recursal/Fanatic-Fandom huggingface dataset:
Stygian Guard

**Stygian Guard**  is a clan in *Monster Train*.

"*Draft the Support of the ancient Guard of the Stygian Sea. Mystical Sirens and ancient Totems work together to eradicate the Winged from Hell*"

The **Stygian Guard**  is a complex, multi-layered clan in *Monster Train* that differentiates itself from other clans through its unique synergies with spell cards in order to get the most out of their units and spells. Unlike other clans, Stygian win conditions will commonly require the player to kill enemies across multiple floors. The Stygian Guard feature a number of unique spell-focused mechanics:

Spell Weakness: A stackable debuff that multiplies damage dealt by the next damaging spell cast on that unit based on the number of Spell Weakness charges.

Frostbite: A stackable debuff that deals damage to afflicted units at the end of the turn, based on the number of Frostbite charges. 1 stack of Frostbite is lost at the end of each turn.

Incant: When a spell is cast on the same floor as an incant unit, the listed effect is applied.

The Stygian Guard champion is Tethys Titansbane, a high-attack, low-health hero who is able to apply Spell Weakness and Frostbite, depending on how the player upgrades her. Due to her low health total, Tethys is best positioned behind sturdier frontline units, and is particularly weak to enemy units with Spikes or Sweep, especially early on in the game. She starts with 4 copies of Frozen Lance in the deck.

The Stygian Guard exiled champion is Solgard the Martyr, a weak to start unit that has the inherent ability to gain Shards when his Incant ability triggers. Depending on how the player upgrades him, he can do extra damage to the front unit as an Action, inflict Frostbite on Revenge, or even gain huge stats but be Phased until he gets enough Shards. He starts with 4 copies of Forgotten Power in the deck.

## Overview

**Champions**

Tethys Titansbane
Starter Card:Frozen LanceSolgard the Martyr
Starter Card:Forgone Power
**Banner Units**

**Uncommon**

ColdcaeliaGuard of the UnnamedIcy CilophyteNameless SirenSiren of the SeaTitan Sentry
**Rare**

(DLC) Eel GorgonLodestone TotemOffering Monument
### Card Unlocks

1. Tethys Titansbane
2. Ice and Pyre, Sigiled Seaweed
3. Preserve, Token of a Traitor
4. Harness the Titan, Offering Monument
5. Solgard the Martyr, Siren's Song, Totem Fragment
6. Cuttlehex, Tethys' Scales
7. Ice Tornado, Titan Sentry
8. Lodestone Totem, Rules of Containment
9. Gifts for a Guard
10. Ancient Synergy
Overgorger

2

**Gorge:** +2 permanently.

**Overgorger** is a Banner Unit of the Umbra .

## Lore

*A seasoned collector of Antumbra Morsels to the detriment of its own well-being. I've learned to steer clear of these creatures, as each new morsel they eat is a danger to all around them.*

## Strategy

**Overgorger** is a run-defining unit that can amass a large amount of  over the course of a run in the right deck. It can exceed 200 if well-fed, letting it kill any enemy in one hit and be a serious threat to bosses.

There are some obstacles you will need to overcome to achieve this, however. It is an early-game liability, especially on high Covenant Ranks, and its initial weakness coupled with its 2 play cost mean you may take some Pyre damage in the next couple of fights. It may be worth declining Trials in early Rings if you take **Overgorger**, counting on its strength later to make up for the lost value. **Overgorger'**s  does not scale, and it can only **Gorge** if it is in front, so it will be vulnerable to being killed. Sacrificing Morsels to protect it is possible, but very much not ideal. Putting it on the 3rd floor and defensive upgrades help with this. Its 3 combined with its hunger for Morsels means it is quite difficult to put other fighting units with it - a Cave In and other floor-changing effects when the boss comes can help, especially if they put **Overgorger** behind other units, which is good because of its relative frailty. It can only eat 2 Morsels per turn on a normal 5 room, so a way to increase , such as Space Prism or Seraph's Light, or ways for it to eat Morsels prior to turn end such as Feast or Shroud Spike help a lot.

On later Rings, **Overgorger** can be put behind other units, particularly if it has 190+, as at that point it can kill any enemy, and its ability to kill bosses will largely hinge on whether it can survive long enough against them rather than further increasing its . Investing in  will also pay off at this point as you will very much want to duplicate **Overgorger** with Hellvents.

### Pacts & Unit Essence (The Last Divinity (DLC) only)

If you are lucky enough to find an **Overgorger** and a Morsel-Made on the same run, you can fuse the latter to the **Overgorger** to scale up the **Overgorger'**s  as often as you can summon Morsels each turn, removing its dependency on .

If you found a **Overgorger** too late or don't feel confident in being able to scale it properly, it can be worthwhile to fuse it into another unit if your deck is built around feeding a single unit as much Morsels as possible.
Making of a Morsel

1

Add a **Morsel Miner** to your hand.

**Making of a Morsel** is an Umbra  Card in Monster Train. It is a spell in the Umbra clan. It is the only way to generate a Morsel Miner consistently. This is best used with Shroud Mitosis to get lots of Morsel Miners.

## Lore

*Only the most trusted of Morsels are allowed to mine the most precious of metals. Even fewer are allowed to forge the valuable creations of the Umbra Shroud. So, to be allowed into these sacred forges was an honor indeed.*

## History

*See: Version History*

 2.0.0
Pyrewings

*For the combat, see The Pyrewings*

**Sweep.**
**Strike:** Apply **Emberdrain 1** to the attacked unit.

###

0
2
90

1
2
120

7
4
120

23
4
150

**Regen 20.** **Sweep.**
**Strike:** Apply **Emberdrain 1** to the attacked unit.

###

0
4
180

1
4
210

7
6
210

23
6
240

**Pyrewings** is an Enemy and a Winged in Monster Train.

They appear in the following combats:

* The Pyrewings
* Seraph the Chaste
* (DLC) The Last Divinity: Divine Intervention (Cov 20-25)

## Lore

*During the fights of Armageddon, these Winged scoured Hell to extinguish all traces of the Pyre. However, they decided to keep shards of it for themselves, giving them an unusual control over our energy source.*
Looming Darkshard

**Phased.**
**Incant:** Apply +1 to spells in hand.
**Resolve:** Despawn.

###

All
0
1

## Pact Shard Upgrade (DLC)

**Looming Darkshard** is an Enemy in Monster Train.

It is summoned by Archus in the following combats:

* Archus, Darkness Incarnate: Sin of Darkness
* Archus, Darkness Incarnate: Sin of Failure

## Lore

*The Wurmkin speak in hushed tones of the Child's Darkness trapped within these Shardsouls. The remains of a Divine Titan split into Light and Dark. If these shards are the result of that darkness, perhaps Seraph's Light comes from the same source.*
Split Anvil

When you play a spell, spells in hand that cost less are reduced to 0 for the turn.

### Type

Clanless

**Split Anvil** is a Clanless  Artifact in Monster Train.

## Lore

*After completing the Rail, I destroyed the anvil I used to create all the Railspikes as a symbolic ending to this endeavor.*

## Strategy

**Split Anvil**, after playing a spell, reduces the cost of all spells in hand that cost less than the Ember spent on that spell to 0 for the turn.

**Split Anvil'**s effect sounds strong, and it can be, but first consider its limitations:

* You needs a spell that costs 2 or more for it to do anything
* It does not apply to Unit cards, which are often what you are playing on early turns. If you spend all your  on a spell, you will not be able to play units in hand (unless they cost 0)

Note that -Cost spells cannot benefit from other spells cast before it, but other spells can benefit from them, as they are considered to cost  equal to the  spent.

To make the most out of **Split Anvil**, you will want

* lots of card draw to apply 0 to as many spells as possible (so you will generally want Herzal's Compound after Major bosses)
* a way to consistently have access to an expensive or -Cost spell (but having multiple expensive spells at the same cost does not help)
* a way to play units as well on early turns, or the ability to tolerate a slow start because you're playing units on the first few turns

Volatile Gauge pairs insanely well with this Artifact, as it checks the first two points very reliably. Forever Flame is also an excellent partner, making most units cost 0 and mostly eliminating the tension between playing units and playing expensive spells. Hell's Banners is a solid partner for similar reasons, provided you can play 2 units on early turns. Applying Holdover on an expensive spell works too, though be mindful that if you draw it and units in the same hand, you may be forced to choose between deploying the unit and playing the expensive spell with Holdover. Having Permafrost on that expensive spell as well may be a good idea. You may consider looking for upgrades that increase the cost of spells, like Doublestack, because the cost increase allows it to make other spells cost 0.

The interaction with Tethys Titansbane's Conduit upgrade path deserves a special mention. For the purpose of comparing spell costs, the cost reduction effect of Conduit is **not** taken into account. This means that, for example, Conduit can reduce the cost of a 3 damage spell to 0, and playing it will reduce the costs of all 2and 1 spells in hand (including non-damage spells) to 0, to be played on any floor. This can be very powerful.

**Split Anvil** is a solid early-game pickup and can be built around to great effect. If offered later in the run, its value depends on how well your run is built to take advantage of it.

## History

*See: Version History*

 1.2.6
Talos, the Architect: Protective Sin

*For the major boss, see: Talos*

*"Talos attacks quickly and decisively, using powerful blows to knock back whoever she hits."*
— Combat Description

**Talos, the Architect: Protective Sin** is a combat that can appear in Ring 3.

In this combat, the boss, Talos, attacks before Relentless. Any unit she strikes is pushed to the back. Also, all enemy units enter with Armor 5.

This combat also features Overcharged Apprentices.

## Strategies

* Cards like March of Shields and Vine Grasp are especially useful in this combat, in order to keep your units in order.
* Applying Dazed to Talos will prevent her from striking.
* Unnamed Tome stops Talos from reordering your units.

## Trivia

* This combat shares the same wave pattern with Daedalus, the Professor: Plating Seal.
Light of Seraph

+1 on each floor.
Your Pyre gets +10 and +30.

**Light of Seraph** is an Artifact and Major Enhancement  gained after beating Ring 3 and Ring 6 in Monster Train.

## Lore

*The coveted Light of Seraph. Those from above worship it as much as we value the Pyre. From what I’ve seen it’s powerful, sure, but it’s not as special as they say. That doesn’t mean I won’t take some if given the chance.*
Shroud Spike

X

**Consume.**
Kill a Morsel unit. Trigger **Eaten** and **Gorge** abilities as if it had been eaten 2 times.

**Shroud Spike** is an Umbra  Card and a Railspike in Monster Train.

## Lore

*The Umbra Shroud was the first clan to agree with me that the Rail was crucial to the survival of Hell. This alliance proved my proposed Covenant's importance to the other clans.*
Revenge of the Damned

1

**Extract 1**.
Deal 5 damage, twice.
**Slay:** Gain 2.

**Revenge of the Damned** is a Wurmkin  Card in Monster Train.

## Lore

*The quiet of a cairn grinds away even the strongest of souls. I’d thought this silence a testament to their unusual obedience, and, in a way, I was correct. Once I saw the pit of damned kinstones, I knew this clan was the same as all others — no stranger to disagreements or strict punishment. Once, long ago, I would’ve admired such Judgement. But what place do I have to think of that now.*
Remnant Pact

1

**Consume.**
Apply **Endless** to a friendly unit.

**Remnant Pact** is a Melting Remnant  Card and a Tome in Monster Train.

## Lore

*Despite their age-long feud, the Wickless and Reformed were able to come to an armistice when the Covenant was formed. That doesn't mean that the rules put in place for their peace were easy to follow.*

## History

*See: Version History*

 1.2.5
 1.3.0
Penitent Prayers

*"The Reconcilers have arrived in great force to make sure that you repent for the sins that Hell has brought upon the world."*
— Combat Description

**Penitent Prayers** is a combat that can appear in Ring 2. It is the only combat to feature Reconcilers, and is the earliest combat based heavily on Scourges.

Like all non-boss combats, a Collector will appear on a random floor on wave 2.

 4

The Ring 2 Boss can be either The Steel Slate, Highpriest to the Light, or the Last Knight of the Disciples, regardless of the combat.

## Trivia

* Despite Chains the Sighted being based on this combat's featured enemy, it cannot be the boss of this combat, as it is a Ring 1 boss.
Melting Spout

Tomb units get +30 and **Burnout 1**.

**Melting Spout** is an Artifact of the Melting Remnant  in Monster Train.

## Lore

*Only the wealthiest of Waxers can afford the portable melting pot I created to allow on-demand wax guttering. Out of charity, unfortunate Tombs are given a spout by the Reformed so they can survive.*

## Strategy

With Melting Spout, this lets you use your Tomb units to absorb a good chunk of damage while also ensuring they die on the same turn when first summoned. This can come in handy for triggering its Extinguish effect on floors with no enemies. However, both its bonuses an be detrimental over time if you plan on Reforming them regularly. The Burnout 1 extends the time it takes for it to be destroyed each time it's Reformed, and the extra 30 means it may not die on the turn you place them.

Therefore, though this artifact looks like it synergizes with Tomb-based decks, it actually becomes more counterintuitive if you don't use it properly. It's better to take this artifact if your deck *doesn't* rely on Extinguishing Tombs.

## History

*See: Version History*

 1.1.2
Purifying Cleanse

0

Restore 15 health and apply **Burnout 3** to a friendly unit.

**Purifying Cleanse** is a Melting Remnant  Card in Monster Train.

## Lore

*Before entering a wax drip and applying new wax, a process I've been told is called "guttering", Waxers are asked to cleanse themselves of any blemishes and impurities to keep the wax as clean as possible.*

## History

*See: Version History*

 1.3.0
Thornfruit

At the start of your turn, add a **Sting** spell to your hand.

**Thornfruit** is an Artifact of the Awoken  in Monster Train.

## Lore

*After a thorn has lodged into the ground and released its spores, it will wilt and return to the Wildwood. On very rare occasions, the thorn will produce a fruit that is coveted among Channelers, though I find it personally much too sour.*
Starter Deck

The **Starter Deck** is the deck you begin the game with. Its contents vary both with Clan combination and Covenant Rank.

## Starter Cards

All Starting Decks will always start with 4 Train Stewards. For draw purposes, Train Stewards are not considered units for the forced unit draw on the first turn of Battle; in other words, Train Stewards are not Banner Units.

Starter Cards for each Clan:
The Pyrewings

*For the enemy, see Pyrewings*

*"The Winged scavengers of the Hell Pyre have learned to dampen the effectiveness of the Pyre shard if you ferry to the end of Hell."*
— Combat Description

**The Pyrewings** is a combat that can appear in Ring 7. This combat, as the name says, features Pyrewings, who can drain your Ember with their sweeping attacks.

Like all non-boss combats, a Collector will appear on a random floor on wave 2.

The Ring 7 Boss can be either Nephil, the Wingless General or the Living Armor, regardless of the combat.
Tempered Talisman

+3 **Magic Power**.

**Tempered Talisman** is a Clanless  Artifact in Monster Train.

## Lore

*Never before have the nine Rings of Hell collaborated on something as monumental as the Rail of the Covenant. As a token of thanks, I created these amulets through my time in Hell, imbuing them with some basic power, and I gave them to each clan.*

## Strategy

**Tempered Talisman** gives you 3 Magic Power at all times, to all spells that deal damage or heal.

**Tempered Talisman'**s utility depends on how often you play cards that can take advantage of Magic Power. Several Starter cards, like Torch and Restore, use Magic Power well, as **Tempered Talisman** can more than double many of their effects. In some cases, this can make these cards viable, and makes removing them less important than it would otherwise be. Torch in particular becomes able to kill most Support-class enemies even in later Rings with this, unless they are Pact Shard-enhanced (The Last Divinity (DLC) only). Echo Break also gains this bonus, allowing it to deal 4 damage on a floor with no Charged Echoes instead of 1.

**Tempered Talisman** is much less useful if you have already removed your starter cards, your starter cards don't interact with Magic Power, such as Dreg or Shadesplitter, or your run is in a strong position and it's clear you will want to remove your starter cards later anyway.

There are a handful of non-Starter cards that appreciate this Artifact, like Antumbra Assault, Icestorm, or Titan's Gratitude, among others, but it doesn't tend to have a huge impact outside of Starter cards. But if you are using Tethys Titansbane's Conduit path, The Sentient's Explosive path, or are otherwise spamming damage/healing spells, the extra damage/healing will gradually add up.
Seraph the Chaste

*For the major boss, see: Seraph*

*"The end is near. This incarnation of Hell's greatest foe has the power to **cleanse all units of effects which don't benefit Seraph**. This fight will require more than sheer strength."*
— Combat Description

**Seraph the Chaste** is a boss combat that can appear in Ring 8.

In this combat, Seraph will halve all of your buffs and debuffs on a floor, every turn. The combat also features Pyrewings to drain your Ember.

Like all Seraph combats, Seraph places a Lightwings on the train every turn.

## Strategies

* While buffs and debuffs are discouraged by this combat, it is still entirely possible to beat this combat with a buff/debuff based build.
	+ If maintaining buffs/debuffs is important to your strategy, focus hard on applying them to maintain their numbers for as long as possible. With buffs and debuffs in this combat, one should be either all or nothing.
* Seraph will no longer cleanse when he enters Relentless. You can use this to your advantage, by not playing your best buff cards until then.
* Pyrewings can be neutered with Sap, Dazed, or Stealth. Otherwise, prepare to have enough damage to kill them before they reach your units, or prepare to handle the Emberdrain.
* Do not rely too hard on debuff-based Artifacts like Light's Gift or Rootsplit Mask, as Seraph can cleanse the debuffs away.

## Trivia

* Like all Seraph combats, a Steelwings appears on the 2nd to final wave.
Merchants

**Merchants** are an Overworld Event that allows the player to spend gold in exchange for purging Cards from their deck, upgrading units or spells and obtaining Artifacts.

## Prices

Each Merchant will sell three items at a time. Their inventory can be re-rolled once per Merchant for a cost of 50.

Merchant prices increase at certain Covenant Ranks:

* At Covenant 11, re-roll costs 20% more. The cost becomes 60.
* At Covenant 16, card removal costs 20% more. The initial cost becomes 60, increasing each time it is used, to a maximum of 300.
* At Covenant 18, goods cost 20% more. At Merchants of Magic or Steel, Common upgrades cost 25 and Rare upgrades cost between 95 and 120. At Merchant of Trinkets, Artifacts cost between 195 and 245.[verify]

*See: Upgrades for a list of available upgrades*

### Card Removal

All Merchants allow removing cards from the deck. The initial cost is 50, increasing each time it is used, to a maximum of 250. The removal cost is shared by all Merchants through the run.

Removal Costs (Guild Marker discount)
 16-25

## Types of Merchants

### Merchant of Steel

The Merchant of Steel sells 2 different Common upgrades for 20 and 1 Rare upgrade between 80 and 95.

Each item is randomly selected from the possible choices. There are three Common and four Rare upgrades which may be offered in any run. There is also a Common upgrade for each clan; only the two from the player's clans can be offered, providing a total of five possible Common upgrades in a given run.

* Heartstone: +25
 Common Upgrades (clan-specific)
* Thornstone: **+10** and **Spikes 3.**
* Runestone: **Incant**: Gain **Armor 2.**
* Shieldstone: **Damage Shield 3.**
* Wickstone: **Burnout 1**, +5 +5
 Rare Upgrades
* Frenzystone: **Multistrike 1.**
* Immortalstone: **Endless.**
* Speedstone: **Quick.**

### Merchant of Magic

The Merchant of Magic sells 2 Common upgrades for 20 and 1 Rare upgrade between 80 and 100.

The first upgrade offered is always **Emberstone**. The second Common upgrade is either **Powerstone** or **Surgestone**. The Rare upgrade is random.

* Powerstone: +10 **Magic Power.**
* Surgestone: +20 **Magic Power**, **Consume.**
* Eternalstone: Remove **Consume**, +1
* Freezestone: **Permafrost.**
* Keepstone: **Holdover.**
* Stackstone: **Doublestack**, +1

### Merchant of Trinkets

The Merchant of Trinkets sells three Artifacts. Prices range between 160 and 220.[verify]
Judgemental Fittings

Enemy units enter with **Damage Shield 1**.

**Judgemental Fittings** is an Artifact in Monster Train that can be found in the Concealed Caverns, specifically the Malicka Mutator event. After two combats, it can be replaced with the Cracked Helmet.

## Lore

*Herzal always talked about Judgement and the struggles of mankind. Well, they wouldn't have so many struggles if they were invincible! And so it was done. Just like that. You're welcome, humans!*
Sting

0

Deal 10 damage to the front enemy unit.
Draw +1 next turn.

**Sting** is an Awoken  Card in Monster Train.

## Lore

*Some trees drop acorns to seed new life - the Awoken shoot thorns. To protect myself, I wore thick leather armor on my first visit to the Wildwood. I can't say it helped much...*

## Strategy

The Channelheart and Thorn Casing artifacts can enhance its magic power and add piercing.
Reconciler

**Resolve:** Add a **Sinner's Burden** card to the top of your draw pile.

###

All
1
2

**Strike:** Apply **Sap 3** to the attacked unit.
**Resolve:** Add a **Sinner's Burden** card to the top of your draw pile.

###

All
3
10

**Reconciler** is an Enemy and a Disciple in Monster Train.

They appear exclusively in the combat Penitent Prayers.

## Lore

*The Reconciler is the administrator of all Acts of Penance, requiring atonement for the sins perceived by the winged, though they often are more liberal with their "reconciliation" than I might consider just.*
Talos, the Architect

**Relentless.**

###

0
6
250

1
7
450

12
7
525

21
7
600

## Pact Shard Upgrade (DLC)

**Empowering Offense:**
 +5 (every 5),
 +1 (every 15),
 (Cov 10-25): gain 10 **Armor** (every 5)

 **Protective Sin:**
 +5 (every 5),
 +1 (every 15),
 (Cov 10-25): +1 and gain 4 **Lifesteal** (every 20)

 **Soul Sucker:**
 +5 (every 5),
 +1 (every 15),
 (Cov 10-25): gain 1 **Rage** (every 20)

**Talos, the Architect** is one of the 2 first Major Bosses in Monster Train, who can appear in Ring 3.

Unlike most other Major bosses, she attacks before the Relentless phase, with varying effects based on the combat.

She is featured in the following Ring 3 combats:

* Talos, the Architect: Empowering Offense
* Talos, the Architect: Protective Sin
* Talos, the Architect: Soul Sucker

*See also: Talos's Battle Effects*

## Lore

*See: Talos' Lore*

*In these visions, I've seen crystals used as prisons souls. "Shardsouls", they've been called. It seems their creator, a human of some ancient renown, created them to split the Divine Titans, but it's unclear why this happened, what became of the human Exile, or the importance of Humans in this forgotten tragedy.*

### Battle Quotes

* *..ughh...my head...*
* *I have no choice...*
* *No, this isn't right...*
* *I've been granted a trust you Titans could never imagine.*
* *Leave us alone, you Titan filth!*
* *For the Three Realms!*
* *Is it over?*
* *Please, release me...*
* *Where am I?*
* *When am I?*
* *The exiles fight together!*
* *What is this metal contraption?*
* *The Titans will not doom us to die.*
* *The Three Realms cannot exist without us.*
* *Oh no...how long has it been?*
* *The souls of the Realms reside in these wings.*
* *For Heaven, Hell, and Humans!*
* *Down with the Titans!*
* *Our souls give us strength.*
* *Our wills are solid.*
* *Our souls are strong.*
* *We, the Exiles, hold you imprisoned.*

## History

Together with Archus and Seraph the Patient, Talos was introduced in the Friends and Foes Update.
Queen's Tail

When you summon your first Imp each turn, gain +1 and draw 1.

**Queen's Tail** is an Artifact of the Hellhorned  in Monster Train.

## Lore

*From what I can gather, the Queen had the only full-grown Demon tail in existence. Yet, in the visions I've spent with her, this tail has been replaced by her Shardsoul tail. Did this replacement grant the Hellhorned the ability to cycle, making them immortal? It's as if a large shadow looms over any memory I should have of these exiles...*

## Strategy

**Queen's Tail** gives you +1 and +1 card whenever you play an Imp for the first time in a turn, which is a powerful benefit without need of much explanation here.

**Queen's Tail** is always worth strongly considering as long as your run plans to play Imps on at least 2 or 3 turns in battles, and it can very easily be +1 and +1 card for every turn of combat - the equivalent of both a Herzal's Compound and Fel's Remorse in one - if you build around it. The easiest ways to do this are either Imp-cicle, which makes it very easy to get the benefit of this card every turn, or putting an Immortalstone on an Imp and having a plan to kill it every turn.

If found early, it can very well be worth a speculative pick if you can afford it, and is very worth taking anytime where there are imps in your deck (that you don't plan on purging soon).
Restoration Detonation

1

Restore 10 health to a friendly unit. Deal damage to the front enemy unit equal to 5x the amount healed.

**Restoration Detonation** is an Awoken  Card in Monster Train.

## Lore

*Though usually avoided because of its potentially deadly outcome, an Awoken's ability to impale themselves with thorns allows them to become a walking nest of spores. Upon bursting, the spores provide additional life with the extra benefit of damage to those nearby.*

## History

*See: Version History*

 1.2.5
Remnant Host

0

**Extinguish:** Summon 2 **Draff** units.

**Remnant Host** is a Melting Remnant  Card in Monster Train.

## Lore

*Tombs are usually formed as a consequence of some horrible accident when guttering. If a Waxer happens to be caught in the wax drip of another, they can be trapped inside until their host melts away.*

## Strategy

Remnant Host stands out, even among Melting Remnant units, in its ability to rapidly generate **Harvest** and **Extinguish** triggers. When the Remnant Host dies, it spawns two Draffs that have **Burnout** 1, meaning they will also die after attacking. This is three **Harvest** triggers on the same 1 Capacity unit. In addition to this synergy with **Harvest** units, it becomes even more powerful when combined with the Exploding Candle, Memorial Fund, Mold Braces, or Wax Snuffer relics. Be aware, however, that this strength can work against the player when facing enemies with **Harvest** triggers!

### Additional Information

The Draffs summoned by Remnant Host appear directly in front of the Remnant Host's previous position on the floor (or its current position, if its effect was triggered by Intent on Death.)

## History

*See: Version History*

 1.1.2
Seraph

**Relentless.** **Multistrike 2.**
OR Patient Version:
**Relentless.**
**Incant:** Gain +1.
**Rally:** Gain +3

###

0
9x3 OR 15
999

1
10x3 OR 20
2300

12
10x3 OR 20
2650

21
10x3 OR 20
3000

25
10x3 OR 20
4000

## Pact Shard Upgrade (DLC)

**Temperant:**
 gain 20 **Armor** (every 15),
 gain 1 **Multistrike** (every 75),
 (Cov 10-25): +1, +50 (every 45),
 (Cov 10-25): gain 1 **Damage Shield** (every 35)

 **Chaste:**
 +20 (every 10),
 +1 and gain 3 **Lifesteal** (every 50),
 (Cov 10-25): +1, +50 and gain 3 **Lifesteal** (every 35),
 (Cov 10-25): gain **Purify** (at 140)

 **Diligent:**
 +40 and gain 1 **Stealth** (every 35),
 +1 (every 35),
 (Cov 10-25): +1 and +40 and gain 1 **Stealth** and gain 1 **Spell Shield** (every 30)

 **Patient:**
 +1, +55 (every 20),
 (Cov 10-25): gain 1 **Rage** (every 30),
 (Cov 10-25): gain **Trample** (at 130)

**Seraph** is the Final Boss in Monster Train. He will spawn 1 Lightwing every round.

He is featured in the following Ring 8 combats:

* Seraph the Temperant
* Seraph the Chaste
* Seraph the Diligent
* Seraph the Patient

*See also: Seraph's Battle Effects*

## Lore

*See: Seraph's Lore*

*Breaker of the Covenant. Invader of Hell. Once a savior of Hell and guardian of Heaven, he worked with me to build the Rail. Now he's worse a monster than I ever could have imagined.*

### Battle Quotes

* *This will all be over soon.*
* *Our peace will be forged on your defeat!*
* *I can't lose her again...*
* *You are no better than us, Hellborne. But we can't exist together anymore.*
* *You will break just like the Rail!*
* *Return to the ashes!*
* *Hell will not be remembered!*
* *The Boneshaker will soon be just ash and steel!*
* *Invading Hell was necessary for peace.*
* *I've only done what Herzal couldn't.*
* *Without Hell, we can finally have peace!*
* *You and your kind are truly evil, and evil must be destroyed.*
* *Hell has no hope left!*
* *I had to act or everything would have been lost!*
* *This is Herzal and Fel's fault! Not mine!*
* *Heaven is all that will remain.*
* *How could I let you ruin everything I built?*
* *Herzal was a friend. It's a shame what we had to do to him...*
* *Here I was beginning to think this was a REAL fight.*
* *End this charade and admit defeat!*
* *You believe me to be the Traitor? LIES!*
* *Did you really think we could co-exist peacefully?*
* *The Covenant was flawed from the start.*
* *Can't you see that I'm right?*
* *Without the Rail, there will finally be peace.*
* *The Covenant is no more!*
* *This is all too easy!*
* *This could all have been avoided had Herzal not betrayed me.*
* *I've been waiting for you.*
* *You made it farther than I expected!*
* *If you've truly defeated her, then there is nothing left... ?*
* *So you defeated The Professor? What a shame.*
* *And now you come to me.*
* *So the Boneshaker returns!*
* *Your arrival makes my victory that much easier.*
* *It's been some time.*
Most Blessed Sword

X

**Purge.** **Piercing.**
Deal 30 damage to enemy units.

**Most Blessed Sword** is a Clanless  Card in Monster Train. It is one of the cards that can be obtained in Armageddon Battlefield. If this card is still in your deck after 2 battles, you will obtain the Hope for Peace artifact, giving it **Consume** instead of **Purge**.

## Lore

*The invasion was swift and brutal. We had little time to react when the first Winged attacked with their twice-forged weapons.*

## Strategy

You should avoid using the spell before you obtain the Hope for Peace artifact.

## History

*See: Version History*

 1.1.2
Master of Light

**Sweep.**
**Slay:** Gain **Rage 2.**

###

0
3
65

1
3
85

7
4
85

23
4
95

**Sweep.**
**Slay:** Gain **Rage 2.**

###

0
5
130

1
5
150

7
6
150

23
6
160

**Master of Light** is an Enemy and a Clipped in Monster Train.

They appear in the following combats:

* The Harpy's Guard
* Fel, the Wings of Light: Wrath Crest
* Archus, Darkness Incarnate: Sin of Failure

## Lore

*As more experienced students of Seraph's Light and its power, these Clipped can use it to gain strength with each victory in battle. How they achieved this effect, I have no idea, but it can be deadly.*
Perfect Insanity

1

**Extract 6**.
Apply -666.

**Perfect Insanity** is a Wurmkin  Card in Monster Train.

## Lore

*Another memory: at the time of the Exodus, we thought that these Exiles, these souls to be sacrificed, would bring back peace, or some semblance of it. Instead, the Child was fractured and the souls of Heaven and Hell made immortal. Some of the Child’s power remains in Heaven’s Light and in the Pyre, but how can those small divine remains make up for millennia of suffering?*

## History

*See: Version History*

In the public Beta for The Last Divinity (DLC), the card did damage instead of decreasing health, which meant that it worked extremely well with Spell Weakness.
Shroud Mitosis

1

Create 3 copies of a Morsel unit.

**Shroud Mitosis** is an Umbra  Card in Monster Train. It is a spell in the Umbra clan.

## Lore

*I thought that only the Umbra could split themselves off into more Morsels, but it seems that the Antumbra can create even more copies of themselves. I guess that’s why there’s a saying about a Morsel in a dark mine...*

## Strategy

This card is most effectively used with Making of a Morsel to generate multiple Morsel Miners efficiently. You should first place Morsels up to Capacity and then use Shroud Mitosis for maximum effect. Note that the maximum number of units on a floor is 7.
Lightstone Casing

Spells gain an extra upgrade slot.

**Lightstone Casing** is a Clanless  Artifact in Monster Train.

## Lore

*After the Pyrestone brace proved to be wildly successful, Seraph stole my design and created a similar device to infuse the stones with Light instead. As is his way, he created a housing much more ostentatious than the simple one I created for Hell.*

## Strategy

**Lightstone Casing** increases the number of Upgrades that spells can have by 1, which in a standard run gives them 3 slots to work with. (Even without this Artifact, spells can have any number of upgrades applied to them through events in Concealed Caverns, but with **Lightstone Casing**, Merchants of Magic and Divine Temples (DLC only) can now apply upgrades to spells with 2 prior upgrades.)

**Lightstone Casing** allows you to create very powerful spells and is at its best in a focused, small deck where those spells are played over and over, or upgraded with Keepstone and/or Seekstone (DLC only) to ensure their consistent use.

It's worth taking early if you can handle the lack of immediate early game value. If offered later in the run, consider whether you can path to Merchants of Magic profitably, and if you have already twice-upgraded spells that could considerably benefit from an additional upgrade.

**Lightstone Casing** allows for many different ways to build powerful, game-breaking combos, so take this Artifact when you can and go crazy!
Thorned Hollow

1

**Summon:** Gain 60 max health.
**Rejuvenate:** Gain **Spikes 3.**

**Thorned Hollow** is a Banner Unit of the Awoken .

## Lore

*There is a clearing in the Wildwood where the vines turn brittle and become covered in thorns. While impossible for me to visit, I've heard that the Hollows that root there are afflicted with a similar transformation.*

## History

*See: Version History*

 2.0.0
 2.1
ARTYR1984

## Деятельность

Бывший участник клана южан

Был изгнан из-за недоверия \_sTiKyt\_ и из-за конфликта с iliakotic и остальными

## Конфликт с ARTYR1984

**ARTYR1984**, по мнению \_sTiKyt\_, был очень палевный в дискорде, \_sTiKyt\_ не доверял ему.

**04.04.2020** в фармилке произошел конфликт.

ARTYR1984 бил всех в фармилке, чем надоел остальным. DrMangUST не выдержал и ударил его 2 раза, из-за чего **ARTYR1984** умер. Лут был подобран игроками с целью вернуть хозяину.

Во время подхода к фармилке iliakotic убил **ARTYR1984**. Во второй раз **ARTYR1984** ввалился в фармилку и начал всех бить железным мечом, после чего iliakotic убил его во второй раз. По приказу \_sTiKyt\_ все успокоились и вернули ресурсы.

Меч **ARTYR1984**(самый сильный в клане) пропал. Игрок принялся обвинять всех в краже, больше всего iliakotic. Тогда \_sTiKyt\_ дал **ARTYR1984** 32 алмаза из личного резерва и приказал успокоиться, но **ARTYR1984** сказал, что ему нужны не алмазы, а его меч, а затем ливнул. Тогда \_sTiKyt\_ сказал:
-Артуру давали последний шанс.
Мы пытались его не выгонять,
чтобы он не ставил базу под риск.
Но раз он начал ебать людям мозг...
Убить, снести кровать
и так далее. 2ha2r возразил:
-Но Артур нормальный человек
Но \_sTiKyt\_ ответил:
-Он Агро и не умеет скрывать информацию
О н нашу базу уже не раз спалил

Кровать **ARTYR1984** была снесена, но, как позже оказалось, у него была тайная кровать.

При следующем заходе на сервер **ARTYR1984** понял, что его выгнали (ему написали это в дискорд) и решил тайно спрятать свои вещи (похоже, в эндер-сундуке, т.к **ARTYR1984** был замечен DrMangUST на пути к дому с Эндер-Сундуком, а когда **ARTYR1984** понял, что его заметили, он уплыл.

Повторное появление **ARTYR1984** - на ферме DrMangUST - её владелец заметил, выходя из фармилки. **ARTYR1984** говорил, что он просто брал еду (у него не было брони и лута). Тогда его повели к \_sTiKyt\_.

По пути **ARTYR1984** все время пытался сбежать, а когда они пришли к \_sTiKyt\_, он спросил у **ARTYR1984**, зачем он вернулся. Он ответил, что хотел вернуться, но \_sTiKyt\_ возразил, что он нарушил слишком много правил, тогда **ARTYR1984** решил сбежать, но не смог - DrMangUST догнал и убил его.

У **ARTYR1984** где-то была кровать, тогда \_sTiKyt\_ решил снести все кровати в городе. **ARTYR1984** возвращался и убегал ещё несколько раз, пока DrMangUST не догнал его и не заставил высадиться на берег.

DrMangUST предлагал дать **ARTYR1984** еды и отпустить, но тот должен будет поспать на кровати, которую ему дадут. Он отказался, поджег всё вокруг и был убит.

**ARTYR1984** оказался на спауне. Далее были вопросы к \_sTiKyt\_ по поводу изгнания и т.д.

Возможно, потом **ARTYR1984** продал координаты, так как 06.04.2020 база юга была уничтожена. Возможно, это был асгард, возможно, в этом был замешан **ARTYR1984**.
The Porcupine

**Relentless.**

###

0
12
300

1
12
500

4
13
500

14
13
520

22
13
540

## Pact Shard Upgrade (DLC)

+5 (every 5),
 gain 1 **Spikes** (every 20),
 (Cov 10-25): gain 1 **Rage** (every 12)

**The Porcupine** is a Boss and a Clipped in Monster Train, that may appear on Ring 4.

## Lore

*Despite their punishment for an ancient feud, some Clipped refuse to give up their wings so easily. This one in particular, dubbed The Porcupine, has regrown her wings over and over each time they are clipped, creating the spiny back she has the day.*

### Battle Quotes

* *Attack me!*
* *Seraph himself sent me to deal witih*[sic] *you.*
* *Don't touch my back!*
* *Come on!*
* *Let's make this quick, shall we?*
* *Want to know why they call me the Porcupine?*
* *Make a move, Hellborne.*
* *Take a swing, see what happens.*
* *Let's go, Hellborne!*
* *Fight back!*
* *It's all much harder from here.*
* *This ends here.*
* *If the Winged can't stop me, neither can you.*
* *Quit wasting my time!*
* *Take that!*
* *Each Wing I've clipped has only made me stronger.*
Spike of the Stygian

X

**Consume.**
Apply 1 **Sap** and 5 **Frostbite.**

**Spike of the Stygian** is a Stygian Guard  Card and a Railspike in Monster Train.

## Lore

*The Stygian Guard was formed with our Rail of the Covenant, created by Tethys to protect the sealed Unnamed Titan. The Guard was wary of our Covenant from the beginning, worried that it would make the Pyre vulnerable to outside attacks. Unfortunately, they were correct.*

## Strategy

**Spike of the Stygian** usually struggles to have much of an impact on its own - even if 3 is spent on it, 3 Sap and 15 Frostbite is not the strongest effect you can get for that cost. **Spike of the Stygian** is at its best as a win condition against bosses for decks that are able to generate more . Sap becomes more and more powerful the more stacks you apply, eventually giving your units an entire extra turn against a boss per stack, and Frostbite also gets stronger with each additional stack.

However, the Stygian Guard does not have spells or units that increase your . As such, **Spike of the Stygian** is dependent on cross-clan synergies and Artifacts to be able to generate a large amount of . It's not a commonly good card, but it can be really strong in some circumstances.
Returned Soul

0

Return a spell card from the discard pile to your hand and apply **Infused**, -1, and **Consume**.

**Returned Soul** is a Wurmkin  Card in Monster Train.

## Lore

*Learning this strange language on the stones was slowgoing at first, but as if by some stroke of divinity, I’m now able to decipher the runes quickly. I wouldn’t go so far as to say I’m fluent, but this odd influx of knowledge has been remarkable and likely the result of the Wurmkin’s Echoes injecting me with it on their own will. Will they take it away just as easily?*

## Strategy

**Returned Soul** is one of the few cards that enables Infinites. It can also prepare for infinites, by controlled consuming of spells in the deck.
Торговая организация "Черный Лотос"

Торговая организация "Черный Лотос"-Организация занимающаяся торговлей и экономической поддержкой в конфликтах.

для связи с кланом пишите в дс: murmanok4118

## ИСТОРИЯ СОЗДАНИЯ

Лотос был основан 3 мая 2020 года игроками "MurmanOk" и "jkjkjkjkjkjkj"

сначала была идея чтобы организация была боевой, но через 2 дня был решен окончательный курс- Торговля

## ХРОНОЛОГИЯ СОБЫТИЙ

**03.05.20** - Основание организации для шпионажа и битв

**04.05.20** - Начало строительства базы- "Серфрат"

**04.05.20** - Первое сражение с малой группой людей "свобода" и первая победа хоть и с большим трудом

**05.05.20** - Смена курса на торговый и переезд с недостроенной базы- "Серфрат"

**07.05.20** - Заложение базы- "Резондр"

**08.05.20** - Отправление дипломата в клан FATE

**09.05.20** - Первая сделка на 10 стаков блоков кварца

**14.05.20** - Уничтожение "Резондера" Третим рейхом(горите в аду)

**17.05.20** - Заключение союза с FATE и FEIQ

**18.05.20** - Ужесточение правил набора

**20.05.20** - Начало и окончание постройки "Резондр 2"

**22.05.20** - появление собственного магазина

**23.05.20** - Постройка базы "Фермерская"
Resonant Shard

**Rage** adds an additional +1 per stack.

**Resonant Shard** is an Artifact of the Hellhorned  in Monster Train.

## Lore

*I modified the Pyre so that the sound that it makes when it is threatened can no longer be heard by any creature. However, an unintended consequence has been obsverved[sic]: distant Pyre shards will resonate with the same frequency and vibrate violently, sometimes even shattering.*

## Strategy

**Resonant Shard** gives you +1 per stack of Rage that you have, amplifying your ability to scale damage in this way.

**Resonant Shard'**s value to a run is not hard to discern - if you scale  with Rage, it is a strong Artifact, boosting your output by 1.5x (barring Deranged Brute), and otherwise it is not. Decks with a moderate amount of rage, like from an occasional Molting Imp, might find it to be about as good as Worn Grindstone, which is fine.
The Last Divinity (DLC)

**The Last Divinity** is the first DLC for Monster Train developed by Shiny Shoe and published by Good Shepherd Entertainment. The expansion was released on March 25, 2021 for all previously available platforms. The game can be purchased on various sites including:

* Steam
* Gog Games
* Microsoft

The expansion also comes prepackaged with the release on Nintendo Switch (dubbed Monster Train: First Class).

## Overview

Epic new content expansion for Monster Train bringing new challenges, more replayability, and a new clan!

* A new clan, the Wurmkin
	+ **\*Note: the Wurmkin clan unlocks upon completing Covenant level 1.\***.
* Pact Shards ; the new currency bringing benefits at a cost.
* New endboss: The Last Divinity

## The Wurmkin Clan

**The 6th clan has been summoned!** A new clan has risen from the depths of hell to join forces with your 5 original favorites. The Wurmkin Clan is led by two powerful new champions. The Spine Chief uses the power of Charged Echoes to do damage and make compatriots even more powerful and the Echowright can tap into the power of consumable spells in all new ways. Charged Echoes create buffs for the whole floor and bring a completely new gameplay mechanic to the already diverse world of Monster Train.

## DLC Content

1. NEW CLAN - the Wurmkin with a full set of cards and artifacts.
2. NEW BOSS - The Last Divinity, the biggest threat you've faced yet.
3. PACT SHARDS - a new currency that has new types of upgrades, including the ability to merge two units into one.
4. NEW EVENTS - new Concealed Caverns events to add more variety to your runs. These have new rewards including unique cards and artifacts.
5. NEW ARTIFACTS - new clanless artifacts that can appear on any run.
6. NEW RARE CARDS - one new rare card in each of the original 5 clans to spice up rare card drafts.
7. DIVINE MASTERY - a second tier of card mastery that imbues your cards with a divine stamp if you defeat The Last Divinity on a run.
8. NEW EXPERT CHALLENGES - five more expert challenges to test your mettle at Covenant 25.
9. LOGBOOK UPDATE - owners of The Last Divinity get a new Logbook page to track all of their progress.
Spikedriver Colony

0

**Multistrike 1.**
**Extinguish:** Add a permanent copy of this card to your discard pile.

+20 and remove **Extinguish.**

**Spikedriver Colony** is a Clanless  Card in Monster Train.

Obtained from the **Heph the Blacksmith** Concealed Caverns event.

After getting 4 or more copies of the card in your deck, Heph comes back to give them +20 and removes the **Extinguish**.

## Lore

*I knew I couldn't rely on anyone to build the rail for me, so I set off to do it myself, creating automatic creatures to drive rail spikes into the ground and lay the track that would later be broken.*

## Strategy

Make sure to upgrade them before playing them as any purchased upgrades from the shop are copied when it's extinguished. Let them die on purpose. As they are 1 units with Multistrike, it can be good to upgrade their initial 1x2 value and putting them behind a tank or distribute them among several floors.

## History

*See: Version History*

 1.1.2
Titan's Claws

At the end of the turn, **Frozen** cards are reduced to 0 until played or discarded.

### Type

Stygian Guard

**Titan's Claws** is an Artifact of the Stygian Guard  in Monster Train.

## Lore

*The sharp claws of the Titan. They were lodged into the stone as the Titan tried to escape prison we'd built for it. Now, they serve as a reminder of the strength we locked away.*

## History

*See: Version History*

 1.4.0
Keeper of Echoes

2

**Inspire:** Apply +1 and +1 to friendly units.

**Keeper of Echoes** is a Banner Unit of the Wurmkin .

## Lore

*The stones the Wurmkin carry, simply called Kinstones, represent their life’s work. A single line of inquiry that they utilize the Echoes’ knowledge to complete. Kinstones aren’t often completed by a single Wurmkin, but passed down over time. When they are completed, the Wurmkin retire into a position as a custodian of Echoes and eggs.*
Onehorn's Tome

5

**Consume.**
Apply **Multistrike 1** and **Fragile** to a friendly unit.

**Onehorn's Tome** is a Hellhorned  Card and a Tome in Monster Train.

## Lore

*"Hell's Horns, History of he Hellhorned," by Grrrg Onehorn. The terrible handwriting of the imp scribes has made this tome an excruciating read and something I don't plan on returning to soon.*

## Strategy

Multistrike is an extremely powerful status effect on units that have high  or a potent Strike/Slay effect, but the Fragile effect is a significant downside. Even when placed behind a tank, a Fragile unit will die instantly to any enemy with Sweep or Spikes unless it has enough Armor or stacks of Damage Shield to avoid losing health.

**Onehorn's Tome** is one of the few ways to get Multistrike on a Champion. In particular, Hornbreaker Prince's Wrathful line benefits from Onehorn's Tome immensely, thanks to it gaining Armor with every Slay. Extra attacks mean more opportunities to gain Armor; three extra Slays from the Multistrike will always grant more Armor than the HP "lost" to the Fragile debuff, allowing him to survive longer while also doubling his damage output.

## History

*See: Version History*

Before the addition of Fragile in Wild Mutations, the card was considered one of the best cards in the game.

 1.1.2