Erumaru

Un auto chess roguelite PvE para un jugador en desarrollo. La beta cerrada es gratuita, las invitaciones salen a esta lista

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Relics

A relic works for the whole squad until the end of the run. Cursed ones give a lot and take something back

Common

  • Helmet Kettle

    Squad stats

    All heroes get +6% max health

  • Grinding Wheel

    Squad stats

    Heroes' basic attacks deal +6% damage

  • Tallyman's Inkwell

    Squad stats

    Heroes' abilities deal +6% damage, and their healing and shields get 6% stronger

  • Hobnailed Boots

    Squad stats

    Heroes run 10% faster and get 6% tenacity

  • Token on a String

    Economy

    The first win on a floor of a normal fight brings +1 salt, no more than 9 per act and 3 per finale

  • Salt Geode

    Economy

    +25 salt right away. It does nothing else, but in act I that is an extra level of Reach or a couple of rank II heroes

  • Shell Casing Lighter

    Battle rules

    All heroes start the battle with +10 mana, the total stays at most 10 below the current max mana

  • Cable Bowstring

    Squad stats

    Heroes with range 3 or more get +10% attack speed

  • Quilted Jacket

    Squad stats

    Heroes with range 1 get +3 armor (a flat number that scales with the hero's level: at level 40 it is +6)

  • Sluice Bolt

    Synergy

    Bastion gives Guardians 4 more percentage points of damage reduction at every threshold: 16% / 26% / 39% instead of 12% / 22% / 35%. Neighbors of Guardians at threshold 4 get half of the new number

  • Respirator

    Squad stats

    Heroes take 15% less damage from Burn, Poison and Bleed

  • Wire Garrote

    Synergy

    Assassins get +5% crit chance. While Shadow is active, the placement screen lets you switch its leap: to the farthest enemy (as usual) or to the enemy with the lowest max health

  • List of Call Signs

    Map and run

    The Signal node offers 4 heroes instead of 3

  • Trainee's Notes

    Map and run

    Heroes on the bench get 75% of the battle experience instead of 50%

  • Cracked Spyglass

    Map and run

    On the act map you see the wave makeup of every fight, elite and guardian 3 columns ahead of the current node, and the scene region of events

  • Road Barrier

    Battle rules Lantern level 2

    At the start of the battle heroes standing in the row of their half closest to the enemy get a Shield of 10% of their max health

  • Map of Chapels

    Map and run Lantern level 4

    At a Chapel you choose from 4 perks instead of 3. At Thickening 15 the choice is from 3 instead of 2

  • Training Crowbar

    Map and run Lantern level 6

    Recruits arrive at 0.9 × the average level of your five highest level heroes instead of 0.8

  • Nut Rosary

    Map and run Lantern level 10

    A perk from a normal fight has a 20% chance to go up one rank. With the Settling Ponds Filter the total chance is 45%, at most one rank and no higher than III

  • Junk Collector's Sack

    Map and run Lantern level 11

    If three normal fights won for the first time in a row gave no component, the fourth gives an extra component. The counter resets when you get a component, at most 2 extra components per act

  • Piggy Bank

    Economy Lantern level 2

    A finished Bazaar node with no purchases gives 4 salt, no more than twice per act. Opening the window again does not count as a visit

  • Prize Cup

    Economy Lantern level 8

    The first win on a floor of an elite or a guardian gives +5 salt, no more than 15 per act and 5 per finale

  • Shift Pennant

    Synergy Lantern level 3

    Living Dam counts a fourth neighbor. This extra neighbor gives exactly 2 percentage points of damage reduction above the current threshold, the common damage reduction cap stays

  • Phosphor Earring

    Synergy Lantern level 3

    After an evade a Climber gets 3 mana, at most once per 3 s

  • Eternal Icicle

    Synergy Lantern level 5

    Chill stacks applied by Icebreakers last 6 s after the last application instead of 4

  • Noonborn's Hand Mirror

    Synergy Lantern level 5

    Burn from Zenith lasts 5 s instead of 4. At threshold 6 the synergy's noon comes at the 12th second of the battle instead of the 15th. The relic does not move heroes' own noons (for example Amani's)

  • Conch with an Earpiece

    Synergy Lantern level 7

    On the placement screen you can choose which wave of the Great Water the battle starts with: the Flood (as usual) or the Ebb. Tidefolk also get +2 mana per second during the Flood on top of the synergy

  • Bottled Feather

    Synergy Lantern level 7

    The first attack of a Highrigger with the Stone Drop synergy active gets another +30 percentage points of damage and ignores evasion and Blind

  • Duty Lamp

    Synergy Lantern level 9

    At threshold 4 of Light of Hope, Healers cleanse an ally every 4 s instead of 5, and the cleansed ally heals 3% of max health

  • Signal Horn

    Synergy Lantern level 9

    With Battle Fervor active, Warriors' basic attacks also cleave 10% of the attack's damage in total, split evenly between the main target's neighbors. The addition does not multiply Cleave you already have

Rare

  • Form in Small Print

    Economy

    The Bazaar has 2 more goods: one component and one perk

  • Flashlight Compass

    Economy

    On every refresh the first place in the hero shop goes to a hero of the people or calling you have most of on the board (a tie is broken at random by the seed). The rank follows the usual Reach odds

  • Rest Stop Pennant

    Map and run

    At a Rest you can do both actions: restore Heat and train. At Thickening 8 Heat is still not restored at a Rest, but then the training gives experience to three heroes instead of two

  • Mentor's Mug

    Map and run

    After every battle the two lowest level heroes on the board get +50% experience for that battle

  • Nylon Net

    Battle rules

    At the start of the battle the two enemies nearest to the squad are Rooted for 3 s (on a tie, the lower unit number). Heroes deal +8% damage to these two targets for the first 6 s

  • Quicksilver Vial

    Battle rules

    The first hard crowd control applied to each hero in a battle lasts half as long. Diminishing returns then count from the shortened control

  • Safe with a Secret

    Economy Lantern level 4

    Interest counts from every 8 salt instead of 10, the cap does not change. The extra payout from the relic is no more than 2 salt per floor and 12 per act

  • Cracked Ampoule

    Synergy Lantern level 18

    Damage over time applied by Warlocks (Burn, Poison, Bleed) and the Decay they apply last 1 s longer. At threshold 2 of Dark Pact the whole squad gets 5% magic lifesteal

  • Cache Key

    Map and run Lantern level 8

    At a Cache you choose from 4 relics instead of 3

  • Wanderer's Staff

    Map and run Lantern level 13

    Once per act you can go to any node of the next column on the map, even if it is not linked to the current one. You cannot skip the mandatory Guardian and Boss this way

  • Welding Tongs

    Map and run Lantern level 15

    The first reforge at each Workbench is free, no more than 3 free reforges per act. One of these three can be done on the map without a Workbench, with the usual component swap from the stash

  • Craftsman's Toolbox

    Map and run Lantern level 17

    The first finished visit to each Workbench gives a choice of 1 of 2 components, no more than two components per act

  • Pocket Chapel

    Map and run Lantern level 19

    Merging two rank II perks into III gives a random rank I perk, no more than twice per act. The perk you get does not count as a new reward until the merge is done

  • Sleeper Totem

    Battle rules Lantern level 6

    Each hero's first death gives their neighbors +10% damage until the end of the battle, no more than two stacks per receiver. Summons and a hero's repeated death do not count

  • Box of Spare Parts

    Synergy Lantern level 19

    Constructs get +15% health. The first construct of each Engineer to fall is Revived after 3 s with 25% health, taking a normal place in the summon limit. It spends that construct's single revive, the Workshop explosion triggers only on the final death

  • Station Bell

    Battle rules Lantern level 13

    Killing an enemy that has not died before and is not a summon gives the hero who finished it 10 mana from the next tick, at most once per 4 s. One hero gets no more than 30 mana per battle, repeated enemy deaths do not count

  • Twilight Camo Cloak

    Battle rules Lantern level 17

    Heroes standing in the row of their half farthest from the enemy start the battle invisible for 3 s. As usual it disappears after an attack or a cast

  • Lamp Prism

    Synergy Lantern level 18

    With Resonance active, Mages get +8% ability power. The strength of the allowed repeat at threshold 6 grows by 10 percentage points, up to 50%. Repeats copy no crowd control, summons, mana or death saves

  • Trackman's Shovel

    Synergy Lantern level 10

    The first death of each Departed hero applies Decay 8% for 6 s to neighboring enemies, with coefficients against elites, guardians and bosses. Only the strongest Decay from the relic works on one target

  • Foreman's Mug

    Synergy Lantern level 12

    A Welder with all 6 item slots filled starts the battle Unstoppable for 4 s and gets +10% armor

  • Moulted Scrap

    Synergy Lantern level 12

    Moulters start the battle invisible for 2 s. If their own attack or Old Skin already applies Poison, the first attack out of invisibility adds 2 more stacks of that Poison, within the common limit of 10

  • Office Receipt

    Synergy Lantern level 14

    With Cabal 1 active the Hellborn gets another 10% lifesteal. With Cabal 3 or 5 the Hellborn start the battle with 2 stacks of Soul within the common maximum, the virtual count of 2 gives no bonuses

  • Musher's Whistle

    Synergy Lantern level 14

    Summons get +15% health and +10% damage. The common cap of 6 summons per side does not change

  • Tube Quiver

    Synergy Lantern level 16

    With Volley 4 every 4th basic attack of a Ranger deals 25% of the attack's damage in total along the line behind the target, split evenly between the enemies. With Volley 6 it adds these 25% to the total Pierce damage, without extra triggers

  • Gas Mask Mask

    Synergy Lantern level 16

    Spirit Voices turn not random enemies but the ones with the highest attack (in descending order). Bosses, as before, get a slow instead of Polymorph

Epic

  • Ribbon of Ten Colors

    Synergy

    When you get it, choose a people from the three you have most of in the squad (board and bench). That people gets +1 to its synergy count while at least one of its heroes is on the board. The choice can be changed at any Rest

  • Mastiff Fang

    Battle rules

    Each hero's first kill in a battle (by the takedown rule) gives them +25% attack speed and +10% movement speed until the end of the battle

  • Crew Charter

    Synergy Lantern level 20

    When you get it, choose a calling from the three you have most of in the squad. That calling gets +1 to its synergy count while at least one of its heroes is on the board. The choice can be changed at any Rest

  • Glass with a Spark

    Map and run Lantern level 21

    Elites give a spark of Eru with a 60% chance instead of 35%. The region's guardian also gives a spark with a 25% chance

  • Mirror in Two Frames

    Map and run Lantern level 21

    Once per act you can merge two identical ★1 heroes into ★2 without a third copy. The merge spends the charge and two real copies, the sale price of the result counts only the copies actually spent. The charge does not accumulate

  • Velvet Pouch

    Map and run Lantern level 22

    A merge into ★2 or ★3 gives the level of the most trained copy +4 instead of +2. An extra copy of a ★3 gives +4 levels instead of +3, up to 100. Merge levels do not count as earned experience for passing on after a sale

  • Sleepy Stone

    Map and run Lantern level 27

    Heroes' Awakening comes at level 90 instead of 100. Besides, heroes of level 80 and above get +15% experience. In a normal run this brings your best heroes to Awakening sooner, in the Descent it saves dozens of floors

  • Sailor's Knot

    Battle rules Lantern level 23

    Cleansing a hero of at least one effect gives them a Shield of 5% max health for 4 s, at most once per 6 s and no more than 3 times per battle. Negative effects from their own item or perk cost do not trigger the relic

  • Night Lamp

    Battle rules Lantern level 23

    When Exhaustion begins, at the 40th second, heroes once get a Barrier of 12% max health for 5 s and a Cleanse. Reduced healing, growing damage and defeat on a draw work as usual

  • Accuser's Token

    Battle rules Lantern level 24

    Heroes' attacks and abilities gain Execute 8% against normal mobs and summoned enemies. It does not work on elites, guardians and bosses

  • Car Mirror

    Battle rules Lantern level 25

    The first enemy ability to hit each hero in a battle deals 50% less damage to them, and its crowd control lasts half as long. It triggers separately on every hero

  • Field Cashbox

    Economy Lantern level 25

    The first win on a floor gives +1 salt for every 3 relics, up to +3 per floor, no more than 24 per act and 6 per finale

  • Furnace Bellows

    Map and run Lantern level 26

    Combined items give 12% more stats (not effects). Legendaries and artifacts are not affected. The percents add up with the Welders synergy

  • Nut Ring

    Map and run Lantern level 27

    Every rank III perk gives its wearer +3% damage, up to +12%. The first Fracture or Polymorph of the battle lasts 40% shorter, and while it lasts it switches off all perks as usual

Legendary

  • Second Shift

    Battle rules

    The first fallen hero with an unused death save is Revived after 1 s with 40% health. It spends their single revive or death prevention for the battle

  • Hoop of the Lightgrid

    Synergy Lantern level 28

    Between battles choose one people and one calling with the first threshold already active. Each gets +1 to its count, but only one virtual addition from all relics works per synergy. For the Hellborn a total of 2 switches Cabal 1 off

  • Seventh Buckle

    Map and run Lantern level 29

    One component in the usual six slots of each hero, chosen between battles, gives triple stats. This component is not combined automatically, the bonus does not boost effects and does not create a seventh slot

  • Clock of the Lamp Room

    Battle rules Lantern level 29

    At the 40th second, when Exhaustion begins, every living hero once gets a Shield of 15% max health for 6 s and +15% damage for 6 s. Exhaustion begins on time, and at 60 s a draw is still a defeat

  • Fifth Pouch

    Map and run Lantern level 30

    Between battles each hero can pick one worn rank I or II perk: in the next battle it works one rank higher, up to III. Copies, the perk's own rank and the number of slots do not change, and the temporary rank is not used in a merge

  • Fireproof Cabinet

    Economy Lantern level 32

    The current interest cap +2, with an absolute maximum of 8 from any sources. Each boss beaten for the first time gives +8 salt, no more than one payout per boss per act

  • Star Crucible

    Map and run Lantern level 33

    Once per act you can merge two rank IV or V heroes at ★1 into ★2. ★3 still needs three real ★2 copies. It does not stack with the Mirror in Two Frames discount, and the sale of the result counts only the copies actually spent

  • Wide Lens

    Map and run Lantern level 34

    +1 place on the board above Reach, up to 10. At Reach 8, instead of the place, all heroes get +12% damage and +12% max health

Cursed

  • Black Promissory Note

    Cursed Lantern level 11

    All heroes deal +30% damage with attacks and abilities

    Cost: heroes' max health −15%

  • Beggar's Helmet

    Cursed Lantern level 15

    Interest counts from every 5 salt, the current cap +1, up to 8 from any sources. The extra payout is no more than 3 per floor and 24 per act

    Cost: a shop refresh costs 2 more salt, Bazaar goods cost 25% more

  • Cracked Flask

    Cursed Lantern level 20

    Heroes deal +30% damage for the first 25 s of the battle

    Cost: damage taken by heroes +17% for the whole battle

  • Hungry Shiv

    Cursed Lantern level 22

    All heroes get 30% lifesteal and 25% magic lifesteal, with the common limits and magic lifesteal three times weaker for area damage

    Cost: heroes' max health −10%, healing and shields from others 25% weaker

  • Bell Without a Tongue

    Cursed Lantern level 24

    Enemies start the battle with 0 mana and Silenced for 3 s, bosses for 1.5 s

    Cost: heroes start the battle without mana, damage taken +8%

  • Camera Eye

    Cursed Lantern level 26

    The first elite beaten in each act also gives a choice of 1 of 3 common or rare relics by the act's weights, at most one extra relic per act

    Cost: elites of every act deal +20% damage

  • Haze Cloak

    Cursed Lantern level 28

    Heroes get 30% tenacity, Unstoppable for the first 3 s and +15% damage

    Cost: heroes' max health −15%, healing and shields on them 10% weaker

  • Convict's Chain

    Cursed Lantern level 30

    All heroes get +15% max health, attack and ability power

    Cost: 1 place fewer on the board than Reach gives

  • Lump of Murk

    Cursed Lantern level 32

    All enemies start the battle with Decay 15% for 10 s, with coefficients against elites, guardians and bosses, and heroes deal +15% damage

    Cost: heroes are under Decay 15% for the whole battle

  • Two-Faced Token

    Cursed Lantern level 33

    The first win on a floor of a normal fight gives +3 salt, no more than 24 per act and 3 per finale

    Cost: every defeat costs 1 more Heat, heroes take 8% more damage

Boss

  • Snapped Cable

    Battle rules For beating Tarvin, the Torn Sluice

    The first death of each hero empowers the others: +5% damage and 2% damage reduction until the end of the battle, up to 3 stacks. Dam Folk get 1.5 times more. Summons and repeated deaths do not count

  • Rootbreaker's Root

    Battle rules For beating Forefather Rootbreaker

    A hero that has not moved for 2 s restores 0.8% of max health per second, no more than 20% per battle, and gets +10% armor and +12% damage. Root does not get in the way

    Cost: heroes run 10% slower

  • Ship's Bell of the Dead Calm

    Battle rules For beating Captain Dead Calm

    Heroes deal +12% physical damage. Once per 8 s the farthest enemy is pulled 3 cells toward the nearest hero and gets Vulnerability 20% to physical damage for 6 s. Several applications do not stack

  • Cradle of the Terminus

    Battle rules For beating the Matron of the Terminus

    The first death of each of three different heroes creates their skeleton for 12 s: 35% of the fallen hero's original max health and 50% of their attack, without abilities, items, perks and synergies, one snapshot of numbers with no inheriting again. It is a Summon within the common 6, a repeated death creates no skeleton

    Cost: the hero who made a skeleton can no longer revive in this battle

  • Triple Flange

    Battle rules For beating the Mother of the Drains

    The first three deaths of different heroes heal all living heroes for 8% of their own max health and give +5% to the final attack rate until the end of the battle, up to 3 stacks. Repeated deaths and summons do not count

  • Riddle Without an Answer

    Battle rules For beating the Sphinx Without an Answer

    Before each battle the sphinx sets one of six placement conditions (by the battle seed, shown on the placement screen): nobody stands next to an ally, everybody stands next to at least one ally, all ranged heroes are in the back row, no more than three heroes in the front row, heroes stand on the edges of the board, the center cells are free. If the condition is met, all heroes get +25% damage and +10% damage reduction for the whole battle

    Cost: if the condition is not met, heroes get −5% damage

  • Icicle Diadem

    Battle rules For beating the Snow Mother

    Every 3rd basic attack applies 1 stack of Chill, at most once per 2 s per hero. Frozen enemies get Vulnerability 15% to any damage. The Freeze goes into the budget of the hero who applied the fifth stack

    Cost: heroes run 8% slower

  • Head's Furnace

    Map and run For beating Cast-Iron Head

    Combined items give 25% more stats, legendaries 15% more. It adds up with the Furnace Bellows and the Welders synergy

    Cost: components in the usual slots give no stats

  • Thunder's Nest

    Battle rules For beating Great-Grandfather Thunder

    Once per 6 s lightning deals 6% of max health as magic damage to the enemy with the most current health, then to two more targets by Chain for half of their own value. Percent damage coefficients against an elite, a guardian and a boss are 0.6 / 0.4 / 0.25, ability power does not apply

  • Shard of the Visor

    Battle rules For beating the Empty Mirror

    Before a battle the highest level hero gets an extra active ability without replacing their ability 2. It is a copy of the strongest ability 1 of another hero by ability rank, then mana and the lower unit number. Once per 10 s, starting at the 5th second, it plays 50% of the direct damage, healing or shield. It copies no crowd control, summons, mana, revives, death prevention or secondary effects

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