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Clés de voûte

Les clés de voûte sont des modificateurs de build ramassés en jeu. Chacune applique un effet conditionnel puissant ; la valeur ci-dessous est la constante exacte du code.

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Clés de voûte

Comment lire une ligne : la description est le texte exact du jeu ; « valeur 1,3 » signifie que le multiplicateur associé vaut ×1,3 (soit +30 %). Les [x]/[y] du texte sont les emplacements où le jeu insère cette valeur.

Clé de voûte Valeur Recharge
Retribution
Retribution
[x] Damage for [y] after taking damage. Cooldown: [z].
×1.3 12s
Golden Envy
Golden Envy
[x] Damage when there is an unopened Trove on the Battlefield.
×1.15
Giant Slayer
Giant Slayer
[x] Damage against Bosses.
×1.3
Arcane Surge
Arcane Surge
[x] Cast Speed when [HP] is below [y].
×1.25
Status Fiend
Status Fiend
Whenever an Enemy takes Damage, they have a [x] Chance to get a random Elemental Status Effect. This Trait can only apply one Status Effect every [y].
×0.1 0.2s
Status Frenzy
Status Frenzy
[x] Damage if an Enemy has died while having 2 or more Status Effects within the last [y].
×1.25
Preparation
Preparation
Gain 2 Spell Perks at Random when you exit Limbo (or when you unlock this). Lose 2 Perks at Random when you lose this Trait. +1 Perk after reaching Era 3 and another +1 after reaching Era 5.
Thick Headed
Thick Headed
[x] Damage if no Research is ongoing.
×1.4
Acrobatics
Acrobatics
[x] Chance to dodge Damage. Gain [z] Movement Speed upon dodging for [y]. Cooldown of [y].
×1.4 1s
Overachiever
Overachiever
Initiate, Fund, and Acquire Research projects automatically, as soon as possible.
Master Reclaimer
Master Reclaimer
Gain [x] [Souls] and [Gold] when Reclaiming.
×3
Magical Absorption
Magical Absorption
When the Wizard is hit by an Enemy Projectile, Accelerate all Spells by [x].
×0.4 0.1s
Elemental Neutrality
Elemental Neutrality
[x] Damage against Enemies with 0 Elemental Status Effects.
×1.4
Encouragement
Encouragement
Recover [x] [HP] when a Totem is triggered.
×0.1
Totem Whisperer
Totem Whisperer
Totems appear [x] often.
×1.25
Obliteration
Obliteration
When the Wizard reaches 1 [HP], Execute all Enemies with less than [x] health and gain x2 [Souls].
×0.99
Primordial Boost
Primordial Boost
[x] Special effect strength of Elemental Status Effects (extra Damage, slower movement, slower skill speed, or lower Damage).
×1.2
Fleet Footed
Fleet Footed
[x] Movement Speed as long as there is no Enemy within [y] m.
×1.4
Elemental Chaos
Elemental Chaos
Spells that would apply an Elemental Status Effect, have a [x] Chance to apply a Random Elemental Status Effect instead.
×0.5
Elemental Decay
Elemental Decay
When an Elemental Status Effect is applied, it gains [x] Damage, per second of total duration that it has.
×0.4
Overcharge
Overcharge
When you do an Enchantment, Reclaim [x] [Power] than the amount that you used to Enchant.
×1.2
Wind Up
Wind Up
[x] Damage for each second since an Enemy died, up to [y].
×1.1
Elemental Assumption
Elemental Assumption
Status Affinity Perks have a [x] Chance of triggering even if the Enemy does not have a Status Effect.
×0.5
Flyweight
Flyweight
[x] Movement Speed and [y] Chance to dodge Damage. The Wizard is knocked back when hit by an Enemy.
×1.05
Elemental Inversion
Elemental Inversion
Swap the trigger conditions of Elemental Purity and Elemental Overload. Also [x] Cast Speed for all Spells.
×1.1
Mortician
Mortician
Slayer Perks also have a [x] Chance to trigger when the Spell damages but does not kill an Enemy. Also [y] [HP].
×0.25 1.1s
Totemic Shadow
Totemic Shadow
After triggering a Totem, the Totem will trigger its effect again after [x]. Cooldown: [y].
10s
Fade Death
Fade Death
Patience Perks also have a [x] Chance to trigger when the Spell kills the Enemy. Also [y] [HP].
×0.5 1.1s
Copycat
Copycat
Gain a copy of the Trait chosen in Limbo:
Death Defiance
Death Defiance
The first time you would die after Rewinding, instead regain [x] [HP], Dodge all attacks for [y], and gain [z] Damage and [q] Cast Speed until you die.
×0.5 5s
Specialist
Specialist
The first Spell in your Spellbook gains [x] Cast Speed.
×1.5
Essence of Glutton
Essence of Glutton
When an Enemy dies, there is a [x] Chance that it explodes, dealing [y] of its max [HP] to nearby Enemies and knocking them back. Can not trigger on Bosses.
×0 0s
Recuperation
Recuperation
After losing [x] [HP], recover [y] [HP] over [z] and also gain [q] [Souls] during this time. This effect cannot stack.
×1.2 0.2s
Uphill Battle
Uphill Battle
If you did not kill a Boss in the last Rewind, [x] [Souls] gain.
×1.5
Elemental Acceleration
Elemental Acceleration
When an Enemy dies while having [x] or more Status Effects: Accelerate all Spells by [y]. Cooldown: [z], but reduce the Cooldown by [a] each time an Enemy is killed.
×0.3 1s
Traitful
Traitful
When you exit Limbo or obtain this Trait, gain [x] random Traits. When you Enchant, lose [x] Traits at random and then gain [x] random Traits. Also [y] Damage and [HP].
×0.95
Face the Foes
Face the Foes
Enemies appear [x].
×1.15
Mirror Casting
Mirror Casting
There is a [x] chance for your Spells to be Cast as if the Wizard was in the mirrored position on the Battlefield. These mirrored Spells deal [y] Damage.
×1.5
Raw Attraction
Raw Attraction
When an enemy dies, there is a [x] Chance for nearby Enemies to be pulled towards it. Also [y] Damage against Enemies without an ESE.
×1.2
Heavy Magic
Heavy Magic
Spells that have a Cooldown of longer than [x] have [y] Damage and [z] Cast Speed, but they can no longer be Accelerated.
×1.5 2s
Totemic Bond
Totemic Bond
[x] Damage and [y] Cast Speed for each Totem that is on the Battlefield (additive per Totem).
×1.03
Elemental Contagion
Elemental Contagion
When an Enemy dies, there is an [x] Chance that any Elemental Status Effects (ESE) that they have are transferred to the nearest Enemy within [y] of them.
×0.9
Explosive Dodge
Explosive Dodge
[x] Dodge Chance. When you successfully Dodge an attack, Rush all Spells by [y] and knock back enemies.
×1.1
Summoner's Sigil
Summoner's Sigil
[x] Movement Speed, [y] [HP], and [z] Damage if you are using a Summoning Spell (a Golem, Sprite, Flarefish, or Viper).
Vengeful
Vengeful
The Wizard will be hit by a phantom attack dealing 1 Damage every [x] to [y].
1s
Cleansing Touch
Cleansing Touch
Ruination Perks will trigger even if an Enemy has Elemental Status Effects (ESE), and if this happens, there is a [x] Chance that all ESE will instantly deal [y] of its remaining damage and be removed.
I Am Vengeance
I Am Vengeance
Your Overload and Purity Perks will always trigger for the next [x] after the Wizard takes Damage.
Totemic Apprentice
Totemic Apprentice
A random Totem will cast a random Spell from your Spellbook every [x].
Temporal Adjustment
Temporal Adjustment
Accelerating a Spell instead grants bonus damage for that Spell equal to [x] of the amount of Acceleration. This resets when that Spell next casts. For example, if you would Accelerate a Spell by 20%, instead that Spell gains 20% More Damage for its next cast.
Get Over Here!
Get Over Here!
Enemies hit by the Wizard's Spells are pulled towards the Wizard, lose Shield and Frenzy, become Crippled, and are given Silence, Slow, and Frailty for [x].
×1.2 0.1s
Feast and Famine
Feast and Famine
[x] Cast Speed for 10 s, followed by [y] Cast Speed for the next 10 seconds.
Spell Charger
Spell Charger
Every second, each Spell gains [x] Damage for its next cast only.
Specialist Mark 2
Specialist Mark 2
Accelerate and Rush effects are multiplied by [x] for the 3rd Spell in your Spellbook.
Nochanter
Nochanter
Every minute, passively gain [x] of the current amount of Levels that you could Enchant for. This works offline as well.

Données jeu 7.6.1. Source : AwakeDB (code).

Annonce
Emplacement 300×250
Slot « soft » — faible densité, hors du flux de lecture
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