Português (Brasil) strings
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201–250 of 718 stringsPage 5 of 15
Health restored per Essence collected from pickups, excluding sales and other rewards.
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Stat.health_per_essence.descMissing translation
Health per Essence
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Stat.health_per_essence.nameMissing translation
Bonus damage while above 75% Health.
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Stat.healthy_damage_mod.descMissing translation
Damage while Healthy
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Stat.healthy_damage_mod.nameMissing translation
Additional hit, block, and parry reactions. Fractions round down; echoes cannot echo themselves.
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Stat.hit_echo_count.descMissing translation
Hit Reaction Echoes
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Stat.hit_echo_count.nameMissing translation
Echoed reaction strength. 100% repeats the full effect.
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Stat.hit_echo_effect.descMissing translation
Hit Echo Strength
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Stat.hit_echo_effect.nameMissing translation
Lightning arc damage relative to the triggering melee hit. Arcs are Secondary Attacks with guaranteed Crits.
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Stat.melee_arcs.descMissing translation
Melee Lightning Arc Damage
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Stat.melee_arcs.nameMissing translation
Bonus damage against enemies above 75% Health.
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Stat.opening_damage_mod.descMissing translation
Damage against Healthy
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Stat.opening_damage_mod.nameMissing translation
Poisoned stacks per second to nearby enemies, before Aura Power and Status Application.
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Stat.poisoned_aura.descMissing translation
Poisoned Aura Stacks
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Stat.poisoned_aura.nameMissing translation
Homing Vespa released at max Poisoned. Consumes Poisoned; excess application increases swarm size.
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Stat.poisoned_max_seekers.descMissing translation
Poisoned Swarm Count
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Stat.poisoned_max_seekers.nameMissing translation
Maximum Poisoned stacks per target, also raising the threshold for maximum-stack effects.
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Stat.poisoned_stack_limit.descMissing translation
Poisoned Stack Limit
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Stat.poisoned_stack_limit.nameMissing translation
Damage retained by each of two forks when a projectile expires or hits terrain. Forks cannot fork.
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Stat.proj_fork_damage.descMissing translation
Fork Damage Retained
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Stat.proj_fork_damage.nameMissing translation
Projectile bounces off terrain before expiring. Each bounce restores 25% of starting lifespan, up to the starting lifespan. Fractions round down.
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Stat.proj_ricochet_count.descMissing translation
Wall Bounces
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Stat.proj_ricochet_count.nameMissing translation
Damage added per wall bounce, as a percentage of starting damage. Bonuses add rather than multiply.
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Stat.proj_ricochet_damage.descMissing translation
Damage per Wall Bounce
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Stat.proj_ricochet_damage.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.
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Stat.raise_dead_duration.descMissing translation
Servant Lifetime (seconds)
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Stat.raise_dead_duration.nameMissing translation
Random Curse stacks applied per hit, shared across split attacks.
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Stat.random_curse_on_hit.descMissing translation
Random Curse Stacks on Hit
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Stat.random_curse_on_hit.nameMissing translation
Retribution stacks per second to nearby enemies, before Aura Power.
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Stat.retribution_aura.descMissing translation
Retribution Aura Stacks
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Stat.retribution_aura.nameMissing translation
Damage multiplier for Secondary Attacks from chains, emissions, trails, orbits, Cores, and combat triggers.
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Stat.secondary_damage_mod.descMissing translation
Secondary Attack Damage
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Stat.secondary_damage_mod.nameMissing translation
After a failed Evasion roll, rolls again using this fraction of raw Evasion, before caps.
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Stat.second_evasion.descMissing translation
Second Evasion Strength
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Stat.second_evasion.nameMissing translation
Damage bonus per extra parallel attack merged by Singularity. Area gains half; repeats remain unchanged.
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Stat.singularity_power.descMissing translation
Singularity Power
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Stat.singularity_power.nameMissing translation
Amplifies this skill's bonuses and penalties, including socketed and fused Runes. Excludes shared character stats.
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Stat.skill_effect.descMissing translation
Skill Bonus Power
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Stat.skill_effect.nameMissing translation
Spark damage when hitting Electrified enemies, increased by Electrified stacks.
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Stat.sparks_on_hit.descMissing translation
Sparks on Electrified Hit
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Stat.sparks_on_hit.nameMissing translation
Extra Armor built over half a second while stationary. Moving removes it; Armor caps apply.
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Stat.standing_armor.descMissing translation
Standing Armor
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Stat.standing_armor.nameMissing translation
Bonus hit damage per elemental Status stack, consuming all elemental stacks afterward.
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Stat.status_consume_damage.descMissing translation
Status Consumption Damage
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Stat.status_consume_damage.nameMissing translation
Converts applied Statuses and Curses to Bleeding at 100% plus this bonus.
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Stat.status_conversion_bleeding.descMissing translation
Bleeding Conversion Bonus
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Stat.status_conversion_bleeding.nameMissing translation
Increases Burning and Electrified damage, Poisoned tick frequency, and Frozen slowdown.
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Stat.status_effect.descMissing translation
Status Power
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Stat.status_effect.nameMissing translation
Burning, Frozen, and Electrified stacks applied per Crit, before Status Application.
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Stat.statuses_on_crit.descMissing translation
Elemental Stacks on Crit
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Stat.statuses_on_crit.nameMissing translation
201–250 of 718 stringsPage 5 of 15
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