Game Mechanics

game keywords and mechanics.

Core Concepts

block

Until next turn, prevents damage.

exhaust

Removed until end of combat.

ethereal

If this card is in your hand at the end of turn, it is exhausted. Exhausted cards are removed from your deck until the end of combat.

retain

Retained cards are not discarded at the end of turn.

status

Status cards are removed at the end of combat.

curse

Curse cards are negative cards that stay in your deck.

Return

Cards are drawn from here at the start of each turn.

Discard Pile

Cards here are shuffled into your draw pile when it runs out of cards.

Energy

Not enough Energy.

Map Rooms

Unknown

An unknown room. You may encounter monsters, treasures, shops, or something entirely different.

Merchant

The mysterious Merchant sells his wares in these rooms. Spend your well earned Gold here!

Treasure

Relics and Gold can be found in these coveted rooms.

Rest

Stop by these rooms to Heal some HP or Upgrade a card.

Enemy

Hostile enemies reside in these rooms.

Elite

Powerful foes are in these rooms. Defeating them will reward you a Relic.

Card Keywords

block

Until next turn, prevents damage.

burn

Burns are unplayable status cards that damage you.

calm

Upon exiting this Stance, gain 2 Energy.

channel

Channeling an Orb puts it into your first empty slot. If you have no empty slots, your first Orb is automatically Evoked to make room.

confused

Whenever you draw a card, randomize its cost.

curse

Curse cards are negative cards that stay in your deck.

dark

Orb: Increases damage every turn. When Evoked, deals damage to the enemy with the least HP.

dazed

Dazed are unplayable status cards.

divinity

Upon entering this stance, gain 3 Energy. Attacks deal triple damage. Exit this Stance at the start of your next turn.

ethereal

If this card is in your hand at the end of turn, it is exhausted. Exhausted cards are removed from your deck until the end of combat.

evoke

Consume your rightmost Orb and use its Evoke effect.

exhaust

Removed until end of combat.

fatal

Triggers whenever this card kills a non-minion enemy.

Focus increases the effectiveness of Channeled Orbs.

While Frail, gain 25% less Block from cards.

frost

Orb: Gains Block.

innate

Start each combat with this card in your hand.

lightning

Orb: Deals damage to random enemies.

Lock-On targets receive 50% more damage from Orbs.

locked

This card has yet to be unlocked.

When you obtain 10 Mantra, enter Divinity.

opener

Opener cards may only be played as the first card each turn.

plasma

Orb: Gains Energy.

Poisoned creatures lose HP at the start of their turn. Each turn, Poison is reduced by 1.

Regen heals HP at the end of your turn. Each turn, Regen is reduced by 1.

retain

Retained cards are not discarded at the end of turn.

Gain Strength at the end of your turn.

scry

Look at the top X cards of your draw pile. You may discard any of them.

shiv

Shivs are 0 cost Attack cards which Exhaust.

stance

You can only have one stance at a time.

status

Status cards are removed at the end of combat.

strike

Any card with the word "Strike" in its name.

When receiving Attack damage, deals damage back.

todo

This card is NOT IMPLEMENTED. Someone should really fix that...

transform

Transformed cards become a random card of any rarity.

unknown

This card has yet to be encountered.

unplayable

Unplayable cards cannot be played from your hand.

upgrade

Upgrading cards makes them more powerful. Cards can only be upgraded once.

Your next Attack deals additional damage.

void

Voids are unplayable status cards that consume energy when drawn.

Vulnerable creatures take 50% more damage from Attacks.

Weakened creatures deal 25% less damage with Attacks.

wound

Wounds are unplayable status cards.

wrath

In this Stance, you deal and receive double attack damage.

Orbs

Dark

Passive: At the end of turn, increase this Orb's damage by. Evoke: Deal damage to the enemy with lowest HP.

Frost

Passive: At the end of turn, gain Block. Evoke: Gain Block.

Lightning

Passive: At the end of turn, deal damage to a random enemy. Evoke: Deal damage to a random enemy.

Plasma

Passive: At the start of turn, gain Energy. Evoke: Gain Energy. Plasma is unaffected by Focus.

Stances

Wrath

Your Attacks deal double damage and you take double damage from attacks.

Calm

Upon exiting this Stance, gain Energy Energy.

Divinity

Upon entering this Stance, gain Energy Energy Energy. Attacks deal triple damage. Exit this Stance at the start of your next turn.

Ascension Levels

A1
Ascension Mode Level 1

Elites spawn more often.

A2
Ascension Mode Level 2

Normal enemies are deadlier.

A3
Ascension Mode Level 3

Elites are deadlier.

A4
Ascension Mode Level 4

Bosses are deadlier.

A5
Ascension Mode Level 5

Heal less after Boss battles.

A6
Ascension Mode Level 6

Start each run damaged.

A7
Ascension Mode Level 7

Normal enemies are tougher.

A8
Ascension Mode Level 8

Elites are tougher.

A9
Ascension Mode Level 9

Bosses are tougher.

A10
Ascension Mode Level 10

Start each run cursed.

A11
Ascension Mode Level 11

Fewer Potion Slots.

A12
Ascension Mode Level 12

Upgraded cards appear less often.

A13
Ascension Mode Level 13

Poor bosses.

A14
Ascension Mode Level 14

Lower Max HP.

A15
Ascension Mode Level 15

Unfavorable Events.

A16
Ascension Mode Level 16

Shops are more costly.

A17
Ascension Mode Level 17

Normal enemies have more challenging movesets and abilities.

A18
Ascension Mode Level 18

Elites have more challenging movesets and abilities.

A19
Ascension Mode Level 19

Bosses have more challenging movesets and abilities.

A20
Ascension Mode Level 20

(Max Level) Double Boss.