recursal/Fanatic-Fandom huggingface dataset:
Daedalus, the Professor

**Relentless.**

###

0
8
250

1
9
450

12
9
525

21
9
600

## Pact Shard Upgrade (DLC)

**Double Barrel:**
 +8 (every 5),
 +1 (every 80),
 (Cov 10-25): +1 (every 50)

 **Explosive Sigil:**
 +6 (every 5),
 +1 (every 20),
 (Cov 10-25): gain 1 **Spikes** (every 30)

 **Plating Seal:**
 +6 (every 5),
 +1 (every 20),
 (Cov 10-25): gain 1 **Damage Shield** (every 15)

**Daedalus** is a first Major Boss in Monster Train.

Every turn before the Relentless phase, he places a Constructed Explosive on the train.

He is featured in the following Ring 3 combats:

* Daedalus, the Professor: Double Barrel
* Daedalus, the Professor: Explosive Sigil
* Daedalus, the Professor: Plating Seal

*See also: Daedalus' Battle Effects*

## Lore

*See: Daedalus' Lore*

*Original engineer of the armor and weapons used by the Disciples, with specific knowledge of Seraph's Light and how to harness its energy. He was a chief contributor to the breaking of the Rail, something that impresses me almost as much as it angers me.*

### Battle Quotes

* *What do you think of my invention?*
* *What do you think of my new invention?*
* *I hope Seraph appreciates my work...*
* *This train is truly a marvel! Shame I have to destroy it.*
* *Note to self: tune steam pressure on wings.*
* *These things are sharp!*
* *Watch out for the steam!*
* *This is all good research.*
* *Hmm, these engines aren't functioning well in sub-optimal temperatures.*
* *Too clever for you, eh?*
* *A little too fast for you, eh?*
* *You like my wings?*
* *Did you think the Winged were the only ones to fly?*
* *You won't make it any farther than me.*
* *I'll scrap this train for parts.*
* *What a shame that Seraph won't get to meet you.*
Harvesters of Death

*"Death obsessed Clipped who gain strength with every kill."*
— Combat Description

**Harvesters of Death** is a combat that can appear in Ring 5. This combat features Overcharged Tanks, who gain Armor upon Harvest.

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

 6

The Ring 5 Boss can be either the Sower of Sorrow, The Self-Made Harpy, or The Crystalcloak, regardless of the combat.
Blinding Darkshard

**Phased.**
**Rally:** Apply **Dazed 1** to your units.
**Resolve:** Despawn.

###

All
0
1

## Pact Shard Upgrade (DLC)

**Blinding 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 Shadow

## 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.*
Dante's Candle

1

**Unpurgeable.**
**Reserve:** Your Pyre takes 3 damage.

**Dante's Candle** is a Clanless  Blight Card in Monster Train.

## Lore

*Ornate candles carried by the unusual fellow known as Dante. He's never revealed their true purpose and, knowing him, I've half a mind to think it's all an elaborate scheme. Regardless, they're hotter than Hell used to be and can burn you if you're not careful.*

## Strategy

Usually it is better to duplicate a buffed Dante than a Dante's Candle. In Covenant Rank 2 and above, duplicating a Deadweight is superior as well. Sinner's Salve can make it cost 0.
Conduit Redirector

**Enchant:** Grant **Spikes 2.**

###

All
1
1

**Spell Shield 1.** **Spikes 3.**
**Enchant:** Grant **Spikes 3.**

###

All
5
10

**Conduit Redirector** is an Enemy and a Disciple in Monster Train.

It appears in the following combats:

* Barbed Disciples
* (DLC) The Last Divinity: Divine Intervention

## Lore

*I initially created the Conduits' armor to help them better harness the Pyre. I should have known they would twist this technology to ingest the energy of our Pyre and redirect the shards to their own benefit.*
Guardians of Light

*"These Disciples have been granted special power over the Light of Seraph, making them harder to kill than other Disciples."*
— Combat Description

**Guardians of Light** is a combat that can appear in Ring 1. It is the only combat in the game to include Apprentices of Light.

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

 4

The Ring 1 Boss can be either Discipled Inquisitor or Chains the Sighted, regardless of the combat.

## Trivia

* This is the 1 and only combat in which Apprentices of Light spawn.
Daily Challenge

The **Daily Challenge** is a game mode in Monster Train.

## Game mode

The **Daily Challenge** is accessible thru Challenges. It is a randomly generated game mode in Covenant Rank 1 with a semi-random selection of Mutators. Usually one good, one bad and another random Mutator is selected.

## Unlocks

Playing the Daily Challenge does not unlock any single player progress, such as unlocking cards or clans. Playing the Daily Challenge three days in a row however unlocks a Card Frame.

## Tips

To get a high score, usual scoring rules apply and thus tips from Custom Challenge and Hell Rush apply as well. For more info, see Scoring.
Awoken Hollow

1

**Summon:** Gain 60 max health.
**Rejuvenate:** **Cultivate 2**

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

## Lore

*These souls, imprisoned in steel, try to break free before they lose their minds to the Wildwood. I had no idea of this until the Channelers told me. It took me some time to trust them again after that revelation.*

## Strategy

**Awoken Hollow** is a great tank, entering battle with 75 maximum - though you will need healing spells to be able to take advantage of this, as it starts with just 15. **Awoken Hollow** additionally rewards healing spells with a Rejuvenate trigger for Cultivate 2 - strengthening the unit with the lowest current health with +2/+2.

**Awoken Hollow** enjoys the Restore that the Starter Deck has, and is more likely to be good in the Original Deck for that reason. Floors featuring it can be quite passive because it takes up 3 and does not have that much . As such, it appreciates partners with Multistrike such as Animus of Will that take good advantage of its Cultivate ability to give its floor an offensive presence. **Awoken Hollow** is also great with Floor Overstacking, able to fortify its floor, making its partners less susceptible to Sweep and slowly building them up.

**Awoken Hollow** is also perhaps one of the best targets for Adaptive Mutation thanks to its , letting it hit very hard in exchange for greatly reducing its bulk. Its 3 makes this difficult to pull off without specific support, however. Vine Grasp combined with Floor Overstacking can enable this, however.

## History

*See: Version History*

Awoken Hollow was reworked from increasing it's own Stat updates to using the Cultivate trigger with the introduction of that trigger in the Controller and Keyboard Update.

 1.4.0
Fel, the Wings of Light

**Relentless.** **Multistrike 1.**

###

0
9x2
700

1
10x2
1300

12
10x2
1450

21
10x2
1600

## Pact Shard Upgrade (DLC)

**Eternal Crest:**
 +9 (every 5),
 +1 (every 15),
 (Cov 10-25): +1 and gain 50 **Armor** (every 20)

 **Scouring Crest:**
 +9 (every 5),
 +1 (every 15),
 (Cov 10-25): +1, +40 and gain 1 **Spell Shield** (every 20)

 **Wrath Crest:**
 +9 (every 5),
 +1 (every 15),
 (Cov 10-25): +80 and gain 1 **Multistrike** (every 50)

**Fel, the Wings of Light** is a second Major Boss in Monster Train.

At the beginning of the fight, Alabaster Guardians are summoned on each floor. Fel will then start applying varying effects, depending on the combat.

She is featured in the following Ring 6 combats:

* Fel, the Wings of Light: Wrath Crest
* Fel, the Wings of Light: Scouring Crest
* Fel, the Wings of Light: Eternal Crest

*See also: Fel's Battle Effects*

## Lore

*See: Fel's Lore*

*Once my closest ally, this Clipped legend has been able to create out of the Light that Heaven uses. I admire her ingenuity, but I'll never be able to forgive her for abandoning the two of us.*

### Battle Quotes

* *There are many things you don't know, Hellborne...*
* *I've missed this train...*
* *This is all my fault...*
* *You don't know what it's like for the Winged.*
* *I take no pleasure in this.*
* *Heaven cannot fall because of me!*
* *Did I make the wrong choice?*
* *I'm doing what I must.*
* *I'm only doing what I must, nothing more.*
* *Ahh, how I've missed the feeling of flight.*
* *How do you like my wings?*
* *I will not waver again!*
* *Herzal, forgive me.*
* *Forgive me, Hellborne.*
* *Without duty, what are we?*
* *Herzal may have saved me, but Seraph made me what I am.*
* *Is Herzal aboard?*
* *Seraph demands this!*
* *Seraph won't be quite as kind.*
Artifacts

**Artifacts** provide passive bonuses during a run.

Most artifacts may be obtained from Herzal's Hoard, purchased from a Merchant of Trinkets, or won from a Trial on Ring 4 or 5. Other artifacts are instead obtained from Concealed Caverns events or chosen after a major boss battle in Ring 3 and Ring 6.

Both Herzal's Hoard and the Trial reward offer two artifacts from which to choose, and a "Skip" option that gives 25.

There are 129 artifacts, (not including Divine artifacts).

## Divine Artifacts

Divine Artifacts are Artifacts with typically twice the power, but removes themselves after 1 battle. They can be found in a specific Event, that can randomly (random roll at the start of the run) appear after a combat.

*The Last Divinity’s grasp on our realm is slipping, so the Wurmkin claim. Yet, if endangered, the Divinity will collapse time upon itself, creating a sort of infinite cycle of defeat. We’ve faced Divinities before, but I cannot comprehend defeating a Being whose strength at its weakest can still warp the flow of time on a whim.*

## Table

(Note: Shift+Click to sort by multiple columns)
Daedalus, the Professor: Double Barrel

*For the major boss, see: Daedalus*

*"Heaven's disgraced professor has improved his explosive inventions, creating better protection through technological enhancements."*
— Combat Description

**Daedalus, the Professor: Double Barrel** is a combat that can appear in Ring 3.

As with all Daedalus combats, Daedalus places a Constructed Explosive on the train every turn. For this combat in particular, Explosives not defused that turn explode twice, dealing 10 damage to your frontmost unit on its floor per explosion.

This combat also features 2 Haste-granting Conduit Infiltrators, which will allow waves to skip the middle floor if not taken care of.

## Strategies

* With Clergyman starting with rage and doing a lot of damage on lower floors, it is generally advised to play units on higher floors.
* As Conduit Infiltrators grant haste, it is important to either kill them on the first floor or not set up on the middle floor. Important to note is that when you kill a Conduit Infiltrator in one wave it is advised to kill also on subsequent waves, so as not to allow waves from the middle floor and bottom floor to combine on the top floor.

## Trivia

* This combat shares the same wave pattern with Talos, the Architect: Soul Sucker.
Fel, the Wings of Light: Scouring Crest

*For the major boss, see: Fel*

*"Clipped Absolvers guard Fel to weigh you down with guilt before the warrior can make her killing blow. Remove these weights to thwart their assault."*
— Combat Description

**Fel, the Wings of Light: Scouring Crest** is a combat that can appear in Ring 6.

As is typical with all Fel combats, 3 Alabaster Guardians are spawned, one on each floor. In this combat, Fel will add The Ultimate Penance to your hand, around every other turn. Alongside that, the enemy waves in this combat feature a large amount of Absolvers, which will also clog your card draw if not handled properly.

More specifically, Fel adds The Ultimate Penance to your hand on turns 1, 3, 5, and 7.

## Strategies

* Consider taking Fel's Remorse after Ring 3, as the extra Ember my be useful to take care of the Scourges.
* Any backline access can be used to kill the Absolvers, so less Scourges are generated into your Draw Pile.
* (DLC) Sinner's Salve can allow you to handle the Scourges more easily, as they will no longer demand your Ember.

## Trivia

* This combat shares the same wave pattern with Archus, Darkness Incarnate: Sin of Shadow.
* Strangely, the Ultimate Penance that is added to your hand on turn 1 will consume your card draw (ie you will draw 1 less card that turn), but other Ultimate Penaces do not.
Bramble Lash

2

Deal damage to the front enemy unit equal to 10x the amount of **Spikes** on friendly units.

**Bramble Lash** is an Awoken  Card in Monster Train.

## Lore

*A single, concentrated influx of Wildwood sap can enlarge the thorns of an Awoken for a short time. Through some ill-advised experiments, I've discovered that several simultaneous injections can have devastating effects.*

## Strategy

It works very well with The Sentient and Little Fade in their respective Upgrade Paths that grant spikes
Excavation Eruption

3

Deal 20 damage to a random enemy unit, three times.
**Slay:** Gain 2.

**Excavation Eruption** is an Umbra  Card in Monster Train.

## Lore

*With little regard for their own lives, these Morsels seem to explode carelessly in the mines, paying no mind to the possible consequences of their actions. I've seen this backfire on more than one occasion.*

## Strategy

This spell works best against floors with a collection of weak enemies so that it can generate a large supply of mana. For the best effect, run this spell with the Stygian clan as the other clan so that it can be used as fuel for more spell spamming and/or the cost can be reduced to a usable amount.

## History

*See: Version History*

 1.4.0
Good Ol' Wingmaker

1

Deal 6 damage to enemy units, two times.
**Slay:** +1 on this floor.

**Good Ol' Wingmaker** is a Clanless  Card in Monster Train.

## Lore

*Creating Wings from Light is no small task, and doing it the right way requires the right tools. I was able to make her wings with this hammer, but its power is too unstable for normal work. Odd that the things we build end up tearing us down in the end.*
Dix boss

Les **Dix Boss** sont un groupe de Dix personnes étant à la botte de Kaiser pour contrôler la Station Name Hunt et son système de chasse aux noms. Le principe de ce groupe est que, quiconque souhaitant challenger Kaiser, doit tout d'abord vaincre les Dix Boss avant de se présenter devant elle. Cela rend donc les attaques envers Kaiser plus rares et complexes et maintient la hiérarchie de la Station sans trop de difficulté.

Les Dix Boss sont donc les dix personnes possédant le plus de noms dans la Station Name Hunt après Kaiser elle-même. Ils sont tous très puissants et, à l'exception de Hesse, ils ont tous déjà pris le nom d'un membre des Dix grandes familles.

Le principe des Dix Boss est de compliquer la tâche pour combattre Kaiser, cependant, tous les vaincre permet de pouvoir obtenir un duel avec elle lors d'un évènement appelé "Festival". Cependant, jusqu'à l'arrivée de Jyu Viole Grace et Endorsi Jahad, personne n'avait jamais réussi à passer cette barrière pour vaincre Kaiser.

## Dix boss connus

On ne connaît que sept des Dix Boss au moment où Baam est arrivé à la Station Name Hunt.

* **Lo Po Bia Alpine :** Elle est aussi connue sous le nom de "La femme de l'ombre" et c'est le bras droit de Kaiser. Elle a été vaincue par Baam et Khun.
* **Arie Inieta :** Il est aussi connu sous le nom de "L'épée de génie" et est réputé pour être l'un des Boss les plus puissants parmi les dix. Il a été vaincu par Khun Ran.
* **Variel Vani :** Il est aussi connu sous le nom de "L'homme clé" et a été vaincu par Hwaryun et ses compagnons.
* **Lullu :** Faisant partie de la tribu sous-marine des Da'hans, il a été vaincu par Sachi Faker et ses compagnons.
* **Hesse :** Il est aussi connu sous le nom de "L'homme de terre" et est le seul des Dix Boss a n'avoir jamais pris de nom d'un nombre des Dix Grandes Familles. Il a été vaincu par Khun Ran.
* **Marte :** Elle est aussi connue sous le nom de "La femme poulpe" et a été vaincue par Endorsi Jahad.
* **Yukan :** Il est aussi connu sous le nom de "L'homme aux déchets toxiques" et a été vaincu par Baam.
* **Trois autres Boss :** Les trois Boss restant sont inconnus mais ils ont été vaincus par l'équipe de Shibisu.
Discipled Footsoldier

###

0
4
1

7
5
1

**Multistrike 1.**

###

0
8x2
5

7
9x2
5

**Discipled Footsoldier** is an Enemy and a Disciple in Monster Train.

It appears in the following combats:

* The First Defense
* Heaven's Priests
* Guardians of Light
* Disciple Conduits (Cov 0-4)
* Pyre Absorbers
* Barbed Disciples (Cov 5-25)
* Daedalus, the Professor: Double Barrel
* Daedalus, the Professor: Plating Seal
* Talos, the Architect: Soul Sucker
* Talos, the Architect: Protective Sin

## Lore

*Some of Seraph's human disciples come from a combat background. This gave the Traitor an advantage in his defense of the newly captured Rings of Hell.*
Emblem of the Exiles

At the start of turn, the front friendly unit on each floor gains +5.

**Emblem of the Exiles** is an Artifact of the Awoken  in Monster Train.

## Lore

*Wyldenten speaks in these visions of the Exiles' purpose to forestall the Divinities desertion and avoid Armageddon. This history has been lost to time, it seems, as we've only created this new destruction ourselves.*
Concussive Coals

50% chance to apply Dazed when an enemy unit enters your train.

**Concussive Coals** is a Clanless  Artifact in Monster Train.

## Lore

*Too often, the seemingly extinguished coals of the Boneshaker still smolder, most likely powered by the Pyre. Unfortunately, this has led to many explosive accidents on my train.*

## Strategy

**Concussive Coals** gives a 50% chance of applying Dazed to enemy units that enter the Boneshaker, causing afflicted units to not attack on their first turn as well as suppressing their Resolve effects.

**Concussive Coals** is at its best when you set up your unit core on the first floor, where it will roughly halve incoming damage from enemies, as half of them will not get to attack you. Otherwise, **Concussive Coals** does not have much of an impact, as the Dazed will be gone by the time the enemies reach higher floors.

It does have a situational benefit for builds that set up on higher floors in that they may daze enemies that junk your deck like Purifier, causing them to sometimes miss out on one chance to do so.
Disciple Protector

**Armor 25.**

###

All
0
5

**Spikes 1.** **Armor 40.**

###

All
0
30

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

They appear in the following combats:

* The First Defense
* Barbed Disciples
* Penitent Prayers (Cov 5-25)
* Daedalus, the Professor: Explosive Sigil
* Daedalus, the Professor: Double Barrel
* Daedalus, the Professor: Plating Seal
* Talos, the Architect: Empowering Offense
* Talos, the Architect: Soul Sucker
* Talos, the Architect: Protective Sin
* (DLC) The Last Divinity: Divine Intervention (Cov 20-25)

## Lore

*It takes certain insanity to volunteer for the defensive front lines, but Seraph instills that level of devotion in his Disciples. Having spent much time with the Traitor, I can say that he does demand a certain loyalty that can be hard to break.*

## Trivia

* On Covenant 5 and higher, they appear on all Ring 3 combats and spawn on the final wave.
Frozen Lance

1

Deal 6 damage to the front enemy unit.

**Frozen Lance** is a Stygian Guard  Card in the Base  Starter Deck. You begin with 3-5 of them depending on your Covenant Rank.

## Lore

*An ancient relic of a time before the Covenant. When I first came to the Stygian Sea, every resident of the Ring carried one to aid in their defense of the reigning Titan. There still lies some magic within the surrounding ice.*

## Strategy

**Frozen Lance** is a very weak starter card. 6 damage, in the context of front line enemies, is not a lot of damage, even early in the game. It is therefore a very high purge priority. Even Surgestone, while improving its damage output, does not make it a good card later in the game - the main benefit of that upgrade is that it allows you to get rid of it more easily.

It does trigger Incant abilities which are common on the Stygian Guard, and does not require a target to be cast, which can push it just below Train Steward in terms of purge priority.
Forgotten Trade

0

**Consume**.
Gain 1 per .

**Forgotten Trade** is a Wurmkin  Card in Monster Train.

## Lore

*Today I found it — my life, given up. It’s comforting, I suppose, to know that my mind isn’t truly lost, but the truth I’ve found, of mistakes and guilt, are a consolation not suited for the offense. Exiles sacrificed at my behest. Judgement forsaken to save human souls. Titans destroyed by my hand. All ending in the loss of our Realm. As a Titan, a Judge even, I was supposed to make no error, yet I doomed the very ground upon which I walk. What do I know of judgement...*
For the Greater Good

2

Summon a friendly Rebel unit to the front of this floor.

**For the Greater Good** is a Clanless  Card in Monster Train.

## Lore

*Three Divinities, Four Elemental Titans, and Two Judges. These were the Nine Divine that so ruled the Realm. The Divinities have been splintered; only one remains. Will this be the last unifier of our world? Titan against Titan? A dream, perhaps, but so was the Rail.*

## Strategy

Rebel units have summon triggers as well as Extinguish triggers, leading to synergies in Hellhorned as well as Melting Remnant.

## History

*See: Version History*

 2.1
Herzal

**Herzal** was a Titan and character in the Lore of Monster Train. The logbook has his name written on it, indicating that all card descriptions were written by him. From Lore tooltips we know that Herzal is the forger of the rail connecting the Rings of Hell as well as the forger of the Covenant.

## Poem

The following Poem was released as Promotion for the Herzal's Workshop Update

*Now that the Rail had been set and the Covenant cast,*

*the Blacksmith could rest - though that peace would not last.*

*This Blacksmith, a Titan, once long ago, had Judged souls as good or as evil, although…*

*He thought ill of this Judgment — its wrongness, its spite*

*— and begged the Divines to make his life right.*

*Thus, humans were made in this strict moral Realm,*

*with souls that our Blacksmith gave humans to helm.*

*But the Divines quickly left, losing interest in moral,*

*the Blacksmith’s hubris to blame for this godly quarrel.*

*So, the Child was split, Mother soon to be felled,*

*while the Father remains to keep our Realm upheld.*

*This Blacksmith, our Herzal-once-Titan, forgot*

*the guilt he had felt and the pain he had wrought.*

*He banished his memory; reforged his life,*

*our Herzal-now-Father then ended our strife!*

*So, for now, he can rest and ignore his dark past,*

*but destiny grumbles to find him at last.*

*His Rail was our peace, his Judgment our doom,*

*But his sins on the Realm will make Hell our tomb.*

## Trivia

* The Concealed Caverns Event Iceberg shows the frozen remains and final resting place of Herzal.
* Heph the Blacksmith presumably is his child with Fel
Dripfall

1

**Descend** a unit and apply **Dazed 1.**

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

## Lore

*While Wax Drips are beneficial for those who refuse to melt, getting caught in the downfall can have violent consequences. Consequently, I've decided only to study them from a safe distance.*

## Strategy

**Dripfall** can also be used on friendly units for Floor Overstacking.

## History

*See: Version History*

 1.1.2
Conduit Infiltrator

**Haste 1.**
**Enchant:** Grant **Haste.**

###

All
1
1

**Damage Shield 1.** **Haste.**
**Enchant:** Grant **Haste.**

###

All
5
2

**Conduit Infiltrator** is an Enemy and a Disciple in Monster Train.

It appears in the following combats:

* Disciple Conduits
* Daedalus, the Professor: Double Barrel
* Talos, the Architect: Soul Sucker

## Lore

*Instead of direct control of Seraph's Light, these laypeople act as conduits through which the Light can enhance their allies. Conduits, as they've come to be known, have stolen important knowledge of our train, allowing them to infiltrate more quickly.*
Floor Overstacking

**Floor Overstacking** is a Strategy in Monster Train to accumulate several units on a floor and exceed the Floor Capacity.

To have strong base stat units play a key role in a lategame strategy, **Floor Overstacking**, possibly also with high- floors, is key. Hidden Passage, Restoring Retreat and Cave In can move a friendly unit without downsides, while Dripfall, Trap Chute, and Tiresome Climb have downsides but are still useful for this strategy, do not require that the floor that the unit is being ascended or descended to have enough  to hold the unit in order to work. (Those cards do require that the floor have less than 7 units, however.) This can be used to create a floor with a large number of units, allowing them to work together to take down threats while the front unit takes most of the damage.

**Floor Overstacking** can be done with any unit, but some units are primary targets for it as their ability benefits from multiple targets on a floor:

* Echowright can work very well as Armor on all units as well as improved Hatching can benefit a large number of units on a floor quite easily.
* Spine Chief can perform very well with **Floor Overstacking** as several paths benefit the whole floor, such as giving all units extra damage or applying Charged Echoes on strike, which is particularly useful on Relentless.
* Wyldenten can enchant the whole floor with Quick.

* Branded Warrior's ability benefits all units, but may often be low effect.
* Deranged Brute's ability allows the whole floor to have increased damage from Rage. Several Deranged Brutes can benefit from this even more.
* Guardian Stone can apply armor to all units on the floor for each incant.
* Keeper of Echoes benefits the whole floor and having more than one of them increases that value further.
* Paraffin Enforcer can work well in combination with a lot of Burnout Units that are not being reformed.
* Steelworker is particularly strong for defensive purposes. This is particularly strong in combination with Apex Imp

* Generally Incant and Inspire Units like to be on the same floor to all receive the maximum amount of triggers.
* Generally Harvest Units can work quite well as a floor with many units increases the amount of enemies dying on that floor. One downsides is that the player can't play tombs or other units easily the Harvest units would benefit from.
* Generally Low Health, but high Damage or Multistrike Units like to share benefits from other units and sit in the back to deal a lot of damage
* Hollows can work well, if the player has AoE heal spells like Glimmer

Umbra (Shadowsiege is an exception) do not perform particularly well with **Floor Overstacking** usually as they heavily rely on playing Morsels and that is impossible without available . A floor can however be overstacked temporarily with Shroud Mitosis and Cave In bringing more Morsels into a floor with a Gorger. Further builds that rely on playing Imps, Tombs or reforming units quite heavily, such as builds involving Little Fade do not benefit from **Floor Overstacking**.
Scott Oswald

* Jacket
* God Tier
* Suit

### Typing Style

Perfect grammar and spelling. Very serious, doesnt tend to use exclamation points.

### Land

Unknown

Scott Oswald is the fourth character introduced in StarSpeed, the fourth of the Four Color Coded Childhood Friends introduced, the fourth character to be named (by June in a discord DM), the fourth character to be shown in Chatlogs, and the only character to have movie posters on his walls.

His color is blue.

He is shown to have romantic feelings for Tord on page 31

His room (showcased during his introduction on page 28) is fairly clean, aside from the broken lamp next to one of his dressers. He has three posters on his wall, one for "Transformers: The Movie", on for "Back to the Future", and one of the band "aha!" Which prompts a strongly-opinionated rant from Scott. It is also revealed that all of his posters are framed in thin reinforced metal and glass frames to protect them from damage. He has a desk that is crudely formed out of four cinder blocks and a plank of wood, where he keeps his computer (which runs on windows 98).

His chumhandle is retrogradeDissection, referncing both his love for 1980s things and his dissection hobby.

He is the only character so far to have their god tier revealed (on page 82), shown to be Prince of Time. He is seen assisting a troll named Vromia find his quest bed. He is also shown here talking to someone with the chumhandle bejewledAffluent.

He was the first of the friends to connect via SBARB. Tord is his server player and he is Mari's server player.

He is the third player to prototype his sprite, as well as the third player to tier two prototype his sprite, the result being Scottsprite.

He is shown to, oddly have some semblance of narrative control. Skipping his process of Alchemisation for convienience.
Channelheart

**Sting** spells get +20 **Magic Power**.

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

## Lore

*Before the Edge Priory became the reclusive group they are now, they would channel their energy into steel lockets that could be worn by their Awoken Hollow protectors, allowing the Hollows to gain more strength at the cost of their longevity.*

## Strategy

**Channelheart** gives Sting spells +20 Magic Power, which under normal circumstances increases their damage from 10 to 30.

**Channelheart'**s use clearly depends on how many Sting spells you have over the course of your run (see this for a list of ways to have more Stings), giving you +20 damage for each. Since Sting spells tend to hit the front enemy unit, which has enough  to tank even boosted Sting spells except perhaps in Rings 1-3, this Artifact does not often change the complexion of a run that much, though its damage adds up provided you have enough Stings.

Be careful not to over-flood your deck with Sting spells even with this Artifact, as while Sting is "free" up to a point thanks to its +1 card draw next turn effect and 0 cost, if your deck has too many of them, you may not be able to take advantage of all the draw thanks to the 10 card hand limit, and even with the +20 Magic Power boost, you do not want Sting to replace other cards lategame.
Card Frames

**Mastery Card Frames** or **Card Frames** are a special border to cards that visualize if a card was used in a standard run that defeated Seraph in any Covenant Rank. Card Frames can be turned on and off in the log book. Cards that are not obtainable in the deck, such as Morsels or Hatched Units, get card mastery, when the card that can create them gets mastered.

## Unlocks

There are 8 different Card Frames that can be chosen in the logbook.

1. Mastered: unlocked by default.
2. Pyreroom: unlocked by playing the Daily Challenge three times in a row. (You may lose the Daily Challenge, all you need to do is start the challenge and either finish it or abandon the challenge within the time limit.)
3. Crystal: unlocked by winning Hell Rush five times. (You may play a Custom Challenge in Hell Rush Mode instead.)
4. Angels: unlocked by winning a standard run on Covenant Rank 25.
5. Stone: unlocked by winning 15 Expert Challenges.
6. (DLC) Wurmkin: unlocked by defeating The Last Divinity with every clan.
7. (DLC) Stained Glass: unlocked by beating 25 Expert Challenges with a divine victory.
8. (DLC) Remnant: unlocked by beating all 30 clan combinations on Cov 25 with a divine victory.

### Divinity Card Stamp (DLC)

Beating The Last Divinity in any Covenant Rank further unlocks a Divinity Stamp onto the mastered card.

## History

*See: Version History*

 1.1.2
 2.0.0
Immortality Potion

Friendly non-Morsel units get **Endless**.

**Immortality Potion** is an Artifact in Monster Train that can be found in the Concealed Caverns, specifically the Malicka Mutator event. It requires having chosen Broken Wheel.

## Lore

*Picture this scenario: You die, go to the Afterlife, and live forevermore. Fantastic! Except now I’ve made it so you can die again. What even happens if you die twice? I have yet to die once!*
Branded Warrior

1

**Rage 4.**
**Slay:** Apply **Rage 3** to friendly units.

**Branded Warrior** is a Banner Unit of the Hellhorned

## Lore

*It is said that no one can match a fully matured Hellhorned Demon in combat. I have yet to see this proven false.Though I can't say that I'm seeking out that opportunity...*

## Strategy

Due to the slay trigger affecting all friendly units on the floor, it is very good in combination with Floor Overstacking by ascending or descending other friendly units.
Consumer of Crowns

10

Costs -3 per Imp unit in play.

**Consumer of Crowns** is a Banner Unit of the Hellhorned .

## Lore

*Truly a behemoth among beasts, this demon is the most decorated warrior in the Ring, having collected more horns than any living demon. It is highly respected amongst the Hellhorned and frequently avoided by me.*

## Strategy

**Consumer of Crowns** is very tempting with its 100 , and you may think that **Consumer of Crowns** is a great draft if your deck has a lot of imps. This is usually a mistake. In particular, it is a Priority Unit, which means it will frequently be drawn on Turn 1 when you have no Imps, resulting in you not being able to play it until much later in the fight and potentially depriving you of another Priority Unit that you would have drawn. A deck that takes it and invests important upgrades into it may draw it at the wrong time in a key fight and lose as a result.

For **Consumer of Crowns** to be worth picking, you have to have multiple synergies with it - here are some common ones:

* Imp-cicle
* Pyre Chomper
* Shardtail Queen, especially with the Imp parade upgrade tree
* Improved Firebox (lets you play **Consumer of Crowns** on turn 1)
* The Unbroken Horn
* Sketches of Salvation (it can play Imps and **Consumer of Crowns**)
* A small deck (allowing you to redraw **Consumer of Crowns** and still have a chance to win)
* The Magic Hand mutator
* (DLC) Cheater's Hand

### Suggested Unit Essences (The Last Divinity (DLC) only)

Since Multistrike and Quick are fantastic upgrades, Unit Essences that provide these effects are great, such as Animus of Speed, Animus of Will, Eel Gorgon, and Dante the Deceptive. If you have a hard time playing **Consumer of Crowns** because you cannot manage to get enough Imps played by the time he is drawn, consider reducing his cost with a Pyre Chomper. Lastly, **Consumer of Crowns** does have some survivability issues, and therefore would also benefit from Unit Essences from Railbeater, Husk Hermit, Crucible Collector, and even Lady of the House, assuming you have Burnout application.

**Consumer of Crowns** also has a potentially useful essence for powerful units with high Ember cost such as itself, Demon Fiend, Lodestone Totem, Shadowsiege, or First of Kin, allowing them to be much easier to play.

## History

*See: Version History*

With the addition of Shardtail Queen and her starter card Queen's Impling in Friends and Foes, Consumer of Crowns has become a more playable unit.
Formless Child

2

**Extinguish:** Return a random defeated unit to your hand and apply +40.

**Formless Child** is a Melting Remnant  Card in Monster Train.

## Lore

*Children are rarely seen in the Melting Remnant, but they're easy to spot by their transparent wax and inner glow. However, this unusual phenomenon makes these children less mobile, as this glass-like wax isn't very flexible.*
Alabaster Guardian

**Immobile.**

###

All
0
70

## Pact Shard Upgrade (DLC)

+5 (every 15)

**Alabaster Guardian** is an Enemy in Monster Train.

It is summoned at the start of combats against Fel:

* Fel, the Wings of Light: Eternal Crest
* Fel, the Wings of Light: Scouring Crest
* Fel, the Wings of Light: Wrath Crest

## Lore

*Not all that have felt the warmth of Seraph's Light have been lucky enough to receive his power. These Disciples have been given the gift of wings but encased in alabaster. Don't be deceived by their stony demeanor, however, as they've still managed to cause us trouble.*
Blood for Blood

When your Pyre kills a unit, restore 5 Pyre health.

**Blood for Blood** is an Artifact in Monster Train that can be found in the Concealed Caverns.

## Lore

*Prior to the Covenant, the creation of these Pyre artifacts was commonplace, but dangerous. This led to widespread chaos and the eventual creation of the Covenant.*
Charged Echoes

**Charged Echoes** is a mechanic used by the Wurmkin clan, represented by the symbol .

Add  by playing **Infused** cards. The Wurmkin use  to power spells and abilities.
 can exceed , but excess  will be removed at the end of turn.

Each floor starts with 4 , in which  are stored. Some effects can add special  that are unremovable for the rest of combat, yet still trigger removal effects.  cannot exceed , as a normal  will be added instead.

## Sources

### Sources of Infused

* Bounding Echoes
* Returned Soul
* **Wurmtooth**
* Dun Echo

### Sources of Charged Echoes

* Revenge of the Damned
* Soul Siphon
* Spine Chief (Infector)
* Unearthed Remains
* Base Charge
* Bog Slime
* Carving Corusca

### Sources of Unremovable Echoes

* Eternal Kinstone
* Encased Divinity

### Sources of Echo Slots

* Unearthed Remains
* Mind Hoard
Encased Divinity

At the start of battle, the top floor gains 1 that cannot be removed.

**Encased Divinity** is an Artifact of the Wurmkin  in Monster Train.

## Lore

*Echoes are the essence of Divinity. There is no recorded history of this, and, frankly, anyone claiming this fact would be considered mad. But given my recent... revelations... I can say without a doubt that their origin is Divine.*

## Strategy

Encased Divinity pairs well with cards that remove Charged Echoes such as Extract cards or cards like Echoes of the Past and Bogdeep Cocoon as the Charged Echo will still be counted for those effects, whilst not being removed.
Battle Effects

**Battle Effects** add an additional challenge to a Battle. Non-major boss fights allow the player to enable a Trial before each Battle, which will give an additional reward. Major boss fights have their own battle effects and do not give additional rewards.

## Effects

 Ancient Hate
 Mark of Invasion (Sycophant)
 Mark of Invasion (Wiltwings)
 Heaven's Seal
 Seal of Aggression

### Fel, the Wings of Light

*Main: Fel, the Wings of Light*

 Wrath Crest | **Alabaster Guardians** have **Multistrike.** **Fel** empowers units with **Rage.**

### Seraph

*Main: Seraph*

 Prideful Emblem | Friendly units enter with **Sap 3.** | Temperant

### The Last Divinity

*Main: The Last Divinity*

(DLC Exclusive)

## Rewards

* Unit Draft - Draft a Primary or Allied Clan Unit.
* **Random Artifact**
* **Coins** - 75 / 150 / 400.
Collection of Tails

**Rage** does not decay.

**Collection of Tails** is an Artifact of the Hellhorned  in Monster Train.

## Lore

*An imp officially matures into a demon when their tail falls off and they learn to stand on their own feet, but this evolution only seems to enrage the demon even further. I don't like the sight of the disembodied tails, but keeping them is necessary.*

## Strategy

**Collection of Tails** prevents Rage from decaying after each round of combat on your units.

**Collection of Tails** obviously depends on you using Rage, but even if you do it tends to be a low-impact Artifact overall. It saves one Rage per unit that has Rage per turn, meaning that it is at its best when you are able to apply Rage to a lot of units, but even if you are able to apply Rage to all units, it cannot overtake Worn Grindstone until turn 4 unless you have Resonant Shard or Deranged Brute.

In theory it could be useful in a long fight against a Relentless boss since otherwise Rage decays by 1 per round of combat, but in practice this won't be too useful past the first few Rings, as a run that wants to apply Rage wants to apply a lot of it, decreasing both the number of times that this Artifact gets to save a point of Rage (by shortening combat) and the relative usefulness of that (saving 2 isn't nearly as useful on a unit with 100 as one with 20).

As such, it's a fairly low-impact Artifact overall, and should only be taken with Rage synergies and a lack of a better option.
Flicker's Liquor

When you play a unit, a random card in hand is reduced to 0 until played or discarded.

### Type

Melting Remnant

**Flicker's Liquor** is an Artifact of the Melting Remnant  in Monster Train.

## Lore

*Flicker has been known to imbibe on occasion, and when he can't find me to drink with him, he'll corner unlucky Waxers who quickly succumb to its effects.*

## History

*See: Version History*

 1.1.2
 1.2.6
Gifts for a Guard

3

Draw 3 spells and apply **Consume,** +20 **Magic Power** and 0.

**Gifts for a Guard** is a Stygian Guard  Card in Monster Train.

## Lore

*Induction into the Guard is considered each Stygian’s last step before becoming a fully mature member of the Sea. They are asked to give up all possessions and only carry the tools of their creed. A different life than I would prefer to lead, but most likely much more honorable.*

## History

*See: Version History*

 1.1.2
 2.1.0
Absolver

**Resolve:** Add a **Weight of Contrition** card to the top of your draw pile.

###

All
1
5

**Strike:** Apply **Sap 4** to the attacked unit.
**Resolve:** Add a **Weight of Contrition** card to the top of your draw pile.

###

All
6
20

**Absolver** is an Enemy and a Clipped in Monster Train.

It appears in the following combats:

* Clipped Tormenters
* Fel, the Wings of Light: Scouring Crest
* Archus, Darkness Incarnate: Sin of Shadow
* (DLC) The Last Divinity: Divine Intervention

## Lore

*Born without wings, these creatures are only Clipped in name. Their breed has evolved to grow additional appendages instead, aiding them in their work as both prisoner and warden.*
Bog Fly

0

+5 per .

**Bog Fly** is a Wurmkin  Card in Monster Train.

## Lore

*For the countless years that I trudged through the death and decay left above, there was no way I could’ve imagined the bustling life buzzing just underneath the surface. Isolation has given the Wurmkin time to innovate. Time to fly! And now their work within their cairns is completed without any need for outside assistance.*
Commemorative Spike

At the start of battle, summon a **Morsel Miner** on each floor.

**Commemorative Spike** is an Artifact of the Umbra  in Monster Train.

## Lore

*Once the Rail was complete, I returned to the Crucible to enlist the Shroud’s help to create the Boneshaker. When the last bolt was punched into the train, they drove one last spike into the Rail to memorialize the train’s departure.*

## History

*See: Version History*

 1.2.6
Cycle of Life

3

Apply +10 and **Spikes 3.**

**Cycle of Life** is an Awoken  Card in Monster Train.

## Lore

*When a soul is trapped by vines, the Wildwood gives it new life. And when the soul is released after the vines wilt away, that life is returned to the Wildwood and the others trapped within in.*

## Strategy

Together with Offering Monument it can be used for an Infinite.

## History

*See: Version History*

 1.1.2
Engulfed in Smoke

2

Apply **Stealth 2** to friendly units.

**Engulfed in Smoke** is a Melting Remnant  Card in Monster Train.

## Lore

*In the dangerous depths of Hell, it’s important to have the means for quick concealment. If needed, I've found that wicks bundled together will burn slowly and create large quantities of smoke.*

## History

*See: Version History*

 1.1.2
Awoken's Rail Spike

X

**Consume.**
Draw  and apply -1 to those cards.

**Awoken's Rail Spike** is an Awoken  Card and a Railspike in Monster Train.

## Lore

*Though reluctant at first to allow the Rail to come through the Wildwood, the Edge Priory eventually agreed with me to let it pass and uphold the Covenant with Seraph.*

## Strategy

**Awoken's Rail Spike** is one of the few cards that enables Infinites.

## History

*See: Version History*

 2.0.0
SpawnG

SpawnG ( SPAWN GUARDIANS ) - клан, образованный после ухода GERP2004 из FEIQ. Данный клан начал

ВРЕМЯ КЛАНОВЫХ ПЕРЕВОРОТОВ.

## УЧАСТНИКИ:

GERP2004 - создатель.

Lord, arec, kazinahi, yungputin, KrekerSelkaPlus, ivancin, DUNDUKK, \_Softik\_, undershow, \_ARTASik\_, Nilawy, FoolScat и множество других.

## Создание

Клан был создан 7 мая 2020 года и первоначально хотел быть не полноценным кланом, а просто союзом, который будет отвечать за помощь спавну, который был очищен 9 мая в союзе с FEIQ. Иначе говоря, он увидел чистое небо и землю под ногами. После этого клан особо не развивался, но однажды произошёл скачок, когда в клан вступило большое количество людей, в том числе и олдов. В этот момент и начался рост клана.

## Первая база

Первая база просуществовала меньше всего, на ней не был раскрыт потенциал клана. Она простояла около 3 дней, после чего 6TACK напал на базу и ценой пары кристаллов разрушил её.

## Вторая база

Она была самой успешной. Тогда было создано большое количество фармилок ресурсов, клан был постоянно активен и обогнал по убийствам клан FATE, выйдя в топ-3. Была построена самая большая на то время фармилка, которая имела 2 этажа, в сумме 7 коробок по 21 портал.

Покинули базу потому, что вышло обновление, расширившее карту до 1кк на 1кк и оставаться на месте было глупо. Так клан создал базу, которая находилась на 200К координатах и называлась **ТОТЕМ**.

## Третья база

Переезд был довольно сложный, ибо не каждый игрок мог пройти по аду 20К блоков, однако те, кто всё же сумел, радостно развивались. Это самая творческая база за историю SPAWN GUARDIANS, на которой было возведено огромное количество построек. Стоит выделить игрока Lord, который создал большинство из них.

Но и эта база была безжалостно уничтожена. В клан были приняты двое участников, одним из которых был Cocy, который оказался шпионом. Были переданы клану Gray все шалкеры тотемов, а также был уничтожен спавнер призывателей. На этом история SpawnG заканчивается, так как GERP2004 перестал поддерживать его.

## Заслуги и достижения клана:

1. Начал создание магистралей в аду.
2. Начал ВРЕМЯ КЛАНОВЫХ ПЕРЕВОРОТОВ.
3. Очистил спавн.
Cleansing Water

50% chance to remove all Buff effects on an enemy unit when it enters your train.

### Type

Clanless

**Cleansing Water** is a Clanless  Artifact in Monster Train.

## Lore

*During my time in Heaven, I was gifted some of their purifying water, but the liquid was so strong that it would burn anything it touched. So, I put it aside. It has now found a new use as a repellant in the Boneshaker.*

## Strategy

**Cleansing Water** has a 50% chance of cleansing Buffs from enemies entering your train, offering situational benefits.

If you do not have The Last Divinity (DLC), this Artifact doesn't have too much of an impact. The most important thing it can do is clear The Crystalcloak's Stealth, allowing some decks that otherwise die to that boss to make it through, though it only has a 50% chance of working, so it's not great to rely on **Cleansing Water** for this. Nevertheless, it can make some fights easier and make some trials like Retribution or Ancient Hate more safe to take, though it cannot be relied on.

The Last Divinity (DLC) makes **Cleansing Water** much better, as there are several Pact Shard-enhanced enemies and bosses with Buffs that this can clear.
Abandoned Stave

+1 per turn for every 2 **Blight** cards in your deck.

**Abandoned Stave** is an Artifact in Monster Train that can be found in the Concealed Caverns.

## Lore

*After Seraph invaded Hell, Fel left me to support his cause much more eagerly than I'd expected. Before she left, Fel gave me this stave to assist in the fights ahead. I never saw her again.*
Glimmer

1

Restore 2 health to all friendly units and deal 2 damage to all enemy units.

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

## Lore

*If struck by a surge of electricity, a Sapwood will crystallize into glass. The sap within will become preserved as a supercharged healing solvent. But I can't seem to break the glass without losing much of this sap in the process.*