block
Until next turn, prevents damage.
游戏关键词与机制.
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.
保留的牌不会在回合结束时被放入弃牌堆。
被变化的牌会变成随机稀有度的随机牌。
充能球:获得 格挡。
不能被打出的牌不能从你的手牌中被打出。
处于脆弱状态时,你从卡牌中获得的 格挡 减少 25% 。
所有名字中包括“打击”的牌。
充能球:获得 能量 。
在这一 姿态 中,你造成和受到双倍攻击伤害。
持续到下回合开始前,阻挡伤害。
被跟踪锁定的目标从充能球受到的伤害增加 50% 。
在每场战斗开始时,这张牌会出现在你的手牌中。
充能球:每回合增加伤害。 激发 时,对生命值最少的敌人造成伤害。
你每抽到一张牌,就将其耗能随机变化。
你的下一次攻击造成额外伤害。
消耗掉你最右侧的充能球,使用其 激发 效果。
集中 会加强 充能球 的效果。
受到 攻击 伤害时,对攻击者造成伤害。
力量会让攻击获得额外的伤害。
敏捷增加你从牌中获得的格挡值。
离开这一 姿态 时,获得 [W] [W] 。
免疫下一次受到的负面效果。
充能球:对随机敌人造成伤害。
伤口是不能被打出的状态牌。
进入这一 姿态 时,获得 [W] [W] [W] 。你的攻击造成三倍伤害。你在下一回合开始时自动离开这一 姿态 。
升级卡牌会让它们变得更加强大。卡牌只能升级一次。
生成的充能球将出现在你最右侧起的第一个空栏位。当没有空栏位时,你的第一个充能球将自动被 激发 来空出位置。
这张牌还没有被解锁。
这张牌你还没有遇到过。
将受到的所有伤害和生命减少效果降低为 1 。
在战斗结束前被移除出牌组。
小刀是会消耗的 0 耗能攻击牌。
虚空是 不能被打出 的 虚无 状态牌,在被抽到时会消耗能量。
有虚弱效果的生物用攻击造成的伤害减少 25% 。
如果这张牌在回合结束时仍然在你的手中,它将被消耗。被消耗的牌将在战斗结束前被移除出牌组。
在你的回合结束时,获得相应点数的 力量 。
有易伤效果的生物从攻击中受到的伤害增加 50% 。
检视你抽牌堆顶部的X张牌。你可以选择丢弃其中的任意张。
晕眩是 不能被打出 的 虚无 状态牌。
在你的回合结束时回复相应的生命值。再生每回合减少 1 。
当用卡牌杀死一名不是“爪牙”的敌人时,触发该效果。
当你获得 10 层 真言 时,进入 神格 。
中毒的生物会在他们的回合开始时失去相应的生命。中毒层数每回合下降 1 。
状态牌在战斗结束时会被移除。
灼伤是 不能被打出 的状态牌,并会对你造成伤害。
你同一时间只能处于一种姿态。
诅咒牌是留在你牌组中的负面牌。
Opener cards may only be played as the first card each turn.
这张牌还没做完,呃,会出现在这里还真是需要修复一下……
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.