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Terroir charges

Some perks build up charges when you do things such as hit, kill, wait or take damage. Other perks spend those charges or give you a bonus for holding them. There are five kinds: Lattice, Ember, Bloom, Brine and Curd-Line. Check the perk itself for what earns the charge and what it pays for.

Each kind starts with room for five charges. The cap rises by one at level 6 and every six levels after that, reaching fifteen at level 60. Defeat clears your charges and their afterglow.

A charge-spending perk uses what you had before that event generated any new charges. If several perks spend the same kind on the same event, they all read the same starting amount, and the pool pays the largest of their spends once. An on-hit spend can still leave less for a later on-crit spend.

Spending leaves a short afterglow. Most bonuses that depend on charges count it for a few turns while you build the pool again. The glow loses one point each turn and lasts at most four turns. Perks that specifically read held charges do not count it.

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