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Needs work355 strings
Attack damage multiplier. 150% means 1.5 times damage before other modifiers.
额外造成的伤害。
Stat.damage_mod.descNeeds updating
Damage Multiplier
伤害加成
Stat.damage_mod.nameNeeds updating
Immediate damage per Poisoned stack actually added. Adds no damage for stacks blocked by the cap.
每层中毒造成的伤害。
Stat.damage_per_poisoned.descNeeds updating
Poison Application Damage
每层中毒伤害
Stat.damage_per_poisoned.nameNeeds updating
Homing Spirit damage as a percentage of Health lost. Damage fully absorbed by Barrier grants none.
受到伤害时生成的灵魂造成的反击伤害(基于所受伤害的百分比)。
Stat.damage_retribution.descNeeds updating
Dash duration in seconds, including its automatic Evasion window.
冲刺移动距离。
Stat.dash_length.descNeeds updating
Dash Duration
冲刺距离
Stat.dash_length.nameNeeds updating
Base chance per enemy touched per normal Dash. Frozen increases it up to threefold, capped at 75% after all bonuses. Bosses lose 5% Max Health instead.
No translation
Stat.dash_shatter.descMissing translation
Base Shatter Chance on Dash
No translation
Stat.dash_shatter.nameMissing translation
Condemnation and Retribution stacks applied per hit, shared across split attacks.
每次攻击附加的天谴层数。
Stat.divine_strike.descNeeds updating
Hits discharge Electrified immediately, adding this bonus to the discharge's Status Power multiplier.
No translation
Stat.elec_damage.descMissing translation
Electrified Discharge
No translation
Stat.elec_damage.nameMissing translation
Electrified stacks per second to nearby enemies, before Aura Power and Status Application.
周围触电的敌人每秒获得的电击层数。
Stat.electrified_aura.descNeeds updating
Holy Dagger emission strength. Increases output and shared emission duration, rather than fixed projectile count.
发射的圣光匕首数量。
Stat.emit_dagger_count.descNeeds updating
Fire Bolt emission strength. Increases output and shared emission duration, rather than fixed projectile count.
发射火球的数量。
Stat.emit_fire_count.descNeeds updating
Ice Shard emission strength. Increases output and shared emission duration, rather than fixed projectile count.
发射冰晶的数量。
Stat.emit_ice_count.descNeeds updating
Lightning Jolt emission strength. Increases output and shared emission duration, rather than fixed projectile count.
发射的闪电数量。
Stat.emit_lightning_count.descNeeds updating
Enemy movement and action slowdown, capped at 60%. Excludes allies and damage-over-time clocks.
No translation
Stat.enemy_slow.descMissing translation
Enemy Slow
No translation
Stat.enemy_slow.nameMissing translation
Energy capacity for casting Spells. Weapon hits replenish Energy.
能量通过武器攻击积攒,用于释放法术。
Stat.energy.descNeeds updating
Increases Energy from direct Weapon hits and draining effects, and healing from draining auras.
物品生成能量的速度。
Stat.energy_generation.descNeeds updating
Essence drop chance multiplier. Enemies with more Max Health get more rolls.
敌人死亡时掉落精华的概率。
Stat.essence_drop_rate.descNeeds updating
Power of the fatal-damage rescue Ultimate. Requires 100% charge and spends all charge; leaves 1 Health and brief invulnerability.
No translation
Stat.fatal_ultimate_power.descMissing translation
Primordial Cast Power
No translation
Stat.fatal_ultimate_power.nameMissing translation
Bonus damage per previous hit on the same enemy. Resets after one second without a hit; split attacks share buildup.
对已命中敌人造成的额外伤害。
Stat.follow_damage_mod.descNeeds updating
Frozen stacks per second to nearby enemies, before Aura Power and Status Application.
No translation
Stat.freezing_aura.descMissing translation
Frozen Aura Stacks
No translation
Stat.freezing_aura.nameMissing translation
Extra Armor for five seconds after losing Health or gaining Harden, before Armor caps.
受到攻击后获得的额外护甲。
Stat.hardening.descNeeds updating
Fraction of healing, including overhealing, dealt as damage to every living enemy in the level.
No translation
Stat.healing_damage.descMissing translation
Damage from Healing
No translation
Stat.healing_damage.nameMissing translation
Fraction of healing also restored as Barrier, including overhealing, limited by Max Barrier.
No translation
Stat.healing_to_barrier.descMissing translation
Barrier from Healing
No translation
Stat.healing_to_barrier.nameMissing translation
Damage bonus scaling with missing Health. At half Health, half the listed bonus applies.
低血量时的伤害加成(仅剩1%血量时获得100%加成)。
Stat.health_damage_mod.descNeeds updating
Health pickup drop chance multiplier.
敌人死亡时掉落回血物品的概率。
Stat.health_drop_rate.descNeeds updating
Health restored per Essence collected from pickups, excluding sales and other rewards.
No translation
Stat.health_per_essence.descMissing translation
Health per Essence
No translation
Stat.health_per_essence.nameMissing translation
Bonus damage while above 75% Health.
No translation
Stat.healthy_damage_mod.descMissing translation
Damage while Healthy
No translation
Stat.healthy_damage_mod.nameMissing translation
Additional hit, block, and parry reactions. Fractions round down; echoes cannot echo themselves.
No translation
Stat.hit_echo_count.descMissing translation
Hit Reaction Echoes
No translation
Stat.hit_echo_count.nameMissing translation
Echoed reaction strength. 100% repeats the full effect.
No translation
Stat.hit_echo_effect.descMissing translation
Hit Echo Strength
No translation
Stat.hit_echo_effect.nameMissing translation
Bonus damage against enemies above 75% Health.
No translation
Stat.opening_damage_mod.descMissing translation
Damage against Healthy
No translation
Stat.opening_damage_mod.nameMissing translation
Number of orbiting Holy Hammers. Each deals 5 base damage per hit, modified by your damage and Aura Power. Attack Speed increases orbit speed; Attack Range and Aura Radius increase orbit distance. Summoned groups share the hammer budget.
环绕自身的圣锤数量。
Stat.orbit_divine_count.descNeeds updating
Poisoned stacks per second to nearby enemies, before Aura Power and Status Application.
No translation
Stat.poisoned_aura.descMissing translation
Poisoned Aura Stacks
No translation
Stat.poisoned_aura.nameMissing translation
Lifetime multiplier for projectiles, defensive fields, and timed skill effects.
射弹能持续的时间。
Stat.proj_duration.descNeeds updating
Effect Duration
射弹持续时间
Stat.proj_duration.nameNeeds updating
Damage retained by each of two forks when a projectile expires or hits terrain. Forks cannot fork.
No translation
Stat.proj_fork_damage.descMissing translation
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