recursal/Fanatic-Fandom huggingface dataset:
Inferno

3

**Piercing.**
Deal 100 damage to friendly and enemy units.

**Inferno** is a Hellhorned  Card in Monster Train.

## Lore

*The Scorched Planes are known for frequent firestorms that can rain down at any moment, striking anyone unlucky enough to be caught below. This has made my travels through it particularly short.*

## Strategy

Inferno can be a powerful spell card as it can heavily damage, if not one-shot, almost every enemy unit in a single wave, ignoring Status Effects, Damage Shield, and Status Effects when played. The main drawback, the fact that it also damages one's own units, can be mitigated by simply playing the spell on a floor empty on the player side. Alternatively, this card can be used to clear out friendly units, whether to free up capacity (), activate Extinguish effects, or to replay said units with Endless or Reform.

Playing multiple copies of this card in a turn can clear out entire waves while dealing huge damage against Major Bosses before they enter Relentless. Thus, reducing the cost of this card and giving it Holdover can potentially be an entire wave clear plan on its own. Alternatively, giving it Permafrost may be a good idea if you only afford to take out a particular high priority wave.
Hardened Hull

When an Egg unit is summoned, remove **Shell 3** and apply **Armor 30**.

**Hardened Hull** is an Artifact of the Wurmkin  in Monster Train.

## Lore

*Eggs are rarely hatched as soon as they are created. In fact, new eggs have not been laid for centuries. So the dormant eggs are incubated in calcified Kinhost carapace. Though, if no new eggs exist, I suspect that the Wurmkin’s sudden announcement of their existence is less selfless than they’d have me believe.*
Heaven's Priests

*"These Disciples have dedicated themselves to the service of Heaven and will attempt to restore the life of their companions."*
— Combat Description

**Heaven's Priests** is a combat that can appear in Ring 1. It features the most Trusted Priests in a Ring 1 combat.

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.
Hallowed Drippings

0

**Consume.**
Apply **Burnout 5** to friendly **Burnout** units.

**Hallowed Drippings** is a Melting Remnant  Card in Monster Train.

## Lore

*Those of the Melting Remnant who want to continue living must attend a Votive House to receive a Blessing of Wax. But on some rare occasions, the Reformed will grant a soul some of the sacred wax for use outside the House.*

## History

*See: Version History*

 1.3.0
Bone Dog's Favor

**Unplayable.**
**Reserve:** Restore 5 Pyre health.

**Bone Dog's Favor** is a Clanless  Card in Monster Train.

## Lore

*As hellish as he is, Bone Dog isn't from this realm. The Awoken Channelers have traced him back to some unknown land ruled by one with no face. When we found him, we almost left him behind, but he's such a good boy.*

## Strategy

While Bone Dog's Favor is a rare card, once its card is mastered, the alternative to purge becomes a very good choice and it can often be better to take the purge option. When score is important for a run, healing back pyre damage in a fight can however improve the player's ranking.

## History

*See: Version History*

Originally Bone Dog's Favor was a rare drop from the Abandoned Train Event if the train does not collapse after the third card is obtained. As the chance for this event to happen was extremely low, many players finished the logbook and were missing only this card. This frustration led the game developers to add a new event in Herzal's Workshop increasing Bone Dog's frequency. The frequency was, in a later version and together with removal of the Halloween Cosmetics, decreased to what it is now.

Bone Dog is a reference to Shiny Shoe's previous game Death's Door.

 1.3.0
 1.3.3
Calcified Ember

3

**Purge.**

**Calcified Ember** is a Clanless  Blight Card in Monster Train.

It can be added to the deck by certain Concealed Caverns and Run Modifiers.

## Lore

*Most Ember, a byproduct of the energy within the Pyre, was encased in stone and ice when Hell froze. This made it inaccessible, and unusable, by our train.*

## Strategy

This card can buff Dante the Deceptive quite significantly and should not be purged when you have him. Sinner's Salve can make it cost 0, which makes clearing many of them much easier.
Fade's First Blade

Friendly units gain **Rage 3** whenener they lose a stack of **Burnout**.

**Fade's First Blade** is an Artifact of the Melting Remnant  in Monster Train.

## Lore

*I should no longer be surprised by Fade’s unusual nature. Her lack of wax dates her long before the creation of the Waxers and the Wickless, and the wicks atop her head seem to be purely ornamental. Yet the knife she carries and the “code” that she lives by, or lack thereof, has many similarities to the Remnant of today.*

## History

*See: Version History*

 1.2.6
Card Effects

**Card Effects** are effects which affect cards, or affect units other than Status Effects.

*See also: Status Effects*

## Unit Effects

 **Descend** | Move down a floor and to the back of that floor.
 **Reform** | Return a defeated friendly unit to your hand. **Enhance** with **Burnout 1**, +5, +5, and 0.
 **Sacrifice** | Kill a friendly unit (of the required type in order) to play this card.
Entombed Explosive

1

**Extinguish:** Deal 50 damage to the front enemy unit.

**Entombed Explosive** is a Melting Remnant  Card in Monster Train.

## Lore

*A common, but unfortunate, occurence for the Melting Remnant is the entrapment of inanimate objects within their melting wax. While often considered an inconvenience, the Wickless have utilized this phenomenon for more combat focused applications.*

## History

*See: Version History*

 1.1.2
Ancient Synergy

3

Deal damage to the front enemy unit equal to 2x the number of spells in your deck, three times.

**Ancient Synergy** is a Stygian Guard  Card in Monster Train.

## Lore

*When mages channel the energy of the Titan, it is often released uncontrollably and violently at first. It takes many years of studying to control the flow, and while I've studied with the Stygian for a long time, the power still escapes me.*
Boneshine

X

**Purge.**
Restore 5 Pyre health.

**Boneshine** is a Clanless  Card in Monster Train.

## Lore

*The Shroud is infused with a special polishing solution used to clean the more precious metals in the Crucible. It works equally well on the Boneshaker, though I'll need to remember not to touch it with bare skin again.*

## Strategy

### Suggested Upgrades

None. As the spell purges, it is usually not worth upgrading it.

## History

*See: Version History*

 1.4.0
Archus, Darkness Incarnate

**Relentless.**

###

0
20
750

1
25
1600

12
25
1750

21
25
1900

## Pact Shard Upgrade (DLC)

**Sin of Darkness:**
 +10 (every 5),
 gain 1 **Stealth** (every 15),
 +1 and gain 1 **Spell Shield** (every 40),
 (Cov 10-25): +1, +30 (every 20)

 **Sin of Shadow**
 +10 (every 5),
 gain 1 **Stealth** (every 15),
 +1, +5 (every 20),
 (Cov 10-25): +1, +30 (every 20)

 **Sin of Failure:**
 +10 (every 5),
 +1 and gain 1 **Spell Shield** (every 40),
 +1, +5 (every 20),
 (Cov 10-25): +1, +30 (every 20)

**Archus, Darkness Incarnate** is a second Major Boss in Monster Train.

Before Relentless, he places varying Darkshards on the train, depending on the combat. There are 3 total Darkshards:

* Blinding Darkshard
* Looming Darkshard
* Shattering Darkshard

He is featured in the following Ring 6 combats:

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

*See also: Archus's Battle Effects*

## Lore

*See: Archus's Lore*

*Fel spoke of another sibling only once, saying he was both dark of wing and of mind. Seraph has also alluded to the imprisonment of their "forsaken brother", but my memory fails to provide more details on the mysterious Archus.*

### Battle Quotes

* *Has Herzal not regaled you with the tale of the Shardstones? Of his role in their creation?*
* *The Child had no right to make us its playthings.*
* *How is my dear sister? Still banished to the ground?*
* *My Brother's Light cannot illuminate the Darkness.*
* *Father, Mother, Child. The divinities have forsaken us.*
* *Wyngh and the other Titans be damned. They created no peace.*
* *My siblings are not Titans, despite what you may think.*
* *And what has come of Malicka and Herzal? Have they deserted you as well?*
* *This creation, the Three Realms, all of it was doomed from the beginning.*
* *For the Mother's creation!*
* *For the Father's Control!*
* *You are doomed to cycle forever!*
* *How many times must you defeat my brother before you start to question this reality?*
* *The Child's Darkness consumes all!*
* *These Realms will languish for eternity.*
* *The Exiles have failed, and now you are mine.*
* *Hell has become disgusting in the millenia I've been gone...*
* *Were the humans even worth it?*
* *There are no Divinities to save you now.*
* *It seems the humans have abandoned you even after your sacrifice. How ironic.*
* *Time to rid the Realm of your filth.*
* *The Exodus created the power my brother wields. It also created me.*

## History

Together with Talos and Seraph the Patient. Archus was introduced in the Friends and Foes Update.
Hammered Chestplates

Friendly units get +5.

**Hammered Chestplates** is a Clanless  Artifact in Monster Train.

## Lore

*Before the Covenant, Hell had become so dangerous that I made my living creating armor for its unlucky residents. Seraph and I pursued the Covenant to quell the unrest and the armor persisted across centuries. It has proven useful in this last fight.*

## Strategy

Hammered Chestplates gives +5 to friendly units, which is a helpful, if unspectacular, boon.

It's an especially solid pickup for runs that have fragile units in the back and so are susceptible to Sweep and Thorns on enemies, making it easier to keep those fragile units in the back alive.

All in all, Hammered Chestplates is a decent pickup that's generally worth picking up over 25 and Artifacts that don't substantially help you, but most runs have several Artifacts they would prefer over it.

It is important to keep in mind that this artifact can also negatively affect a run that relies on replaying units with low  over and over again. As such, Hammered Chestplates can hinder the player from consistently killing Imps with Torches, and a front lining Little Fade or Tombs might survive low damage waves easier, which can be detrimental to some strategies.

## History

*See: Version History*

 2.0.0
Cannibalize

1

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

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

## Lore

*Despite being a hive-minded creature, the Umbra Shroud still falls victim to the petty squabbles observed in other clans. It's unclear how this hive-minded creature can argue with itself, but the ensuing scuffles can be deadly and something I've learned to detect and avoid.*

## Strategy

**Cannibalize** serves as the primary reusable way of generating higher level morsels. Since this card requires a sacrifice (usually another morsel) it is wise to keep at least a few other ways to generate morsels in your deck.
Icicle Fracture

At the end of the turn, apply **Frozen** to a random card in your hand.

**Icicle Fracture** is an Artifact of the Stygian Guard  in Monster Train.

## Lore

*Ice created from the water of the Styx Sea melts at much higher temperatures than other ice I’ve found throughout Hell. Any icicles that form on the Boneshaker while in this Ring will not thaw entirely from the train’s residual heat, and will become potential hazards for negligent bystanders.*
Heph the Blacksmith

2

**Trample**.
**Resolve:** +1 on this floor.

**Heph the Blacksmith** is a Clanless  Banner Unit. This unit comes innately with the upgrade 'Made to Fit', which grants this unit -3. Therefore, this unit, practically speaking, has 3 and one less upgrade slot.

## Lore

*There are no words that I can write to describe the unbreakable force that is my daughter, so I will refrain from further staining her name by trying.*
Clipped Guard

*"These Clipped grow in strength each time they ascend your train. Take them out before they become unstoppable."*
— Combat Description

**Clipped Guard** is a combat that can appear in Ring 4. This combat exclusively features Light Harnessers, who gain attack upon Resolve.

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

 6

The Ring 4 Boss can be either Pyrelight Master, The Purcupine, or the Thoughtbinder, regardless of the combat.

## Trivia

* This combat, bizarrely, gets a Trusted Priest at Covenant 5 and above, which is an enemy typically only found in Rings 1 to 3. This is currently the only instance of an enemy appearing outside of its usual Rings.
Constructed Explosive

**On Turn:** Despawn and deal 10 damage to the front enemy unit.

###

All
0
1

## Pact Shard Upgrade (DLC)

+1 (every 10)

**Constructed Explosive** is an Enemy in Monster Train.

It is summoned by Daedalus in the following combats:

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

## Lore

*Constructed by the Professor as part of his research to achieve Winged power. This exploding device was a failed experiment that has been repurposed for more practical means. I admire the Professor's handiwork, even if it is incredibly dangerous.*
Alloyed Construct

2

**Inert.** **Multistrike 1.**
**Gorge:** Gain **Fuel 1.**

**Alloyed Construct** is a Banner Unit of the Umbra . It revolves around a unique fuel mechanic where it can't attack until it has been fed at least one morsel.

## Lore

*As their understanding of the world around them grew, the Umbra were able to create autonomous machines to do the work of one thousand Morsels. They've since served the additional roles of Crucible defender and my personal guard into the depths of Hell.*

## Strategy

Since this creature can't attack on the first turn, it is most effectively used on the 2nd or 3rd floor so that it has time to be fueled before it needs to fight. Given that this minion has multi-strike, Morsels that grant extra attack, such as Magma Morsels are the most effective Morsels to feed this with.

Spells such as Furnace Tap can be used to great effect, due to the unit's already destructive attack power.

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

The drawback of Alloyed Construct's essence, namely the **Inert** status, has no additional effect on Alloyed Construct itself. Hence, it is a good idea to get a second copy of Alloyed Construct and merge the two: not only do you get one more **Multistrike** on a powerful unit, the **Gorge** ability is also duplicated, yielding 2 Fuel for each morsel gorged.
Glareminder

1

**Sweep**.
**Etch:** Apply **Reap 2** to enemy units.

**Glareminder** is a Banner Unit of the Wurmkin .

## Lore

*Few Wurmkin are given the role of defender and protector, the hidden nature of their dwelling a natural protection itself. But conflict still erupts within the factions of the Wurmkin and order must be upheld. Not to protect the Wurmkin of course, but to protect the Echoes and the knowledge they hold. Despite their independent development, even the Wurmkin cannot avoid the infighting that seemingly plagues all creatures of this Realm.*

## History

*See: Version History*

In early stages of development, Glareminder was called **Dazzler** and gave dazed on etch trigger to all enemy units.
Cracked Helmet

Damage spells get **Piercing**.

**Cracked Helmet** is an Artifact in Monster Train that can be found in the Concealed Caverns, specifically the Malicka Mutator event. It requires having chosen Judgemental Fittings.

## Lore

*I once asked Herzal to craft me some invincible armor. After three months of nonstop work, he presented me with the most beautiful helmet I had ever seen. I then immediately broke it. So much for invincibility!*
Big Sludge

2

**Harvest:** Gain **Rage 5.**

**Big Sludge** is a Banner Unit of the Melting Remnant .

## Lore

*Even wax dripping has its limits. While it makes the target incredibly large and near unkillable, it also forces them into an eternal state of dripping. Wick or no, this compels them to continue to gutter more and more wax if their wish to retain this power.*

## Strategy

Big Sludge is a unit with very high damage potential, whose only drawbacks are its 2 cost, 3, and ramp up time. Big Sludge does scale extremely quickly from its Harvest ability; at an effective +10 per harvest, it scales roughly 3 times as quickly as Wickless Baron and is a fairly reliable way to deal with double heavy enemies when equipped with Multistrike. Obvious synergy with Remnant Host. It can be worth dedicating an entire floor to Big Sludge + chump blockers to ramp its damage as quickly as possible, followed by descending Big Sludge for relentless (Dripfall/Cave In), or stacking Stealth/Dazed for the boss. (Endless + Burnout Stealth tomb, Mortal Entrapment on Permafrost). Beyond taking Multistrike as an upgrade, the 2nd upgrade is often either Heartstone to make the unit more resilient against Spikes or against a boss, or a damage upgrade to assist with initial scaling. Largestone is generally not recommended, as the unit already has a high capacity that the player has to account for.

## History

*See: Version History*

 1.1.2
Clipped Infiltration

*"These Clipped have enlisted Conduits to help them ascend your train more quickly. Remove the Conduit and the Clipped will become more vulnerable."*
— Combat Description

**Clipped Infiltration** is a combat that can appear in Ring 4. It is the latest possible combat to feature Haste, being also the only combat to feature Clipped Conduits.

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

 6

The Ring 4 Boss can be either Pyrelight Master, The Purcupine, or the Thoughtbinder, regardless of the combat.

## Strategies

* Clipped Conduits can be really scary especially in combination with a Boss wave and it is thus important to have backline access in form of targeted spells, spells that hit all enemies, sweeping units or spikes.
Hellhorned

**Hellhorned**  is a clan in *Monster Train*.

*"Rally the aggressive demons of the Scorched plains. Overwhelm Seraph with imps and damaging warriors."*

The **Hellhorned**  are a clan in *Monster Train* who are a relatively straightforward class with a focus on dealing damage via minion-to-minion combat. Their faction-specific cards focus on amplifying combat damage with Rage and mitigating incoming damage with Armor. Some Hellhorned cards also have specific synergy with Imps, and have powerful effects requiring Imp minions to be present on the battlefield, such as Consumer of Crowns and Imp-portant Work.

The Hellhorned are one of the few clans with reliable access to weak minion removal, and can begin a run with a targeted damage spell, Torch. Access to targeted removal spells (Torch, Horn Break) and area-of-effect spells (Vent, Inferno) mean that Hellhorned players have far less trouble killing low-HP units in the back lines compared to other clans.

## Overview

**Champions**

Hornbreaker Prince
Starter Card:TorchShardtail Queen
Starter Card:Queen's Impling
**Banner Units**

**Uncommon**

Alpha FiendBranded WarriorDemon FiendHorned WarriorRailbeaterSteelworker
**Rare**

(DLC) Apex ImpConsumer of CrownsDeranged Brute
### Card Unlocks

1. Hornbreaker Prince (unlocked by default)
2. March of Shields, Ashes of the Fallen
3. Imp-pressive, The Unbroken Horn
4. Railbeater, Alloy of the Ancients
5. Shardtail Queen, Tiresome Climb, Imp-cicle
6. Last Stand, Grrrg's Goad
7. Alpha Fiend, Dark Deal
8. Imp-in-a-Box, Resonant Shard
9. Transcendimp
10. Onehorn's Tome
Thoughtbinder

**Relentless.**
**Slay:** Add a **Self-Mutilation** card to the top of your draw pile.

###

0
10
275

1
10
475

4
11
475

14
11
495

22
11
515

## Pact Shard Upgrade (DLC)

+4 (every 5),
 +1 (every 15),
 (Cov 10-25): +50 and gain 1 **Emberdrain** (every 50)

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

## Lore

*All Clipped are well acquainted with the physical pain of punishment, but few understand that the torture of the soul is stronger than the punishment of the body. The Thoughtbinder's precise control of these methods has destroyed our defenses when fighting the Clipped advances.*

### Battle Quotes

* *Give me your mind!*
* *Your thoughts are mine.*
* *Attack me!*
* *Let's go, Hellborne!*
* *Do you feel pain?*
* *Take that!*
* *Come on!*
* *You shall have no mercy from me.*
* *Make a move, Hellborne.*
* *You will know punishment.*
A Fatal Melting

2

Deal damage to enemy units equal to 3x the number of friendly unit deaths this battle.

**A Fatal Melting** is a Melting Remnant  Card in Monster Train.

## Lore

*Charged with both the extension of life and the acceleration of melting, the Reformed tend to large flames at each Votive House, allowing for Waxers to congregate and melt more quickly than they would on their own.*

## History

*See: Version History*

 1.0.3
Crypt Builder

3

**Offering.** **Attuned.**
Deal 60 damage to the front enemy unit and push it to the back.

**Crypt Builder** is a Stygian Guard  Card in Monster Train.

## Lore

*Massive hammers were used to seal the Titan in its crypt. Requiring the strength of multiple Guards to swing true, these tools have not been moved since their last use.*

## History

*See: Version History*

 1.1.5
 1.2.5
Encased Ember

Gain 5 when a Tomb unit dies.

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

## Lore

*It seems that throughout the existence of the Waxen Arches, everything has fallen victim to wax encasement. Not even the Ember of the Pyre has been spared, though I've collected any I've seen trapped to free them again later.*
Antumbra Assault

1

Deal 3 damage.
**Slay:** Add 2 uncommon or rare Morsel units to your hand.

**Antumbra Assault** is an Umbra  Card in Monster Train.

## Lore

*As the first line of defense in the Crucible, Morsels will rocket towards an intruder, often sacrificing themselves in the process. If they succeed in their defense, they live to mine another day.*

## Strategy

**Antumbra Assault** serves as an alternate way of generating morsels while also allowing for a way to kill weak backline enemies. This spell can be used as a weaker Cannibalize on allied morsels if there are no enemies weak enough to kill with this effects.

## History

*See: Version History*

 1.1.2
Imp-cicle

At the start of your turn, add a random Imp unit to your hand.

**Imp-cicle** is an Artifact of the Hellhorned  in Monster Train.

## Lore

*When Seraph shattered our hell Pyre and Hell froze over, many unsuspecting Imps were caught in the ice. Taken aboard the Boneshaker, the Pyre shard slowly melts them free.*

## Strategy

**Imp-cicle** generates a random Imp card every turn as long as your hand is not full, ensuring that you have a unit to block every turn and a variety of other benefits.

**Imp Pool**

Fledgling Imp (Common)Molting Imp (Common)Queen's Impling (Common)Welder Helper (Common)Impish Scholar (Uncommon)Pyre Chomper (Uncommon)Transcendimp (Rare)
**Imp-cicle** is usually a solid early-game pickup, as the random Imp you get each turn blocks an attack from an enemy if nothing else, and will provide you with some Rage from Fledgling Imp, some situationally useful damage from Queen's Impling or Molting Imp, extra durability from Welder Helper, Ember from Pyre Chomper, or occasionally something crazy from Transcendimp. **Imp-cicle** usually finds a way to be useful for most of the game.

Having **Imp-cicle** makes Imp-portant Work and Imp-pressive much more draftable (and good Holdover candidates), as they will consistently have a use every turn. These cards, or Shardtail Queen's Imperialist line ability, are also usually important pieces for the lategame with this Artifact, as otherwise the imps may start getting in your way, either taking up  or card draw later in the game if you don't have another way to consistently keep them dying.

Ashes of the Fallen powers up every Imp you get from this, and Queen's Tail effectively makes the imps free Ember-wise and give you an extra card draw each turn to boot.

**Imp-cicle** is a strong Artifact if picked up early, and there are ways to keep it relevant lategame too. It should usually be skipped if found later and your run isn't able to keep the imps cycling, either because of the Imps'  cost or because it cannot kill off the Imps.

## History

*See: Version History*

 2.0.0
Priory's Cloak

When a friendly unit is healed, deal damage to the front enemy unit equal to the amount healed.

### Type

Awoken

**Priory's Cloak** is an Artifact of the Awoken  in Monster Train.

## Lore

*A cloak gifted to me from a Channeler of the Edge Priory. It still contains some residual energy from its owner, allowing anyone who wears it to heal their wounds more effectively. Though this energy is not without side effects...*
Imp-portant Work

0

**Sacrifice Imp.**
Gain 1. Draw 1.

**Imp-portant Work** is a Hellhorned  Card in Monster Train.

## Lore

*Some Imps learn much about horned. It is only through dying that Imps can teach Horned." - excerpt from Hell's Horns by Grrrg Onehorn on the posthumous transfer of knowledge in Hellhorned society.*

## History

*See: Version History*

 2.0.0
Ice Tornado

3

**Permafrost**. Deal 20 damage to a random enemy unit, three times.

**Ice Tornado** is a Stygian Guard  Card in Monster Train.

## Lore

*The brutal ecosystem of the Stygian Sea has evolved into a favorable place for tornadoes to destroy anything standing above the surface of the water. Thankfully for the Guard, their gills allow them to take refuge beneath the waves.*

## Strategy

**Ice Tornado** is very strong in combination with Titan's Claws.

## History

*See: Version History*

 1.1.5
 1.4.0
Flash Freeze

1

Deal 3 damage. Apply **Frostbite 8.**

**Flash Freeze** is a Stygian Guard  Card in Monster Train.

## Lore

*After the freezing of Hell, the Stygian Sea’s weather became much more erratic. Instant freezes are now frequent occurrences, much to the dismay of anyone unlucky enough to be caught in their icy grasp.*

## Strategy

As it is a targeted spell, it has also uses as to kill friendly units.
Archus, Darkness Incarnate: Sin of Failure

*For the major boss, see: Archus*

*"Using unknown, ancient powers, Archus summons shards of the Divinities to halt your advance."*
— Combat Description

**Archus, Darkness Incarnate: Sin of Failure** is a combat that can appear in Ring 6.

In this combat, the boss, Archus, will place Darkshards on the train every turn before Relentless, applying varying effects. Darkshards are Phased, and therefore cannot be removed or nullified, but they also naturally expire after 1 turn. He alternates between the following:

* Looming Darkshard: Incant: Apply +1 Ember to all spells in your hand.
* Shattering Darkshard: Hellborne Harvest: Add a Weight of Contrition to the top of your draw pile.

The enemy waves in this combat feature Masters of Light.

## Trivia

* This combat shares the same wave pattern with Fel, the Wings of Light: Wrath Crest.
* This combat shares the same combat description with all Archus variants.
Gift of Gratitude

X

**Purge.**
Gain 40.

**Gift of Gratitude** is a Clanless  Card in Monster Train.

## Lore

*Known for his generous offerings of thanks to those participating in his research, the Historian seems to have coin to spare for pursuits considered unproductive in these times.*

## Strategy

### Suggested Upgrades

None. As the spell purges, it is usually not worth upgrading it, even when making some coins of profit, the loss of using the Emberstone on another spell is not worth it.

## History

*See: Version History*

 1.1.2
Fortify

0

Apply **Armor 5.**

**Fortify** is a Hellhorned  Card in Monster Train.

## Lore

*Leather is a common material among the Hellhorned, so I've lined my garb with the material for protection. Given the stench, I'm sure the source of it is better left a mystery.*

## Strategy

**Fortify** is a fairly low-impact, low-risk, easy-to-use card that provides a little bit of extra defense for a unit. In most combats, it should simply be applied to a front line unit that needs to be able to take more hits.

One particular strength of **Fortify** is its ability to easily strengthen frail back-line units in situations where they may otherwise be in danger, whether due to **Sweep** or **Spikes**. (That being said, this card often doesn't provide enough defense to warrant taking Retribution as a Trial if you are relying on frail back-line units to stay alive to win.) Hornbreaker Prince (especially its Reaper line), Horned Warrior, and Branded Warrior are examples of units that appreciate this.

Generally, decks that want to draft this card are ones that appreciate this strength, or simply have a lot of card draw.

### Suggested Upgrades

None. None of the common upgrades can be applied to this card, and the rare upgrades generally do not have enough impact to justify their cost.
Base Charge

At the start of battle, add 2 to each floor.

**Base Charge** is an Artifact of the Wurmkin  in Monster Train.

## Lore

*The carving of stoneform is a long and tedious process, not entirely suitable for capturing fleeting thought. Some Wurmkin have created small Echo necklaces to preserve their knowledge on the fly, storing their observations directly onto the small crystal. Still, most of the clan finds the practice irreverent.*
Daedalus, the Professor: Explosive Sigil

*For the major boss, see: Daedalus*

*"Creator of devices used by the Disciples, this disgraced professor has arrived in Hell to support Seraph and the Winged with explosive devices."*
— Combat Description

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

As with all Daedalus combats, Daedalus places a Constructed Explosive on the train every turn, which will deal 10 damage to your frontmost unit on its floor if not defused. For this combat's signature gimmick, every enemy (excluding Explosives) has an Extinguish trigger, dealing 1 damage to your frontmost unit on the floor when killed.

## Strategies

* This combat has a total of 15 enemies (excluding Daedalus). Therefore, the Explosive Sigil gimmick only deals up to 15 damage.
* With Clergyman starting with rage and doing a lot of damage on lower floors, it is generally advised to play units on higher floors.

## Trivia

* This combat shares the same wave pattern with Talos, the Architect: Empowering Offense.
Exploding Candle

Deal 5 damage to enemy units when a **Burnout** unit dies.

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

## Lore

*When Flicker decided to help me unite the Ring and build the Rail, he lit a ceremonial candle to commemorate the event. Appropriately, the current state of the candle reflects the state of the Covenant it was created to represent.*
Edge Prior

1

Healing spells cast on this floor cost -1.

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

## Lore

*A Channeler cannot die, but it can fade away, though I've yet to see this firsthand. Many choose to spend their fading time at the secluded edge of the Wildwood as part of the Edge Priory, crafting the armor that will protect new Awoken in their infancy.*
Chains the Sighted

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

###

0
4
50

1
4
130

4
5
130

14
5
140

22
5
150

## Pact Shard Upgrade (DLC)

+5 (every 7),
 +1 (every 10),
 (Cov 10-25): gain 3 **Lifesteal** (every 7)

**Resolve:** Add a **Weight of Contrition** to the top of your draw pile.
**Extinguish:** Add a **Vengeful Shard** to the top of your draw pile.

###

?
?
?

25
4
390

## Pact Shard Upgrade (DLC)

+5 (every 7),
 +1 (every 20),
 (Cov 10-25): +1, +15 (every 20),
 (Cov 10-25): gain 1 **Lifesteal** (every 36)

**Chains the Sighted** is a Boss and a Disciple in Monster Train, that may appear on Ring 1.

(DLC) It may also appear as a wave enemy on Ring 9.

## Lore

*Most important of the Reconcilers, Chains personally imprisoned most of the Hellhorned lost during Armaggedon, many of them my friends. As a gift of thanks, Seraph gifted the blind man with the power to see through Light.*

### Battle Quotes

* *I bet these chains would suit you.*
* *For the Winged!*
* *For Seraph!*
* *This train will soon be ours.*
* *Do these chains frighten you?*
* *Hell will be no more!*
* *Another prisoner!*
* *The Disciples will stop you in your tracks!*
* *If we're able to stop you here, the Winged may take notice of us.*
* *For Heaven!*
Gold

**Gold** (), or **Coins**, is the resource used to buy Upgrades for Cards at Merchants. At the start of the game, the player starts with 50. There are several ways to collect more  during the run:

* collect  in Overworld Events such Forgotten Boons and Divine Boons.
* kill, or trigger extinguish of the Collector enemy.
* Play cards that generate Gold, such as Wickless Tycoon, Petty Theft.
* Collect  by skipping Rewards.
* Receive  as a Trial Reward.
* Receive  in Concealed Caverns Events.

**Gold** can also be used as a way to increase Score.
Paraffin Thug

1

**Slay:** Gain 20.

**Paraffin Thug** is a Banner Unit of the Melting Remnant .

## Lore

*A part of the Wickless Remains who have shaped themselves into lowly foot soldiers. They collect the remains of those they slay to add to their own, and they'll pick a fight with you to get it. Even though I am without wax, I've still been the target of many Wickless hasslings.*

## History

*See: Version History*

 1.4.0
Ember Stasis

Playing a **Blight** card deals 120 damage to the front enemy unit.

**Ember Stasis** is an Artifact in Monster Train that can be found in the Concealed Caverns.

## Lore

*Ember is rarely observed in between states of living and dying, making it challenging to learn what destroys its lifeforce. The fragments are volatile things, guided entirely by how much they like their owner.*

## History

*See: Version History*

 1.4.0
Steelwings

**Armor 100.**

###

All
0
15

**Spikes 3.** **Armor 130.**

###

All
0
100

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

They appear in the following combats:

* The Pyrewings
* The Penitent
* Conduit Masters
* The Shadewings
* Seraph the Temperant
* Seraph the Chaste
* Seraph the Diligent
* Seraph the Patient
* (DLC) The Last Divinity: Divine Intervention

## Lore

*Their focus on defense has caused them to evolve into smaller beings with oversized wings, making them perfect shields for the rest of Seraph's army. We've found brute force is the best way to get past them.*

## Trivia

* A Steelwings always appears on Ring 8, at the 2nd to last wave.
Cuttlebeard

Grant +2 stacks of **Frostbite** each time it is applied. **Frostbite** does not decay.

### Type

Stygian Guard

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

## Lore

*It seems that the energy of the Cuttlehex and the Molluscmages does not die with them, but continues to surge through their beards so long as they are kept intact. I've kept some of the beards with me. They've been quite useful, but the tentacles make me a tad squeamish.*

## Strategy

**Cuttlebeard** can provide your Frostbite effects on enemies with some extra oomph, allowing them to be more effective in general. It's at its best when you have ways to apply Frostbite widely and often, such as Titan Sentry or Solgard the Martyr's Revenge abilities, or Glacial Seal's Incant ability. It doesn't support Forgone Power or Hoarfrost Effigy as well as those are single applications.

Even at its best, it's a medium-impact artifact, though in The Last Divinity (DLC) it can make it easier for wide Frostbite effects to kill Shard-enhanced backline enemies.

## History

*See: Version History*

 1.2.6
Ember Forge

1

+2 per turn.

**Ember Forge** is an Umbra  Card in Monster Train.

## Lore

*Both for improved construction and visibility, forges were built throughout the Crucible, but the Shroud was mining faster than they could build them. Instead of building new ones, Penumbra tasked Morsels with adding mobility. The technology is crude, but it is the first mobile engine I have on record.*

## History

*See: Version History*

 1.1.2
Archus, Darkness Incarnate: Sin of Shadow

*For the major boss, see: Archus*

*"Using unknown, ancient powers, Archus summons shards of the Divinities to halt your advance."*
— Combat Description

**Archus, Darkness Incarnate: Sin of Shadow** is a combat that can appear in Ring 6.

In this combat, the boss, Archus, will place Darkshards on the train every turn before Relentless, applying varying effects. Darkshards are Phased, and therefore cannot be removed or nullified, but they also naturally expire after 1 turn. He alternates between the following:

* Blinding Darkshard: Rally: Apply Dazed 1 to your units on this floor.
* Shattering Darkshard: Hellborne Harvest: Add a Weight of Contrition to the top of your draw pile.

The enemy waves in this combat feature plenty of Absolvers.

## Trivia

* This combat shares the same wave pattern with Fel, the Wings of Light: Scouring Crest.
* This combat shares the same combat description with all Archus variants.
Herzal's Compound

Draw +1 each turn.
Your Pyre gets +10 and +30.

**Herzal's Compound** is an Artifact and Major Enhancement  gained after beating Ring 3 and Ring 6 in Monster Train.

## Lore

*One of my crowning achievements. A metal-based compound that can be formed into any shape. I’ve only been able to create a small batch of it, but a little goes a long way.*
Symphony of the Soul

2

**Extract 5**.
Double buffs and **Armor** on a unit.

**Symphony of the Soul** is a Wurmkin  Card in Monster Train.

## Lore

*It is a shame that the Wurmkin cannot see. These Echoes live in the walls of the Bogwurm’s Remains, creating beautiful displays of light and sound in their harmony almost as if these Echoes speak to one another, creating more knowledge in their communion. I suppose the Wurmkin sense this in their own way.*
Fel, the Wings of Light: Wrath Crest

*For the major boss, see: Fel*

*"This Clipped warrior has become Winged once more, creating statues in her former image to block your assault."*
— Combat Description

**Fel, the Wings of Light: Wrath 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 specifically, the Alabaster Guardians enter with Multistrike 1. Every turn before Relentless, Fel gives all enemy units on a floor Rage 3.

The enemy waves in this combat feature Masters of Light.

## Trivia

* This combat shares the same wave pattern with Archus, Darkness Incarnate: Sin of Failure.
* This combat shares the same combat description with Fel, the Wings of Light: Eternal Crest.
Immortal Trade

0

Apply **Lifesteal 3** and **Emberdrain 2** to a friendly unit.

**Immortal Trade** is an Umbra  Card in Monster Train. It is a spell in the Umbra clan.

## Lore

*An unfortunate outcome of our invention, Void consumption has become an addictive practice amongst the Umbra. When that no longer satiates their hunger, the entire replacement of self with these Void shards becomes the only way to gain any satisfaction.*

## Strategy

**Immortal Trade** gives a unit 4 Lifesteal but inflicting the Emberdrain effect on that unit, crippling your  on future turns unless the unit dies. It can help a powerful unit stay alive in the right context, but at a cost of 3 over the next 2 turns (assuming no other Emberdrain effects).

If you do not have any synergies with **Immortal Trade**, it can sometimes be worth enduring the Emberdrain effect and playing it anyway, as 4 Lifesteal is quite good on Penumbra, especially on its Monstrous upgrade line, and other high- and moderate- units. Unlike Perils of Production and Void Binding, it isn't possible to meaningfully play **Immortal Trade** on a unit that you plan to kill before next turn except against a boss, so if you cannot build around this card's strengths and weaknesses it is a high removal priority.

This card is at its best when you are able to manage the Emberdrain debuff by building around it and other Emberdrain cards, either using Perils of Production or by aggressively reducing the cost of this card and other cards in the deck to 0. The fact that it itself costs 0 without upgrades makes it very easy to fit into those decks.
Forged Disciple

###

0
2
25

1
2
40

23
2
45

**Sweep.**

###

0
4
55

1
4
70

23
4
75

**Forged Disciple** is an Enemy and Disciple in Monster Train.

They appear in the following combats:

* The First Defense
* Heaven's Priests
* Barbed Disciples
* Penitent Prayers
* 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

## Lore

*A basic disciple of Seraph. One of many humans that have answered the call to take over the Rings of Hell and reforge a new world after our Covenant was broken.*
Deep Offering

2

**Consume.**
Discard your hand. Draw 5.

**Deep Offering** is a Stygian Guard  Card in Monster Train.

## Lore

*From what I can tell, the resting place of the Unnamed spans the length of the Styx Sea. So, the Stygian have created shrines all over the seafloor to offer sustenance and other treasures to the sleeping Titan.*

## Strategy

If most of your spells are 0 Ember, then the high cost of the card does not really provide a challenge to being able to play the drawn cards. This way this card is especially synergistic with Tethys Titansbane Conduit path. The ability to draw more cards in a turn and just play a lot of spells is very good when several incant units are stacked on a floor. Another synergy comes with Offering cards, as all offering cards in hand will be played from left to right when Deep Offering is played.
Echo Break

1

Deal 1 damage per

**Echo Break** is a Wurmkin  Card in the Exile  Starter Deck. You begin with 3-5 of them depending on your Covenant Rank.

## Lore

*I, along with all of Hell, had assumed the Bogwurm’s Remains to hold nothing but death and decay. The Rail had been built without the Ring’s consent, the life found above ground appearing to show no sentience. So, when I found a clan, a civilization even, that existed within the excavated remains of the Bogwurm, I realized that there are more holes to my knowledge than I previously assumed.*
Imp-olate

1

Deal damage to the front enemy unit equal to 15x the number of Imp units in your deck.

**Imp-olate** is a Hellhorned  Card in Monster Train.

## Lore

*"Imps die for their horns to grow large. Demons die for their horns to grow sharp." -excerpt from Hell's Horns by Grrrg Onehorn, discussing the cyclical life of a Hellhorned and how their horns mature.*
Echo Transfer

0

**Extract 2.**
Apply +15.

**Echo Transfer** is a Wurmkin  Card in Monster Train.

## Lore

*I cannot yet decipher all of their symbols etched into the stone, but the Wurmkin’s stoneforms describe the creation of these Echoes as part of a great Titan sacrifice. The Titan's knowledge lives on in the perfect crystalline structures. More sacrifice and exile, but for what?*
Fel's Remorse

+1 per turn.
Your Pyre gets +10 and +30.

**Fel's Remorse** is an Artifact and Major Enhancement  gained after beating Ring 3 and Ring 6 in Monster Train.

## Lore

*When Fel left to join her cause, she left me with remaining Embers of the Pyre. She could have been killed for this, but she gave them anyway. That’s all I have to say about Fel.*
Focused Growth

2

Restore 25 health.
Draw +2 next turn.

**Focused Growth** is an Awoken  Card in Monster Train.

## Lore

*I've observed from those of the Wildwood that with great concentration comes great healing. The Awoken can channel their will into sprouting spores on the surface of their form to heal broken parts of their vined bodies.*
Pyre

The **Pyre** is your main health pool. It is at the top of the Train above the three floors of the Train.

The Pyre starts with 80 at the start of the game, increasing by 30 every time you defeat a Major Boss, up to a maximum of 140. There are also Artifacts that can affect the health of the Pyre, such as Precious Plating, which increases the **Pyre Health** by 40. The starting Pyre Health is further modified by the Covenant Rank. The Pyre can lose health through being attacked or having its health sacrificed in Concealed Cavern Events such as Concealed Caverns#Cave of a Thousand Eyes.

The Pyre, while unable to be defended directly, is capable of warding off Enemies. The Pyre has a base attack of 20 and will retaliate against all enemies in the **Pyre Room**. Attacks from the Pyre act as if the Pyre had Sweep, attacking all enemies in the room. After you defeat a Boss, the Pyre gains 10. There are also Artifacts that can affect the attack value of the Pyre, such as Vapor Funnel, which decreases the attack of the Pyre by 5 in exchange for applying Dazed to enemies that enter the **Pyre Room**. It is unwise to rely on the Pyre's own battle stats, as damage taken by the Pyre carries over between fights.
Bounding Echoes

0

**Consume.**
Apply **Infused** to cards in hand.

**Bounding Echoes** is a Wurmkin  Card in Monster Train.

## Lore

*I’d done my best to abandon guilt and grief all those years ago, but now that their spectre returns, so do the memories of why we met in the first place. To cope, the Wurmkin have given me a place in their cairns — a study of sorts — to tinker away on these crystals. It helps, but not much. For each new discovery I find, another memory terrorizes my dreams.*
Cave In

2

**Descend** friendly and enemy units on this floor.

**Cave In** is an Umbra  Card in Monster Train.

## Lore

*I've only seen the aftermath, but when a level of the Crucible collapses, very few Morsels survive. The Umbra don't even care to check for survivors, choosing instead to spawn new Morsels.*

## Strategy

The card can be used to overstack a floor.
Consumed Crown

Friendly units gain +2 on **Slay**.

**Consumed Crown** is an Artifact of the Hellhorned  in Monster Train.

## Lore

*When a Hellhorned defeats another in battle, they will break off the loser's horns and add it to their collection, forming them into a crown. I've learned the hard way that asking to wear another's crown is considered incredibly rude.*

## Strategy

**Consumed Crown** provides +2 on Slay for friendly units, providing a little additional scaling of the course of a battle.

**Consumed Crown'**s effect helps you scale over the course of a battle, but with the catch that your units need to be already capable of killing enemies to do so. The fact that taking advantage of it well usually requires a high  to begin with and its relatively small bonus of +2 means that it tends to not be that impressive in practice, being more of a "win more" Artifact than one that can help you win a run. It is at its best with units with Multistrike, as they are both more able to take advantage of the bonuses and are often able to kill multiple units per turn, letting them scale better with this Artifact.

If you are paired with a clan that has units with Sweep or other ways to hit Support-class enemies in the back of waves, they appreciate this Artifact thanks to their ability to kill the more frail units in the back. No Hellhorned units except for Molting Imp's Summon ability are able to do this - Molting Imp's ability can trigger Slay triggers, including that of **Consumed Crown**. You can infuse Molting Imp into another unit on The Last Divinity (DLC) and have **Consumed Crown** trigger off of the Support-class enemies killed on Summon for a decent initial power boost to that unit in some fights, though you'd probably need other synergies with this to make it worthwhile.

Overall, **Consumed Crown** is a relatively low-impact Artifact, but it usually contributes something to most runs.