block
Until next turn, prevents damage.
game keywords and mechanics.
Until next turn, prevents damage.
Removed until end of combat.
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.
Retained cards are not discarded at the end of turn.
Status cards are removed at the end of combat.
Curse cards are negative cards that stay in your deck.
Cards are drawn from here at the start of each turn.
Cards here are shuffled into your draw pile when it runs out of cards.
Not enough Energy.
An unknown room. You may encounter monsters, treasures, shops, or something entirely different.
The mysterious Merchant sells his wares in these rooms. Spend your well earned Gold here!
Relics and Gold can be found in these coveted rooms.
Stop by these rooms to Heal some HP or Upgrade a card.
Hostile enemies reside in these rooms.
Powerful foes are in these rooms. Defeating them will reward you a Relic.
Negates the next debuff.
Until next turn, prevents damage.
Burns are unplayable status cards that damage you.
Upon exiting this Stance, gain 2 Energy.
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.
Whenever you draw a card, randomize its cost.
Curse cards are negative cards that stay in your deck.
Orb: Increases damage every turn. When Evoked, deals damage to the enemy with the least HP.
Dazed are unplayable status cards.
Dexterity improves Block gained from cards.
Upon entering this stance, gain 3 Energy. Attacks deal triple damage. Exit this Stance at the start of your next turn.
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.
Consume your rightmost Orb and use its Evoke effect.
Removed until end of combat.
Triggers whenever this card kills a non-minion enemy.
Focus increases the effectiveness of Channeled Orbs.
While Frail, gain 25% less Block from cards.
Orb: Gains Block.
Start each combat with this card in your hand.
Reduce ALL damage taken and HP loss to 1.
Orb: Deals damage to random enemies.
Lock-On targets receive 50% more damage from Orbs.
This card has yet to be unlocked.
When you obtain 10 Mantra, enter Divinity.
Opener cards may only be played as the first card each turn.
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.
Retained cards are not discarded at the end of turn.
Gain Strength at the end of your turn.
Look at the top X cards of your draw pile. You may discard any of them.
Shivs are 0 cost Attack cards which Exhaust.
You can only have one stance at a time.
Status cards are removed at the end of combat.
Strength adds additional damage to attacks.
Any card with the word "Strike" in its name.
When receiving Attack damage, deals damage back.
This card is NOT IMPLEMENTED. Someone should really fix that...
Transformed cards become a random card of any rarity.
This card has yet to be encountered.
Unplayable cards cannot be played from your hand.
Upgrading cards makes them more powerful. Cards can only be upgraded once.
Your next Attack deals additional damage.
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.
Wounds are unplayable status cards.
In this Stance, you deal and receive double attack damage.
Passive: At the end of turn, increase this Orb's damage by. Evoke: Deal damage to the enemy with lowest HP.
Passive: At the end of turn, gain Block. Evoke: Gain Block.
Passive: At the end of turn, deal damage to a random enemy. Evoke: Deal damage to a random enemy.
Passive: At the start of turn, gain Energy. Evoke: Gain Energy. Plasma is unaffected by Focus.
Your Attacks deal double damage and you take double damage from attacks.
Upon exiting this Stance, gain Energy Energy.
Upon entering this Stance, gain Energy Energy Energy. Attacks deal triple damage. Exit this Stance at the start of your next turn.
Elites spawn more often.
Normal enemies are deadlier.
Elites are deadlier.
Bosses are deadlier.
Heal less after Boss battles.
Start each run damaged.
Normal enemies are tougher.
Elites are tougher.
Bosses are tougher.
Start each run cursed.
Fewer Potion Slots.
Upgraded cards appear less often.
Poor bosses.
Lower Max HP.
Unfavorable Events.
Shops are more costly.
Normal enemies have more challenging movesets and abilities.
Elites have more challenging movesets and abilities.
Bosses have more challenging movesets and abilities.
(Max Level) Double Boss.