Glossary · Português (Brasil)
Glossary118 glossary strings
101–118 of 118 stringsPage 3 of 3
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.
Os Supremos são habilidades que são carregadas lentamente através de todos os outros danos que você causar.
Term.Ultimate.descReviewed
Ultimate;Ultimates
Suprema;Supremas;Supremo;Supremos
Term.Ultimate.nameReviewed
Guarantees incoming Crits, spending one stack per hit. Unused stacks fade.
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Term.Vulnerable.descMissing translation
Vulnerable;Vulnerability
Vulnerável;Vulneráveis;Vulnerabilidade
Term.Vulnerable.nameReviewed
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.
As Proteções são habilidades focadas na defesa, com usos limitados a cada nível.
Term.Ward.descReviewed
Ward;Wards
Proteção;Proteções;Carga da Proteção;Cargas da Proteção
Term.Ward.nameReviewed
Your basic attack skill. Hits generate Energy; repeated uses can advance combos. Most Weapons have a post-Dash Lunge.
As Armas são habilidades que geram energia. Frequentemente, as Armas têm uma cadeia de ataques e um ataque especial após a utilização da arrancada.
Term.Weapon.descReviewed
Weapon;Weapons
Arma;Armas
Term.Weapon.nameReviewed
Normally 50% Max Health or less for offensive bonuses. Wounded Armor requires strictly below that threshold.
Um personagem estará com a condição ferido quando estiver abaixo da metade da saúde.
Term.Wounded.descNeeds updating
Wounded
Ferido;Feridos;Ferida;Feridas
Term.Wounded.nameReviewed
101–118 of 118 stringsPage 3 of 3
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