recursal/Fanatic-Fandom huggingface dataset:
Shelter

1

**Consume.**
Apply **Armor 2** per  to friendly units.

**Shelter** is a Wurmkin  Card in Monster Train.

## Lore

*Manufactured architecture within the cairns is scarce and any effort that could be used to carve out the walls of the Bogwurm is instead focused on the protection of Echoes and Kinstones. So, Wurmkin choose to dwell — if they rest at all — inside the discarded carapaces of Kinhost. The hard shell is preserved by the Echoes infused within it and ensure that the carapace remains sturdy long after other shells would grow brittle and crumble.*
Sap Tap

The first time each turn a friendly unit is healed, draw 1.

**Sap Tap** is an Artifact of the Awoken  in Monster Train.

## Lore

*Intruders often try to tap the Wildwood to harvest its sap, though the Wildwood usually ends up harvesting the intruders instead. The Edge Priory has allowed me to collect these taps for my own personal research.*
Memories of the Melted

0

**Consume.**
Gain 1 for each friendly unit death this battle.

**Memories of the Melted** is a Melting Remnant  Card in Monster Train.

## Lore

*The Reformed, a group of Waxers dedicated to the melting of others, believe in respecting the already melted. The Reformed keep the wicks of each Waxer they've helped to melt, burning the wicks briefly to remind themselves of their own impermanence, but extinguishing the wicks quickly to remember that their purpose is not yet fulfilled.*
Units

**Units** are a type of Cards for the player to interact with the game during Battles. They can be collected and upgraded in the course of a run to defeat Enemies.

They come in four Rarities: Champion, Common, Uncommon and Rare.

Another main distinction is whether or not a **Unit** is considered a Banner Unit.

## List of Units

*For a complete List of all cards (including spells), see Cards*

(Note: Shift+Click to sort by multiple columns)
Pyre-Gro

0

**Consume.**
Draw 2 less cards and gain +1 per turn.

**Pyre-Gro** is an Awoken  Card in Monster Train.

## Lore

*The Sentient once told me that the Wildwood was created when Pyre shards were scattered throughout the soil, fertilizing it with an otherworldly energy. Repeating that process now has a similar, though reduced, effect*

## History

*See: Version History*

 1.1.2
Frenzied Swarm

1

Apply **Dazed 1** to enemy units.
Discard your hand.

**Frenzied Swarm** is a Stygian Guard  Card in Monster Train.

## Lore

*When generous offerings are made to the Titan, groups of Winged often attempt to take the treasures for themselves. This makes them perfect prey for the swarms of Sirens waiting in the shadows.*

## Strategy

As the card discards all other cards, it is suggested to play it last.
Railforger's Hammer

+1 on each floor.

**Railforger's Hammer** is an Artifact in Monster Train that can be found in the Concealed Caverns.

## Lore

*My time has come to an end. Hell fades into the cold as the Covenant and Rail are no longer intact. The Boneshaker is ready to take Hell and its Champions through the wasteland and succeed where I have failed. May this hammer serve as a reminder of the peace that could exist and the promise that can be forged again.*
Icestorm

1

Deal 1 damage to a random enemy unit, five times.

**Icestorm** is a Stygian Guard  Card in Monster Train.

## Lore

*When Hell was frozen, the Stygian Sea was cursed with an eternal storm, making my travel across it near impossible. Fortunately, I was later saved by the Guard, but the invaders of Hell were not so lucky.*
Petty Theft

1

Deal 2 damage to an enemy unit.
**Slay:** +50.

**Petty Theft** is a Clanless  Card in Monster Train.

## Lore

*Only the most stealthy, and loose in morals, are granted help from the Historian in the form of lessons in proper thievery. In all our time together, he's never revealed these secrets to me, though I suppose I should take that as a compliment of my values.*
The First Hellpact

**X Cost** cards get +3 to their X value when played.

**The First Hellpact** is a Clanless  Artifact in Monster Train.

## Lore

*Uniting the Rings of Hell to construct the Rail was no easy task, but after years of work I was finally able to achieve what was once thought impossible by having the clans from each Ring all agree to this pact.*

## Strategy

**The First Hellpact** causes -Cost cards (list here), when played, to behave as if 3 more was spent on them, amplifying their effects significantly.

**The First Hellpact** is a situational Artifact, as it does nothing when no -Cost cards are in your deck. However, many -Cost cards become a lot more powerful with this Artifact. If you have any -Cost cards in your deck, this is likely to be a very high-impact Artifact.

It can be worth speculatively taking if you are playing the Umbra clan, as that clan's card pool contains far more -Cost cards than the other clans, or are the Awoken clan and are hoping for the Awoken's Rail Spike, as that card becomes game-breakingly powerful with this Artifact, easily leading to Infinites.

Several Concealed Caverns events offer unique Clanless -Cost cards as well.
Molluscmage

1

+10 **Magic Power** on this floor.

**Molluscmage** is a Stygian Guard  Card in Monster Train.

## Lore

*These dark mages have made themselves known through their control of the power that radiates from the Titan. Though small in stature, these mages have a striking resemblance to the Titan itself, which has resulted in the spread of many unproven theories of their origin.*

## History

*See: Version History*

 1.0.7
 1.2.6
 1.3.0
 2.0.0
Intent on Death

1

**Consume.**
Trigger a unit's **Extinguish** ability without killing it.

**Intent on Death** is a Melting Remnant  Card in Monster Train.

## Lore

*Votive Houses can become crowded and melting away is a long process. To avoid the wait, I've seen some Waxers increase the intensity of their flame through extreme focus, though they typically lose consciousness briefly after doing it.*

## Strategy

The card is very powerful in combination with Little Fade and/or Legion of Wax.

## History

*See: Version History*

Intent on Death gained substantially in Power with the addition of Little Fade in the Friends and Foes Update and was hence nerfed in the same update.

 1.2.5
 2.0.0
Unearthed Remains

2

**Consume**.
Gain 1. Gain 1.

**Unearthed Remains** is a Wurmkin  Card in Monster Train.

## Lore

*The Wurmkin treat the tunnels of the Bogwurm’s Remains as sacred ground, making minor adjustments to the structure to avoid risking its structural stability. Space is limited with no expansions made intentionally. So, when a tunnel collapse leads to a forgotten cavern, you can imagine the Wurmkin’s joy — or what passes for joy — at the new space and Echoes to explore.*
Last Stand

3

**Consume.**
Double the amount of **Rage** on friendly units.

**Last Stand** is a Hellhorned  Card in Monster Train.

## Lore

*It's impossible for the Hellhorned to regain their standing after their horns have been broken, but that doesn't mean they can't fight back against their aggressor to salvage what remains of their reputation.*
Scoring

**Scoring** is a gameplay mechanic in Monster Train to compare and rank results in Multiplayer games such as Hell Rush, the Daily Challenge or Custom Challenge and to provide a comparison between different runs in general. Scoring is based on damage taken in each fight, the amount of Gold left at the end of the run, the amount of Pact Shards taken (The Last Divinity (DLC) only), the amount of Pyre Damage taken in each fight, the number of turns left when the boss in each Ring was defeated, and whether or not the trial was taken.

## Exact Scoring

For each Ring the score is:

* Battle Won: For Rings 1-9 the Scores are:

Base Score

* Damage Taken: -2% of the base score for every point of Pyre health lost during the battle - maximum of -50%, and minimum of 0%. Note that this is calculated by subtracting your Pyre health at the end of the battle from your Pyre health at the start of the battle, so healing your Pyre during a battle can affect this calculation, and losing Pyre health outside of battle has no effect on your score.
* Boss Rush: +10% of the base score for every turn the boss was killed before reaching the Pyre.
* Trial Bonus: +50% of the base score if a Trial was taken.

If you lose a battle, you will receive 25% of the base score of that battle plus (25% \* % of boss health lost), up to just-below 50% of the base score if you lost with the boss having just a sliver of health left. You will get a Trial bonus of 50% of the score obtained this way as well if you took the Trial.

Additionally, extra Gold at the end is added towards the total score with +1 score for every coin up to a total of 2500 coins, with a multiplier depending on the Ring you reached:

Gold multiplier

In The Last Divinity (DLC), you also get points for how many Pact Shards you took at the end of the run for up to 625 pact shards, with a multiplier depending on the Ring you reached:

Pact shard multiplier

## Tips

* As Flying bosses (Ring 3, 6, 8) and The Last Divinity (The Last Divinity (DLC) only) can be defeated more than 3 turns before the game ends, it is suggested to develop strategies to defeat them as early as possible to get a very high score multiplier.
* The reduction of score from damage taken will never exceed the bonus received from a Trial, so if you can take a Trial safely, you should.
Unleash the Wildwood

1

Restore friendly units to full health.

**Unleash the Wildwood** is an Awoken  Card in Monster Train.

## Lore

*The vines of the Wildwood stockpile harvested energy to use during unexpected droughts. When these stores are tapped into, the energy provides a surge of new life and power to the host.*

## History

*See: Version History*

 2.0.0
Molded

1

**Reform** a unit.

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

## Lore

*Once a Waxer has melted away, only the wick remains. Should these Waxers choose to return to their previous forms, the Reformed will pour new wax into the original molds to revive the remaining wicks' soul.*

## History

*See: Version History*

 1.2.5
 1.3.0
Resin Removal

1

Remove all **Debuff** effects from friendly units and all **Buff** effects from enemy units.

**Resin Removal** is a Melting Remnant  Card in Monster Train.

## Lore

*When wax hardens into resin, it is possible to chip away the crystallized exterior to expose the soft wax underneath. The process does not come without risks, though.*
Dimpmon

Dimpmon (pronounced dimp-mon) is a Dino Kid digimon. They were created by and are currently roleplayed by DigiAnubis on DeviantArt. Their name is a combination of the words "Dimp" meaning "Heart" and mon. Their digidestined partner is Evan and they are both members of Team Geb.

## Personality

Dimpmon is a kind, courageous, and agile digimon. He might seem like a hot head at first glance, because he is quick to join a fight and likes to taunt his foes during battle. But he only does this to draw the enemy's attacks away from his friends and toward himself. He has this inner drive to protect the people he cares about at all costs. Even if that means putting himself in the way.

## Attacks

* **Water Cannon:** Generates a stream of water from it's paws and blasts it toward the foe.
* **Snowball:** Creates a large snowball that he can hurl at the foe. This attack can be used in quick succession in what Dimpmon calls his "Snowball Fight" move.
* **Lightening Claw:** Charges his iron claws with electricity and shoots it at the foe.

## Special Ability

* **Scratch:** Dimpmon can use his iron claws to scratch or cut at the foe (or objects).
Refined Void

Friendly units enter with **Lifesteal 2**.

**Refined Void** is an Artifact of the Umbra  in Monster Train.

## Lore

*While the Umbra doesn’t appear to become inebriated like other denizens of Hell, they’ve still taken to processing Void Shards into a liquid that mildly dulls the senses. When the Shroud consumes it, the drink makes them somewhat less unpleasant in my dealings with them.*
The Sycophants of Seraph

*For the enemy, see Sycophant.*
*"Seraph has recruited many to his cause, both Winged and Clipped. These followers have grouped together to inudate you with sheer numbers."*
— Combat Description

**The Sycophants of Seraph** is a combat that can appear in Ring 5. This combat features huge waves of Sycophants, which will buff their allies attack upon Extinguish.

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.

## Strategies

* If possible, avoid killing the last Sycophant on the last wave, as it will boost the boss' attack. This is especially true if the boss is The Self-Made Harpy, who has at least 4 Multistrike (attacks at least 5 times per turn).
The Shadewings

*For the enemy, see Shadewings*

*"Winged acquainted with the power of death. They consume the souls of their victims to heal and grow stronger."*
— Combat Description

**The Shadewings** is a combat that can appear in Ring 7. This combat, as the name says, features Shadewings, which can deal massive damage if not handled properly.

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.
Restoring Retreat

2

**Descend** a unit and restore 10 health.

**Restoring Retreat** is an Awoken  Card in Monster Train.

## Lore

*After inhabiting the Boneshaker for some time, the Awoken vines have implanted themselves throughout the train. This allows them, and our enemies, to travel great distances in a short amount of time, recharging in the process.*

## Strategy

The card can be used for floor overstacking.
Ice and Pyre

1

**Pyrebound.** **Attuned.**
Deal 90 damage to the front enemy unit.

**Ice and Pyre** is a Stygian Guard  Card in Monster Train.

## Lore

*Having only limited control over the elements, the Stygian have learned to harness the energy of the Pyre and freeze it for even greater impact. Unfortunately, we've only been able to perfect this defense within a limited range.*

## History

*See: Version History*

 1.2.5
Rubble Morsel

0

**Eaten:** Gain 1.
Eater gains +1 and +1.

**Rubble Morsel** is a generated Umbra  Card in Monster Train. It can't be obtained by any means outside of combat, but is instead the byproduct of certain Umbral cards.

This morsel is generally considered to be the worst morsel as it is in the "common" category and it provides little stats for the eater. As such, it is highly recommended to use this morsel only for triggering Gorge effects and as a sacrifice for cards like Cannibalize.

## Lore

*These low ranking Morsels are tasked with clearing out the wreck and rubble. As such, there are many of them throughout the Crucible. Slowly, they've taken a liking to me.*

## History

*See: Version History*

 1.1.2
 1.2.5
 2.0.0
Rootseeds

1

Apply +2.
Draw +1 next turn.

**Rootseeds** is an Awoken  Card in the Exile  Starter Deck. You begin with 3-5 of them depending on your Covenant Rank.

## Lore

*In one of these dreams, that I'm beginning to believe are visions of the past, Wyldenten showed me the creation of the Wildwood itself: seeds taken from Wyldenten's own body. His final gift before his Exile.*

## Strategy

Rootseeds is often considered the best starter card and as such it is sometimes good to upgrade it or even duplicate it instead of purging it.
Railbeater

1

**Armor 30.**
**Strike:** Apply **Melee Weakness 1** to the attacked unit.

**Railbeater** is a Banner Unit of the Hellhorned

## Lore

*These Hellhorned are some of the most respected blacksmiths of Hell from spending several cycles on steelwork. Not to mention, they're a fantastic help in the construction of our Rail.*

## Strategy

**Railbeater** serves as both a tank and utility unit, using its **Armor** to tank hits and its **Strike** ability to inflict Melee Weakness on struck units.

**Railbeater** is an excellent partner for units with high  values, as it can be in front of them and inflict Melee Weakness right before they hit, doubling their damage to the target. It can also pair well with partners with **Slay** abilities such as Hornbreaker Prince's Reaper upgrade line or Branded Warrior, as it makes frontline enemies easier to kill, though the latter needs some investment in its initial  for this to work well.

Its initial Armor also makes Battering Ram much more draftable, allowing that spell to do significant damage from the start of the fight.

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

**Railbeater** generally wants to have units fused into it that increase its bulk to handle the increased damage that is thrown at it with Pact Shards in play. As such, it is good to fuse it with a copy of itself (perhaps using a Hellvent) or other units that give Armor/.

Fusing a unit that has a damage scaling mechanism into it such as Alpha Fiend or Branded Warrior could be an idea if **Railbeater** has Multistrike since Multistrike triples its damage, but you are usually better served doing that to the unit behind **Railbeater**.

Fusing it into another unit that needs bulk is also a commonly good option, as there are many Hellhorned units that appreciate the initial bulk. Perhaps the most notable receipient is Apex Imp, as if you fuse **Railbeater** into Apex Imp, it will start with 30 Rage as well as Armor.

## History

*See: Version History*

 1.3.0
 2.0.0
Mind Hoard

Increase  by 1 on each floor.

**Mind Hoard** is an Artifact of the Wurmkin  in Monster Train.

## Lore

*Some use separate bins for organization. Others will place records into random piles and claim the system only “lives in their head.” Personally, I prefer drawers adorned with precise labels. The Wurmkin use stones with empty slots to keep their Echoes close and contained. What a wonder it is to learn of these civilizations that have developed without our hands to influence...or corrupt.*
Offering Monument

1

**Incant:** Draw 1 and this unit gets -5.

**Offering Monument** is a Banner Unit of the Stygian Guard .

## Lore

*I created signposts for the offering sites across the seafloor. But my shoddy work has made them vulnerable to the energy from the Unnamed below, destabilizing them entirely.*

## Strategy

**Offering Monument** is a strong card draw enabler that should be considered whenever offered. Its 1 and 1 make it easy to fit into a strategy, and many Stygian Guard decks, particularly those that start with Forgone Power, will want to build in a direction that makes use of a lot of card draw anyway. It is often worth duplicating multiple times as well.

**Offering Monument** is one of the few cards that enables Infinites.

### Suggested Upgrades

 NOT  | Immortalstone may intuitively seem like a good idea. **It is not.** The stat change will persist after the totem dies and you will only be able to resummon it with 1 health.

## History

*See: Version History*

 1.2.6
Kinhost Carapace

2

When played, gain +10, +10, and +1 per .

**Kinhost Carapace** is a Banner Unit of the Wurmkin .

## Lore

*Once impaled with Echoes, the Kinhost lose all sense of self, their will entirely determined by the will of the Echoes that now reside within it. It’s hard to imagine that a soul can be so completely eradicated. In an earlier life I may have done more to find a peaceful compromise. Now, I’d rather stay as far away from Judgement as possible.*

## Strategy

### Additional Information

Kinhost Carapace's ability cannot cause it to grow to more than 6 capacity. If summoned while already at this size (via either **Reform** or **Endless**), it will continue to gain stats, but will not become larger.

### Suggested Upgrades

As of 2.1, there is a bug in the game, such that the upgrade +1 on revenge from the Abandoned Winged Concealed Caverns event triggers the when played effect of Kinhost Carapace

## History

*See: Version History*

In the Beta version of 2.0.0, Kinhost Carapace had a summon trigger, which meant that Transcendimp would copy it and become very big as well as Summon Trigger abilities triggering twice being extremely potent.
Railhammer

Grant +4 stacks of **Armor** each time it is applied to friendly units.

**Railhammer** is an Artifact of the Hellhorned  in Monster Train.

## Lore

*Railhammers have been forged in the deep pits of the Scorched Plains since the founding of the Covenant, making them durable tools in the construction of Hellhorned armor.*

## Strategy

**Railhammer**, whenever Armor is applied to a unit, increases the amount applied by +4. This applies to Armor that a unit intrinsically has when played and Armor given to it by a Unit essence (The Last Divinity (DLC) only).

**Railhammer** provides a considerable amount of longevity to your units provided you frequently apply Armor to them, and the benefit only needs to apply once per unit for this Artifact to be almost on par with Scorched Steel (whose benefit is also increased by +4 if you have both of these Artifacts). Steelworker's power benefits from this Artifact, once per turn per unit on its floor, making it a particularly good pairing with it.

**Railhammer** is at its craziest when obtained in a run with the Stygian Guard, as units with Incant effects that provide Armor, such as any unit with an Runestone, Guard of the Unnamed, and especially Guardian Stone, become insanely strong with this Artifact, benefitting from it on each Incant, and in Guardian Stone's case, on each unit on its floor as well. (Note that if you have Capricious Reflection, Runestone can be found on any unit.) It can be quite strong for similar reasons with Echowright's Shellsmith path.

**Railhammer'**s value depends on how much Armor-providing effects you have, but it doesn't take many for this to be a good Artifact.

## History

*See: Version History*

 1.2.5
Silent Marksman

**Stealth 1.**

###

0
7
2

7
8
2

19
10
2

**Stealth 2.**

###

0
22
15

7
23
15

19
25
15

**Silent Marksman** is an Enemy and a Clipped in Monster Train.

They appear in the following combats:

* Hidden Assault
* (DLC) The Last Divinity: Divine Intervention

## Lore

*Some Marksman choose to stay hidden, rejecting the traditional spear of the Guardians and sticking with their accurate feathers of steel. Their agility and dark coating have made them nearly impossible for us to see.*
Torch

1

Deal 2 damage.

**Torch** is a Hellhorned  Card in the Base  Starter Deck. You begin with 3-5 of them depending on your Covenant Rank.

## Lore

*The Hellhorned have learned to live with the unpredictability of the Scorched Plains, even going so far as to retain some of the flaming boulders for themselves, despite my attempts to dissuade them.*

## Strategy

**Torch** is a fairly practical starter card, as it is able to target and kill back line enemies that are otherwise out of reach of your units. This can preserve Unit health, Pyre health, take out a key supporting unit behind the boss, or kill a Collector, among other things.

Note that **Torch** can also be used on your own units, which can be useful - for example, if you need to remove an Imp to make space for a different unit, or trigger a Revenge ability on one of your units.

Be wary of taking a Armor Emblem or Ancient Hate trial with this card, as those will dramatically reduce **Torch'**s usefulness.

Also, **Torch** becomes less useful on Ring 4 and beyond, as there are fewer enemies with 2 or less. **Torch** becomes borderline useless for killing enemies past Ring 7 without an upgrade or source of Magic Power.

Unless this card is upgraded or purged prior to Ring 7, or you have another source of Magic Power, such as Tempered Talisman, it becomes borderline deadweight unless you use it as a Revenge Trigger spell, as it becomes unable to kill even the frailest of enemies at that point.
Talos, the Architect: Soul Sucker

*For the major boss, see: Talos*

*"Talos has perfected her aggressive precision, striking swiftly to daze those she hits."*
— Combat Description

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

In this combat, the boss, Talos, attacks before Relentless, applying Dazed 1 to any unit she strikes, stopping that unit from attacking that turn. Also, friendly units enter with Sap 1.

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.
* Applying Dazed to Talos will prevent her from striking.

## Trivia

* This combat shares the same wave pattern with Daedalus, the Professor: Double Barrel.
Primitive Mold

1

**Reform** a random unit.

**Primitive Mold** is a Melting Remnant  Card in the Exile  Starter Deck. You begin with 3-5 of them depending on your Covenant Rank.

## Lore

*Fade brought me to the site of a rock split in two. The shape reminded me of the molds used by the Melting Remnant, and the drips of wax made this theory more plausible. Fade says she split the rock because she was bored, but her subsequent silence seems to suggest a more altruistic purpose. Why are they showing me these things?*

## Strategy

For decks that do not want to Reform all of their units that die, or do not plan on having units die, **Primitive Mold** should ideally be purged later in the run - no upgrade makes it worth having if it doesn't fit the deck.
Titans

*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.*

There are nine Titans in the Lore of Monster Train.

## Three Divinities

* The Father, or the last Divinity, controls time and is the last Titan left.
* The Mother controlled Life and created the three realms Heaven, Hell and the Human realm. Her destruction created the many immortal being of Heaven and Hell.
* The Child is the remains of a divine titan split between Light and Dark. The Darkness became the darkshards and the Light became Seraph's Light. According to Archus, Herzal played a role in the creation of these Shardsouls.

## Four Elemental Titans

* Fhyra for the Hellhorned and Fire.
* Bogwurm for the Wurmkin and Earth was a titan who is said to be among the great Titans that formed the Rings of Hell, the Bogwurm had long since died by the time Herzal began to build the Rail. The Bogwurm's remains have created a Ring full of waste and ruin.
* Aquath, also known as the Unnamed Titan, for the Stygian Guard and Water is resting deep under the Ice of the Styx Sea protected by the Stygian Guard.
* Wyngh for the winged and Air.

## Two Judges

* Herzal is the judge for souls and was the forger of the rail connecting the Rings of Hell as well as the forger of the Covenant.
* Malicka is the judge for natural laws.
Notice Stone

When a card with **Consume** is played, all cards gain +1 **Magic Power** for the rest of this battle.

### Type

Wurmkin

**Notice Stone** is an Artifact of the Wurmkin  in Monster Train.

## Lore

*Wurmkin do not sleep. Underground, day and night are merely talked about in the academic sense. As such, Wurmkin will study for days, sometimes weeks, without interruption, so direct contact between Wurmkin is rare. Instead, the Wurmkin use open stone walls as notice boards.*
Spike of the Hellhorned

X

**Consume.**
Apply 2 **Rage** and 2 **Armor.**

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

## Lore

*In an act of unity unheard of in Hellhorned culture, Grrrg the Railbeater snapped his own horn to seal the Rail in their Ring, bringing the Hellhorned into our Covenant. Grrrg the Railbeater was thereafter known as Grrrg Onehorn.*
Lodestone Totem

3

**Incant:** Apply **Sap 1** to enemy units.

**Lodestone Totem** is a Banner Unit of the Stygian Guard .

## Lore

*Of the totems that the founding Guard built, the Lodestones are possibly the most important. They provide energy for the Stygian Guard by siphoning power from those around them using some ancient technology that's eluded my understanding.*

## History

*See: Version History*

Lodestone Totem is the unit that received the biggest Cost increase with it's +2 Cost increase in Wild Mutations.

 1.1.2
 2.0
 2.1
Razorsharp Edge

1

Apply +10 and -2.

**Razorsharp Edge** is an Awoken  Card in Monster Train.

## Lore

*Dried out vines can deal more deadly blows, but they risk shattering more easily than their hydrated counterparts. My efforts at strengthening these embrittled appendages have proven fruitless.'*

## Strategy

Razorsharp Edge's health reduction applies to both current and maximum health. If cast on a unit (friendly or enemy) with current health of 2 or less, it will kill that unit. The +10 attack bonus is still applied.

If Razorsharp Edge is cast on a friendly unit with 2 or less maximum health, it will kill that unit. The killed unit's maximum health will then be reset to 1.

## History

*See: Version History*

 1.1.2
 1.2.6
 1.3.0
Trap Chute

0

**Consume.**
**Descend** a unit to the bottom floor. Apply **Dazed 2.**

**Trap Chute** is a Clanless  Card in Monster Train.

## Lore

*The installation of the Trap Chute found in an abandoned trainyard has allowed for quick ejection of invaders who've made their way into the Boneshaker. The mechanism is clever, though crude by my standards.*

## Strategy

Cards that apply dazed are usually good against flying bosses, especially Seraph the Patient.
Sinner's Salve

Blights and Scourges cost 0.

**Sinner's Salve** is a Clanless  Artifact in Monster Train.

## Lore

*Collaboration between the Rings of Hell was rare, but the few that did occur produced wondrous results. Water from the Stygian Sea blessed by the Channelers of the Wildwood created a solution capable of soothing the pains of Heaven’s wretched sinner contraptions. However, this was used only a handful of times. Those contraptions rarely had survivors...*

## Strategy

**Sinner's Salve** makes Blights and Scourges cost 0, making it easier to get them out of your hand and deck, and preventing them from damaging your Pyre.

**Sinner's Salve** is obviously a situational Artifact, as it has no effect if you have no Scourges or Blights. Note that while it lessens the pain of enemies like Purifier that add Scourges to your deck when they ascend your train, it does not completely eliminate it - you still lose out on a card draw when they add these to your deck, so this is not a perfect solution to them for runs that like to set up on higher floors.

**Sinner's Salve** is extremely useful in decks that heavily rely on Emberdrain, but do not have consistent Ember Generation, as otherwise when Blights or Scourges are in your hand and Emberdrain takes away your Ember, you will be forced to take Pyre damage to the Blights/Scourges.

**Sinner's Salve** is at its best when your deck contains playable Blights like Dante's Candle and Vengeful Shard, either because of Concealed Caverns events or Mutators. It is also worth considering if Fel, the Wings of Light: Scouring Crest is coming up, as that is the fight where it helps the most, nullifying The Ultimate Penance's otherwise painful 2 cost. Otherwise, it is a fairly low impact Artifact overall.
The Unbroken Horn

Conserve  between turns.

**The Unbroken Horn** is an Artifact of the Hellhorned  in Monster Train.

## Lore

*I've never found the final whereabouts of Grrrg, but before his mysterious disappearance, he left his unbroken horn with the Hellhorned, leading me to believe that he has succumbed to death.*

## Strategy

**The Unbroken Horn** lets you conserve between turns, meaning that, at the beginning of your turn, instead of your  being set to the amount of Ember generation you have per turn, that value is added to your current instead. (Or rather, that your unspent  is not forfeited when you end your card-playing turn. Note that  added after that point, during combat resolution on the floors, are normally preserved for the next turn.)

**The Unbroken Horn**, in order to be useful, requires turns where you cannot meaningfully spend all your , and turns where you can meaningfully spend a lot of . This is not generally the case at the start of a run - if we assume that every card in your hand costs 1, which is roughly the case then, and you draw 5 cards per turn, the 4th  lets you play an extra Starter card, which is not worth holding back  on a previous turn for.

Also, if your deck has trouble making use of its  in a turn, usually the solution to this is to get a Herzal's Compound or other sources of card draw - this is more consistent than banking the  from this and drafting more -hungry cards, as you may draw the -hungry cards early.

As such, **The Unbroken Horn** tends to shine only in scenarios where  becomes overabundant thanks to Artifacts like Hell's Banners, Improved Firebox, and Abandoned Stave, or cards like Pyre Chomper. For those sources that only provide the  on a specific turn, **The Unbroken Horn** carries over their value to later turns. For the sources that consistently provide , you'll need an -Cost card to take advantage of the carryover  that you accumulate - Spike of the Hellhorned is one, and Concealed Caverns and your allied clan can supply others.

With a well-upgraded and well-groomed deck in the lategame, with Emberstone and Valuestone upgrades, it is possible for a run to have more  than it knows what to do with, letting **The Unbroken Horn** shine with an aforementioned -Cost card.

Overall, **The Unbroken Horn** can be powerful lategame if built around or with the right synergies, but it's fairly low-impact otherwise.
Seraph the Patient

*"The end is near. The Traitor has grown impatient, joining the fight immediately and gaining strength with every move you make."*
— Combat Description

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

In this combat, Seraph applies Melee Weakness to one of your frontmost units at the start and end of the turn, and attacks before he enters Relentless. It also features many high damaging Shadewings.

Unlike other Seraph combats, Seraph has 20, but no Multistrike. However, he has both a Rally and Incant Trigger to increase his attack, allowing him to potentially deal much greater damage. More precisely, he gains +1 upon Incant and +3 upon Rally.

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

## Strategies

* Unnamed Tome can be used on Seraph to prevent his attack from increasing, taming the combat significantly.
* Besides Silence, applying Damage Shields or Stealth on units, blocking with units such as imps or reforming units, dazing, ascending or descending Seraph are considered good ways to counter Seraph the Patient.
* It is generally a good idea to play on multiple floors. This makes it easier to avoid giving Seraph more attack.
	+ Your secondary floor does not have to be much; it only needs to survive enough to bait Seraph's Melee Weakness and floor position once or twice.
* Compared to other Seraph combats, this combat does not have as many units in its waves. This is in exchange for Seraph himself being a more active threat.

## Trivia

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

2

**Gorge:** Restore 10 health. Deal 10 damage to enemy units.

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

## Lore

*A piece of the Umbra Shroud, blindly searching for morsels and metals to collect, returning them to the collective Shroud consciousness. Though when I say collect, I really mean eat them whole.*

## Strategy

**Shadoweater** is best placed on the 1st floor to optimize its Gorge effect to get rid of backline enemies early and heal back any damage taken between turns. Since it needs a steady supply of Morsels to sustain, you will need good, *consistent* Morsel generation and enough  to make the most out of this card. Additional  generators are recommended due to its somewhat high  cost.

Since **Shadoweater** needs to eat Morsels constantly, it's hard to place another unit on the same floor as the **Shadoweater**. Morselmaker works well with it, allowing you get two Gorge procs consistently while also adding a bit of frontline damage. With an additional 2, you can place up to four Morsels per turn.

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

Morsel-Made is very synergistic unit to fuse with **Shadoweater**, allowing you to not have to worry about  for Morsels and killing backline units before they can attack, making it able to survive much longer.

## History

*See: Version History*

 1.1.2
Memento Mori

3

Deal damage to the front enemy unit equal to 10x the number of friendly unit deaths this battle.

**Memento Mori** is a Melting Remnant  Card in Monster Train.

## Lore

*In memory, a Waxer is never truly dead. Through a process we developed together, their faces are embossed on deadly weapons and serve as a reminder of what once was and what will be.*

## History

*See: Version History*

 1.2.5
Trusted Priest

**Recover:** Restore 5 health to friendly units after combat.

###

All
0
1

## Pact Shard Upgrade (DLC)

**Spell Shield 1.**
**Recover:** Restore 10 health to friendly units after combat. **Extinguish:** Deal 5 damage to your front unit.

## ★ Stats

### Covenant Rank

###

###

All
0
10

**Trusted Priest** is an Enemy and a Disciple in Monster Train.

They appear in the following combats:

* Heaven's Priests
* Guardians of Light
* Pyre Absorbers
* Barbed Disciples (Cov 5-25)
* Daedalus, the Professor: Explosive Sigil
* Daedalus, the Professor: Plating Seal
* Talos, the Architect: Empowering Offense
* Talos, the Architect: Protective Sin
* Clipped Guard (Cov 5-25)

## Lore

*Few human disciples have been granted direct communication with Seraph's Light. These priests are among this inner circle who have been taught to control Heaven's power.*

## Trivia

* Strangely, they can appear on Ring 4 (specifically the combat Clipped Guard), which is atypical for an enemy that usually spawns in Rings 1 to 3.
Retch

0

Return consumed Morsel units to your hand.

**Retch** is an Umbra  Card in Monster Train.

## Lore

*Even the Shroud knows little restraint, sometimes consuming Morsels when, as far as I can tell, no hunger remains. This compulsion, unfortunately, can lead to… ”involuntary expulsion.”*

## Strategy

When played, Retch returns all units from the player's eaten pool to their hand. If this would cause the player's hand to exceed 10 cards, excess cards are shuffled into the player's deck.

Retch does not return units from the dead/consumed pool, only the eaten one. Players who wish to use Retch should consider sacrificing unwanted Morsels to block attacks, rather than allowing them to be eaten, so that Retch will retrieve only high-quality Morsels.

Retch allows the player to replay a fully consumed Primordium, making it a very powerful card in many Exiled Umbra builds.

## History

*See: Version History*

 1.2.5
Resin Block

When a friendly unit dies, apply +10 to that unit.

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

## Lore

*With each melt and reform comes the development of new resin, giving the Waxer a particular edge they didn't have in their previous life. I've chipped some away to study further once aboard the Boneshaker.*
Titan's Gratitude

1

**Attuned.**
Deal 25 damage to the front enemy unit.
Discard a card at random.

**Titan's Gratitude** is a Stygian Guard  Card in Monster Train.

## Lore

*From what Tethys has told me, the Unnamed below is not dead, but it is also not quite alive. The Stygian take responsibility for its well-being by providing sustenance, in return for occasional protection in the form of expelled energy.*

## History

*See: Version History*

 1.1.2
 1.2.5
Nameless Siren

1

**Incant:** Gain **Rage 2.**

**Nameless Siren** is a Banner Unit of the Stygian Guard .

## Lore

*Those that enter the resting place of the Titan rarely emerge. But those that do are permanently imbued with some of its power, relinquishing their names as part of this new communion. While I've tried to wring an account from them on their time with the Titan, their minds seem to have expelled any contact with this Unnamed power.*

## Strategy

**Nameless Siren** allows you to convert your ability to play many spells into a high attack power. In contrast to Siren of the Sea, **Nameless Siren**'s scaling concentrates on offense at the expense of defense. So she will hit harder, allowing you to defeat Heavy and Armor class more easily with her Incant, but you will need a way to protect her from simply getting killed by enemies.

One way to do this is to simply put a defensive character in front of her. Good candidates are those who have Incant abilities themselves, such as Guard of the Unnamed, Titan Sentry, and Solgard the Martyr.

Guardian Stone or Lodestone Totem can also be effective partners to give **Nameless Siren** some longevity - Guardian Stone in particular can help against enemy Sweep or Spikes.

As with any Incant ability, Founding Seal is a great find if **Nameless Siren** is a key piece of your strategy.

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

**Nameless Siren** can be a decent infusion into other characters, though she only confers half of her ability into whatever you are infusing her into. More often, you'll want to infuse something else into her. Some options include other Incant triggers, particularly ones that can help her defensively, such as Guard of the Unnamed, Siren of the Sea, or Guardian Stone. Or you could simply boost her  with a variety of different options, mostly from other clans.

## History

*See: Version History*

 1.1.2
Shardsoul Carver

1

**Inspire:** +2 and **Armor 2**.

**Shardsoul Carver** is a Banner Unit of the Wurmkin .

## Lore

*For all I’ve learned of the Realm, I’ve come to know little of the Wurmkin, but here’s what I’ve gathered: they carry stones etched in strange runes, their lack of sight and speech seems to only strengthen their intellectual prowess, and they are solitary even within their ranks. Knowledge is the highest purpose a Wurmkin can strive towards. In another life, this could have been a home for us.*
Serrated Mandibles

When one or more  are added to a floor, apply **Reap** 1 to a random enemy unit, twice.

### Type

Wurmkin

**Serrated Mandibles** is an Artifact of the Wurmkin  in Monster Train.

## Lore

*Traveling to the Bogs now, one would not be faulted for missing the conflict between the Wurmkin and the Kinhost. In fact, one would even surmise that no conflict exists at all, and in many ways, it doesn’t. I suppose the Wurmkin’s swift removal of any Kinhost dissent, or small display of sentience for that matter, has squashed any lingering division. Not quite what I’d consider a victory.*
Totem Fragment

Apply **Spell Weakness 2** to enemy units when they enter the floor below the Pyre Room.

### Type

Stygian Guard

**Totem Fragment** is an Artifact of the Stygian Guard  in Monster Train.

## Lore

*From my studies of the Stygian totems, I’ve found that the sidestones that circle around them help to focus their energy. When removed from their totem host, these sidestones can produce a similar, though much weaker, effect on their target.*
Spreading Spores

2

Apply **Regen 2** and **Spikes 2.** Add a copy of this card to your discard pile.

**Spreading Spores** is an Awoken  Card in Monster Train.

## Lore

*When thorns find their mark, they release spores into the air to incapacitate unsuspecting victims. These poor souls soon transform into Awoken and feed the vines that first spread the spores. On the embarrassingly frequent occasions that I'm stung by these thorns, I remove them before any real damage occurs.*

## Strategy

Spreading Spores is a good counter against the Consume effect from Seraph the Diligent
The Penitent

*"These **Purifiers** will burden you with the weight of your sins until your penance has been paid in full."*
— Combat Description

**The Penitent** is a combat that can appear in Ring 7. In this combat, Purifiers can clog up your card draw with Self-Mutilations while Steelwings protect the waves.

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.

## Trivia

* At Covenant 5 and above, this combat is one of the most consistent combats in the game, having 4 straight waves consisting of a Steelwings, Gilded Wing, and a Purifier.
Packed Morsels

0

**Consume.**
Add 3 uncommon or rare Morsel units to your hand.

**Packed Morsels** is an Umbra  Card in Monster Train.

## Lore

*Through an unusual course of events, I’ve found that bottling many Morsels together allows them to be easily transported to quickly provide labor where it's needed. It also had the added benefit of soothing the little creatures.*

## Strategy

Note that Packed Morsels cannot give Rubble Morsel, often this is good, but when trying to use two Shroud Spikes for maximum effort, it is important to leave Shadesplitter in the deck as well.
Seraph the Temperant

*For the major boss, see: Seraph*

*"The end is near. This incarnation of Hell's greatest foe will **temper the strength of your units.** Only the trulydetermined can survive."*
— Combat Description

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

In this combat, your units enter with Sap 3, and Seraph applies 3 Sap to your units on a floor every turn. It also features Darkwings, as well as high damaging Shadewings.

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

## Trivia

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

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

## Stats

### Covenant Rank

###

###

All
0
1

## Pact Shard Upgrade (DLC)

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

It is summoned by Archus in the following combats:

* Archus, Darkness Incarnate: Sin of Shadow
* 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.*
Soul Cripple

2

**Consume**.
Apply **Reap 13**.

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

## Lore

*The Wurmkin claim to be a clan of knowledge and peace while they hoard the lore of Titans as the world around them dies. However, no amount of clever words can write over the violent truth on which they live: Echoes need Souls. For a clan so obsessed with its own secrecy, those who will volunteer their souls are hard to come by. With so many Echoes breathing, the number of souls required to keep them alive is... unsettling. But I can no longer judge on these scales — that time has passed.*
The First Defense

*"Foot soldiers of the Disciples of Seraph. Weak attackers hidden in the back line. Take them down!"*
— Combat Description

**The First Defense** is a combat that can appear in Ring 1. It is the only Ring 1 combat to feature a Disciple Protector.

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.
Self-Mutilation

1

**Purge.**
**Reserve:** Your Pyre takes 5 damage.

**Self-Mutilation** is a Clanless  Scourge Card in Monster Train.

## Lore

*For the devout, pain is the ultimate penance for their sins. For the rest of us, it is just another reminder of our need to restore peace.*

## Strategy

When faced with enemies that give scourge cards, Emberdrain can be dangerous as well as cost randomization by Volatile Gauge. Setting up on the bottom floor can prevent too many Scourges and so can targeted damage spells or AOE spells. Sinner's Salve can make it cost 0.