Energy

Energy is the resource used to play cards. The energy cost of a card is at the top left and typically ranges from 0-3, though there are some exceptions. The Ironclad, the Silent, the Defect, and the Watcher all start the game with 3 base energy, which can be increased with relics. There are also cards that generate temporary energy.

Some cards can have X Energy cost. These cards consume all of your remaining Energy upon use, and their effect varies with how much Energy was consumed.

Cards and relics may use a symbol to denote energy, and will appear differently on different colors or characters. However, each symbol is interchangeable; the symbols are purely cosmetic.

## Ironclad

**Energy Generation**

* : You now gain  at the start of every turn, but applies 2(1)  on use.
* : Gain  (). Lose 3 HP.
* : Deals 5(8) damage. If the enemy is , gain  and draw a card.
* : Lose 6 HP. Gain  and draw 3(5) cards. .
* : Costs 1(0). Gain . .
* : Gain 5(8) . If this card is , gain  ().
* : Gain  at the start of each turn. Start combats with 2  in your draw pile.

**Cost Reduction**

* : Initially costs 4, decreases by 1 every time you lose HP this combat. Deals 18 damage.
* : All skills now cost 0 and  on use.

**X Cost**

* : Deals 5(8) damage to ALL enemies X times.

**Other**

* : Add a random Attack to your hand. It costs 0 this turn. .

## Silent

**Energy Generation**

* : Gain () energy. Draw 2 cards. .
* : Discard 3(2) cards. Gain .
* : Next turn, draw X(+1) more cards and gain X(+1) . .
* : Deals 8(11) damage. Gain  next turn.
* : Deals 5(7) damage. If the enemy is , draw 1 card and gain .
* : Next turn, gain  () energy.
* : Deal 12(16) damage. If you have discarded a card this turn, gain .
* : Unplayable. If discarded from your hand, gain  ().
* : The first time you discard a card each turn, gain .

**Cost Reduction**

* : All cards in your hand cost 0 this turn, but you can no longer draw cards this turn.
* : Initially costs 3, decreases by 1 for each card discarded this turn. Deals 7(9) damage 3 times.
* : Place a card from your hand on top of your draw pile. It costs 0 until played.

**X Cost**

* : Next turn, draw X(+1) more cards and gain X(+1) . ExhaustERROR: No keyword chosen.
* : Costs X. Enemy loses X(+1) . Apply X(+1) . .
* : Deals 7(10) damage X times.

**Other**

* : Add a random Skill to your hand. It costs 0 this turn. .

## Defect

**Energy Generation**

* Each  generates  at the start of your turn, and  when .
	+ : May  1 (or 2) .
	+ :  1 .
	+ : Deal 24(30) damage.  3 .
	+ :  1  at the start of the combat.
* : Gain  for every 4(3) cards in your draw pile.
* : Gain 7(10) Block. Next turn, gain 1 .
* : Cost 1(0). Doubles your energy. .
* : Remove (Evoke) all of your Orbs, gain  and draw 1 card for each orb removed (evoked). .
* :  a card. Gain  equal to its cost.
	+ an X card doubles your energy.
* : Deal 24(32) damage. If this kills an enemy, gain .
* : Gain  () energy. Add a  to your discard pile.

**Cost Reduction**

* : Initially costs 4, decreases by 1 for each Power played this combat. Gain 12(16) .

**X Cost**

* : Evoke your next Orb X(+1) times.
* : Gain 7(9)  X times.
* : Channel X(+1) Lightning. .

**Other**

* : Deal 10(14) damage. Put all cards in your discard pile that cost 0 into your hand.
* : Deals 7(10) damage, draws 4(5) cards. Discards all cards drawn this way that do not cost 0.
* : Adds a random Power card to your hand. It costs 0 this turn.

## Watcher

**Energy Generation**

* : Upon exiting this stance, gain .
	+ : Gain  then enter .
	+ : Immediately enter .
	+ : After dealing damage, enter  if the target intends to Attack.
	+ : Enter  if you are not in Calm.
	+ : After choosing what to retain, enter  and end your turn.
	+ : Start each combat in .
	+ : Whenever you exit Calm, gain an additional ; effectively causes Calm to generate  upon exiting.
	+ Stance Potion: Allow you to choose to enter .
* : Upon entering this stance, gain . Attacks deal triple damage.
	+ : When you obtain 10 , enter .
		- : Gain 2(3)  and 4 .
		- : Gain 3(4) , and shuffle an  into your draw pile.
		- : Gain 5 .
		- : Gain 2(3)  at the beginning of each turn.
		- : Gain 1  at the beginning of each turn.
	+ : () Enter . Die next turn. .
* : . Gain  (). .  can only be obtained through cards and relics.
	+ : Adds 2(3)  to your hand when drawn.
	+ : Adds 1  at the start of the turn for X(+1) turns.
	+ : Adds 1  to your hand at the start of combat.
	+ : Adds 3  to your hand at the start of combat.
	+ : Add 2 Miracles to your hand.
* : Deal 7(11) damage. If the previous card played was an Attack, gain .
* :  (Not ). At the start of your turn, gain  and increase this gain by 1.

**Cost Reduction**

* : . Deal 20(26) damage. Initially cost 4. Whenever this card is , lower its cost by 1.
* : (.) Whenever a card is , lower its cost by 1.

**X Cost**

* : Adds 1  at the start of the turn for X(+1) turns.
* : Shuffle an  with X(+1) into your draw pile. .

**Other**

* : Gain 3(4) . Gain 3(4) . Gain 1 less  at the start of each turn.
* : Choose 1 of 3 Attacks of any color to add to your hand. (It costs 0 this turn.) .

## Colorless Cards

**Cost Reduction**

* : Reduce the cost of all cards in your hand to 1 this turn (this combat).
* : Place a card (any number of cards) from your hand to the bottom of your draw pile. It costs (they cost) 0 until played.
* : Costs 1(0). A random card in your hand costs 0 for the rest of combat. .

**X Cost**

* : Add X random (upgraded) colorless cards to your hand. They cost 0 this turn. .

**Other**

* : Add 3(5) random Skills to your draw pile. They cost 0 this combat. .
* : Add 1 of 3 random cards to your hand. It costs 0 this turn.  (No longer ).
* : Add 3(5) random Attacks to your draw pile. They cost 0 this combat. .

## Status

* : . When this card is drawn, lose 1 energy. .

## Relics

**Energy Generation**

* **Common**
	+ : Whenever you enter a Rest Site, start the next combat with .
	+ : If you do not play any Attacks during your turn, gain  next turn.
	+ : Gain  every 3 turns.
	+ : Gain  at the start of each combat.
	+ : For every 10 attacks you play, gain .

* **Uncommon**
	+ : Whenever an enemy dies, gain  and draw 1 card.
	+ : Every 3 times you shuffle your deck, gain .

* **Boss**
	+ : Gain  at the start of every turn. Card rewards have 2 less options.
	+ : Gain  at the start of every turn. You can no longer rest at Rest Sites.
	+ : Gain  at the start of every turn. Opening non-boss chests now gives you a .
	+ : Gain  at the start of every turn. You can no longer gain Gold.
	+ : Gain  at the start of every turn. You can no longer Smith at Rest Sites.
	+ (Silent only): The first time you discard a card each turn, gain .
	+ (Ironclad only): Gain  at the start of every turn. Start each combat with 2  in your draw pile.
	+ : Gain  at the start of every turn. Enemies start each combat with 1 .
	+ : Gain  at the start of every turn. You can no longer see enemy intents.
	+ : During Boss and Elite combats, gain  at the start of your turn.
	+ : Gain  at the start of every turn. You can no longer obtain potions.
	+ : Gain  at the start of every turn. You can no longer play more than 6 cards per turn.

**Cost Reduction**

* **Uncommon**
	+ : Whenever you play a Power card, a random card in your hand costs 0 for the turn.

**X Cost**

* **Shop**
	+ : The effects of your X-cost cards are increased by 2.

**Other**

* **Rare**
	+ : You no longer lose unspent energy at the start of each turn.

* **Boss**
	+ : Draw 2 additional cards each turn. Start each combat , randomizes card costs from 0 to 3 when drawn.

* **Event**
	+ : Add a random Power to your hand at the start of each combat. It costs 0 for the turn.
	+ : The first card you play each turn that costs 2 or more is played twice.

## Potions

**Energy Generation**

* : Gain .

**Other**

* : Draw 5 cards. Randomize the costs of all cards in your hand.