Glossary · 한국어
Glossary118 glossary strings
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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.
피격 시 받는 피해를 감소시킨다.
Term.Armor.descReviewed
Armor;Armour
방어력
Term.Armor.nameReviewed
Rare currency for clearing world Corruption, certain gates, shrine and crafting upgrades, and Talisman shop rerolls.
희귀한 영구 강화 자원.
Term.AstralTear.descReviewed
Astral Tear;Astral Tears
별의 눈물
Term.AstralTear.nameReviewed
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.
오라는 자신을 둘러싼 원형의 지속 효과이다.
Term.Aura.descReviewed
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
오라
Term.Aura.nameReviewed
Protection depleted before Health when absorbing damage, limited by Max Barrier.
체력 대신 피해를 흡수하는 일시적인 보호막.
Term.Barrier.descReviewed
Barrier;Barriers
보호막
Term.Barrier.nameReviewed
A Curse increasing damage taken. More stacks increase the bonus; stacks fade over time.
적이 모든 출처의 피해를 더 많이 받게 하는 저주.
Term.Bleeding.descReviewed
Bleeding;Bleed;Bleeds
출혈
Term.Bleeding.nameReviewed
A Curse increasing the chance to miss attacks. More stacks strengthen it; stacks fade quickly.
대상의 빗나갈 확률을 높이는 그림자 저주.
Term.Blind.descReviewed
Blind;Blinded;Blinding;Blinds;Blindness
실명;실명된
Term.Blind.nameReviewed
A healing bottle consumed to restore Health. Pickups replenish your supply up to capacity.
보틸은 생명줄로, 언제든지 사용해 체력을 회복할 수 있는 한정 자원이다.
Term.Botyl.descReviewed
Botyl;Botyls
포션;보틸
Term.Botyl.nameReviewed
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.
시간이 지남에 따라 체력을 깎는 화염 상태이상.
Term.Burning.descNeeds updating
Burning;Burn;Burns;Burned;Burnt
화상
Term.Burning.nameReviewed
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.
공격하거나 주문을 시전할 때까지 회피를 보장하는 상태.
Term.Concealed.descNeeds updating
Concealed;Conceal;Conceals;Concealing;Concealment
은폐된;은폐;은신
Term.Concealed.nameReviewed
Reduces the target's next landed hit's damage, consuming all stacks. More stacks strengthen reduction; unused stacks fade.
적의 공격을 약화시키는 신성한 저주.
Term.Condemnation.descNeeds updating
Condemnation;Condemned;Condemning;Condemn;Condemns
단죄;단죄된;단죄하는
Term.Condemnation.nameReviewed
A hit with multiplied damage, normally double. Crit Chance sets frequency; Crit Damage sets strength.
치명타는 치명타 피해에 비례해 추가 피해를 입힌다.
Term.Crit.descReviewed
Crit;Crits;Critical;Critical Hit;Critical Hits
치명타;치명적인
Term.Crit.nameReviewed
Bleeding, Blind, Condemnation, Retribution, or Poisoned. Normally capped at 40 stacks. Stacks fade; landing a hit consumes Condemnation and Retribution.
초자연적인 힘으로 인해 대상을 약화시키는 고통. 각 저주는 일반적으로 최대 40회까지 중첩된다.
Term.Curse.descReviewed
Curse;Curses;Cursed;Cursing
저주;저주받은;저주하는
Term.Curse.nameReviewed
Harm dealt by attacks or effects, modified by damage bonuses, Armor, and other effects.
다른 보정이 적용되기 전에 공격이나 효과가 입히는 피해량.
Term.Damage.descNeeds updating
Damage;Damages;Damaging;Damaged
피해;피해량
Term.Damage.nameReviewed
Quick movement with automatic Evasion. Costs one Dash Charge, which refills over time.
위치를 바꾸거나 회피할 때 사용하는 순간 이동기.
Term.Dash.descNeeds updating
Dash;Dashes;Dashing;Dashed
대시;대시하는
Term.Dash.nameReviewed
Discharges for damage 1.5 seconds after the last application, consuming all stacks. Reapplication resets the delay; more stacks increase damage.
만료될 때 충전량에 비례한 피해를 입히는 번개 상태이상.
Term.Electrified.descReviewed
Electrified;Electrical;Electricity;Electrify;Electrifies;Electrifying;Electrification
감전;전기
Term.Electrified.nameReviewed
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.
무기 공격으로 획득하고 주문에 소비하는 자원.
Term.Energy.descReviewed
Energy
에너지
Term.Energy.nameReviewed
Enemy-dropped currency for purchases and upgrades, including Talismans and Forge Overcharges.
적이 드롭하는 제작 또는 성장 자원.
Term.Essence.descReviewed
Essence
정수
Term.Essence.nameReviewed
Your chance to avoid an incoming attack.
적의 공격을 회피할 확률.
Term.Evasion.descReviewed
Evasion;Evade;Evades;Evading;Evaded
회피
Term.Evasion.nameReviewed
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.
이동 속도와 공격 속도를 늦추는 얼음 상태이상.
Term.Frozen.descReviewed
Frozen;Freeze;Freezes;Freezing;Frost
빙결;서리;동결
Term.Frozen.nameReviewed
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