protection depleted before Health when absorbing damage, limited by Max Barrier.
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Term.Barrier.descMissing translation
Barrier;Barriers
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Term.Barrier.nameMissing translation
A Curse increasing damage taken. More stacks increase the bonus; stacks fade over time.
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Term.Bleeding.descMissing translation
Bleeding;Bleed;Bleeds
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Term.Bleeding.nameMissing translation
A Curse increasing the chance to miss attacks. More stacks strengthen it; stacks fade quickly.
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Term.Blind.descMissing translation
Blind;Blinded;Blinding;Blinds;Blindness
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Term.Blind.nameMissing translation
A healing bottle consumed to restore Health. Pickups replenish your supply up to capacity.
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Term.Botyl.descMissing translation
Botyl;Botyls
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Term.Botyl.nameMissing translation
A fire Status dealing repeated damage. More stacks increase damage; stacks fade over time. Burning enemies ignite other enemies in near contact; walls block the spread.
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Term.Burning.descMissing translation
Burning;Burn;Burns;Burned;Burnt
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Term.Burning.nameMissing translation
Follow-up attacks created when an attack hits or ends. Later steps can inherit weaker bonuses.
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Term.Chain.descMissing translation
Chain;Chains;Chained Attack;Chained Attacks;Attack Chain;Attack Chains
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Term.Chain.nameMissing translation
Grants automatic Evasion until using a skill. Evading removes up to one stack, leaving at least one; stacks also fade.
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Term.Concealed.descMissing translation
Concealed;Conceal;Conceals;Concealing;Concealment
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Term.Concealed.nameMissing translation
Reduces the target's next landed hit's damage, consuming all stacks. More stacks strengthen reduction; unused stacks fade.
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Term.Condemnation.descMissing translation
Condemnation;Condemned;Condemning;Condemn;Condemns
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Term.Condemnation.nameMissing translation
A hit with multiplied damage, normally double. Crit Chance sets frequency; Crit Damage sets strength.
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Term.Crit.descMissing translation
Crit;Crits;Critical;Critical Hit;Critical Hits
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Term.Crit.nameMissing translation
Bleeding, Blind, Condemnation, Retribution, or Poisoned. Normally capped at 40 stacks. Stacks fade; landing a hit consumes Condemnation and Retribution.
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Term.Curse.descMissing translation
Curse;Curses;Cursed;Cursing
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Term.Curse.nameMissing translation
Harm dealt by attacks or effects, modified by damage bonuses, Armor, and other effects.
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Term.Damage.descMissing translation
Damage;Damages;Damaging;Damaged
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Term.Damage.nameMissing translation
Quick movement with automatic Evasion. Costs one Dash Charge, which refills over time.
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Term.Dash.descMissing translation
Dash;Dashes;Dashing;Dashed
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Term.Dash.nameMissing translation
Discharges for damage 1.5 seconds after the last application, consuming all stacks. Reapplication resets the delay; more stacks increase damage.
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Term.Electrified.descMissing translation
Electrified;Electrical;Electricity;Electrify;Electrifies;Electrifying;Electrification
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Term.Electrified.nameMissing translation
Extra projectiles released over time by an attack. Emission Rate Multiplier controls frequency. Deals Secondary Attack damage.
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Term.Emission.descMissing translation
Emission;Emissions;Emitted Projectile;Emitted Projectiles
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Term.Emission.nameMissing translation
Generated by Weapon hits and spent on Spells, up to your Energy capacity.
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Term.Energy.descMissing translation
Energy
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Term.Energy.nameMissing translation
Enemy-dropped currency for purchases and upgrades, including Talismans and Forge Overcharges.
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Term.Essence.descMissing translation
Essence
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Term.Essence.nameMissing translation
Your chance to avoid an incoming attack.
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Term.Evasion.descMissing translation
Evasion;Evade;Evades;Evading;Evaded
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Term.Evasion.nameMissing translation
Automatically consumed for one extra Rune or Talisman upgrade level, within the forge's level limit.
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Term.ForgeOvercharge.descMissing translation
Forge Overcharge;Forge Overcharges;Forge Charge;Forge Charges
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Term.ForgeOvercharge.nameMissing translation
An ice Status slowing movement and attacks. More stacks strengthen slowdown; stacks fade over time.
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Term.Frozen.descMissing translation
Frozen;Freeze;Freezes;Freezing;Frost
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Term.Frozen.nameMissing translation
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