recursal/Fanatic-Fandom huggingface dataset:
Tips N' Tricks

## Achievement #148

Rebirthing quickly 3 times in a row, each under 30 minutes long and each defeating boss 37+.

* Best completed after defeating boss 58 and prior to starting a Challenge. Rewards the player with a special bonus of:
* 200 EXP.
* 1 Energy Power.

Note: This trick, which is also the 148th achievement, is mentioned as a "secret between you and me" in the How to Play "Rebirthing" section.

## Special Prize

* The "Special Prize" in the info menu gives you two options:
	+ 50,000 AP
	+ A PRETTY KITTY

Take the kitty, it gives you the AP too. Unless you're playing on Armor Games, which is very out of date.

Also, if you click one of the two options for a second time it'll say "Nice try, greedypants."

## General Fighting Tricks

* Before starting a fight on a new and hard area/boss, you can go into the Safe Zone, wait for all your cooldowns to refresh, pre-cast Parry and Charge, as they will remain active until next fight begins, and wait for all your cooldowns to refresh once more. This allows you to cast charge twice in a row and block two attacks with parry on the beginning of any fight.
* Notice that it's not mentioned on the skill, but parry also causes/deflects damage.
* You can idle fight with BEAST MODE activated for more damage.

## Skipping leveling-up levels

* If you put -1 in the target level box for Augments, Advanced Training or NGU, it will be skipped over when energy is advanced. This allows you to automatically skip getting any levels of upgrades that are next on the list. This is especially useful in the 100 levels challenge, so you don't accidentally get levels in augments upgrades you don't want.

## Adventure Drops

* Dragon Wings will only drop from Mysterious Figure, at a 0.15% base chance.
* There are certain items which should be considered to dispose of / filter out even after maxing them and seem to have no purpose anymore: for example **a** **level 69 (!) ring of apathy**, **Jake's stapler**, **A Stick** are all needed to unlock the Beast, while the **Mega set** is necessary to unlock Exile later in the game. At that point your drop rate will be much better, but you might want to store them in your inventory.
Confused

is a debuff that randomizes the  cost of cards that you draw to be anywhere from 0 to 3.

## Mechanics

* The cost of cards in your draw pile or discard pile is not changed until you actually draw the card.
* Extracting cards from the deck using an effect such as  does *not* randomize their cost.
* Cards keep their new cost until they are drawn again, or under another effect that change card cost, like the  or .
* Cards that have their cost changed by an effect, such as by , , or cards created by , will still have their costs randomized upon being drawn.
* Cards that are , such as by , keep their cost between turns.
* overrides Confused entirely, and Skills will always cost 0.
	+ does this to a lesser extent, making all Attacks cost 0 until an Attack is played. Once an Attack is played, any Attacks in hand that had a cost greater than 0 will return to that cost.

## Sources of Confusion

* Enemies
	+ Snecko
* Relics
* has a similar effect, but only randomizes the cards currently in your hand, and does not cause Confused itself.

## Update History

* Patch V1.1: The Dealer
	+ Confusion and Corruption cards utilize improved hooks.
	+ Fixed Bag of Preparation not drawing cards affected by Confusion power.
* Weekly Patch 47: Metamorphosis
	+ Fix for a scenario which upgrading cards affected by Snecko Eye would sometimes give negative cost cards.
* Weekly Patch 45: Impatience
	+ Confusion power will now work on Curses and Status cards that have costs.
* Weekly Patch 42: Reboot
	+ Updating SFX for Confusion Power.
* Weekly Patch 11: A Library of Features
	+ Enchiridion now works with Snecko Eye properly.
* Weekly Patch 8: Ooh Shiny!
	+ Confusion power can now affect Colorless cards.
* Weekly Patch 2: Slimes!
	+ Eviscerate now correctly works with the Confusion debuff.
Clockwork Souvenir

Gives you an  at the start of each combat.

## Synergy

Can be used with cards like , or relics like , to negate the debuffs that those inflict onto you, effectively giving you free, strong buffs.

It does *not* prevent the confusion from , regardless of the order in which the relics were obtained.

## Trivia

* Interestingly, most mechanical enemies such as Sentry, Spheric Guardian, and Bronze Automaton have innate , while this relic, with mechanical theme, also grants .
	+ The Defect, a robotic character, also has  that grants , and currently is the only one that has access to  via its own card pool.

## Update History

* Weekly Patch 32: Face Trader
	+ Adding shop relic Clockwork Sourvenir.
Emotion Chip

### Description

If you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn.

### Class

Defect

**Emotion Chip** is a Defect-exclusive Rare Relic. It triggers the passive abilities of all your Orbs if you lost HP the previous turn.

## Update History

* Weekly Patch 51: Recursion
	+ Reworded Emotion Chip relic to be more accurate with its actual behavior.
* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ Content: 9 Relics.
Exhaust

a card puts it in your  pile. Cards in this pile are effectively removed from combat and cannot be used again. If you  a card that was in your deck, it will be returned to your deck at the end of combat.

There are three main ways a card can become :

1. Some cards  themselves when used (like ). These cards normally have a much more powerful effect than others at the same cost, but can only be used once. Some of these will no longer  on use once  (like ).
2. Some cards  other cards as part of their effect (like ). Although this may seem like a downside, being able to remove cards you don't need can be an upside, especially if you have received a  or are fighting an enemy that can create  cards.
3. Some cards have a keyword called  (like ). Cards with this keyword will exhaust if they are in your hand at the end of the turn. If you discard them or use them before the end of the turn, they will not exhaust.

The only way to put a card from the  pile back to your hand during combat is through use of the card .

## Cards that Exhaust Themselves When Used

* Ironclad
	+ : Loses Exhaust on upgrade
* Silent
	+ : Loses Exhaust on upgrade
* Defect
	+ : Loses Exhaust on upgrade
	+ : Loses Exhaust on upgrade
* Watcher
* Neutral Cards
	+ : Loses Exhaust on upgrade
	+ : Loses Exhaust on upgrade
	+ : Loses Exhaust on upgrade
	+ : Loses Exhaust on upgrade
* Status
* Curses

## Ethereal Cards

* : loses Ethereal on upgrade
* : loses Ethereal on upgrade
* : loses Ethereal on upgrade

## Ways to Exhaust Other Cards

* Cards
* Relics

## Things that Benefit from Exhausting

* Relics
* Cards
Buffer

## Update History

* Weekly Patch 51: Recursion
	+ Fixed Self-Forming Clay relic triggering incorrectly off of prevented damage from Buffer power.
* Weekly Patch 49: The Designer
	+ Painful Stabs power will no longer give wounds if the damage was prevented by Buffer.
* Weekly Patch 44: Chrysalis
	+ Effects that trigger on damage like Masterful Stab now interacts properly with damage prevention effects like Buffer.
* Weekly Patch 35: Aggregate
	+ Buffer is no longer lost when hit by 0 damage attacks.
	+ Centennial Puzzle no longer draws cards when taking 0 damage as a result of things like Buffer.
	+ Shelled Parasite now accounts for Buffer and Intangible with its life leech action.
* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.
Conclude

**Conclude** is an Attack card for the Watcher It deals 12 damage to all enemies, and then ends your current turn when played. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon upgrade, it deals 4 additional damage, for a total of 16 damage to all enemies.

## Interactions

* This will always be the last card you play on your turn, which prevents you from playing another card after Conclude
* Be wary when used with the  stance, as once you use its doubled damage on Conclude, you will be forced to take double damage if the enemy is attacking that turn.
* When used with a  or , it will instead end your turn before a second Conclude is played, essentially negating their effects.
Dramatic Entrance

## Update History

* Patch V2.2: Happy Holidays!
	+ Dramatic Entrance card buffed. Damage increased from 6 -> 8.
	+ Dramatic Entrance+ card buffed. Damage increased from 8 -> 12.
* Weekly Patch 8: Ooh Shiny!
	+ Colorless cards can now be upgraded! This was also a good time to re-examine and balance several of the cards.
	+ DramaticEntrance+. Damage 6 -> 8.
Calm

Calm is one of the three  of the Watcher, with the others being  and .

Upon exiting this Stance, gain .

* : Gain  then enter Calm.
* : Immediately enter Calm.
* : Enter Calm if you are not in Calm.
* : After choosing what to retain, enter Calm and end your turn.
* : After dealing damage, enter Calm if the target intends to Attack.

These cards have interaction specifically for Calm:

* : If in Calm when played, draw cards.
* : At the end of your turn, if you are in Calm, gain .

* : Whenever you exit Calm, gain an additional , effectively causes Calm to generate  upon exiting.
* : Gives you a choice to enter Calm.

## Trivia

* While in Calm, the eye on the Watcher's staff slowly blinks. The eyeball turns light blue.
Blur

* Standard
* Beta Art

**Blur** is a Skill for The Silent. It generates 5  (8 if ) and gives the Blur buff, preventing Block from being removed at the start of the player's next turn.

## Mechanics

* The Blur buff is stackable, and multiple stacks prevents Block from being removed for multiple turns.
* Blur takes precedence over the , so the player loses no Block after playing Blur, instead of losing 15 Block.
Creative AI

## Notes

* This card will never produce , preventing situations where players are encouraged to stall out fights in order to heal.
* The powers produced by this card will be whatever your character could find normally. In a normal Defect run, this will be Defect powers; in a Diverse run, it will be any power in the game. If this card somehow ends up in your deck during normal play for another class (possible through certain events or ), it will produce powers of that class.

## Update History

* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.
Bonfire Spirits

**Bonfire Spirits** is an event that can appear in Act 1, Act 2, and Act 3. You encounter an enchanted bonfire with dancing spirits.

## Options

* **[Offer]** Choose a card in your deck and offer it to the spirits. The offered card will be removed from your deck, and you will receive a reward based on the card's rarity.

 Uncommon card
 Rare card

## Strategy

This event can be exploited for a quick healing or for a free card removal. Remember that offering a Common card still heals you for 5 HP, and removing a Basic card does not have any major downside. You can also use this event to remove a , especially powerful ones like  or , as the  that this event yields does not have any major gameplay effect except that it will reduce your score by 1.

## Notes

* Offering a removable , with the exception of  (which is counted as a Special card), will give you . Even though  is useless, you still get to remove a  from your deck.
	+ The only effect of  has, if you still have it by the end of the game, is that it gives a "Poopy" modifier to your score, which reduces your total score by 1.
* Basic cards are the default cards from your starting deck.
	+ Strike
	+ Defend
* Special cards (those not obtainable through card rewards, such as  or ) behave exactly like Commons, and will heal the player for five HP.

## Update History

* Weekly Patch 48: Creative AI
	+ Bonfire Spirits event now works if the only remaining cards are bottled.
* Weekly Patch 44: Chrysalis
	+ Bonfire Spirits event now correctly handles offering them a card with the Special rarity (like Bite, or Apparition).
	+ If you have nothing to offer the Bonfire Spirits, the game will no longer crash. The Spirits will just be sad.
* Weekly Patch 40: Forethought
	+ Bonfire event will no longer give out duplicate relics on Endless mode.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Byrd

* Flying
* Grounded

## Flying

### Description

Takes 50% less damage on the next X attacks. Removed when attacked X times in a single turn. Charges are refilled back to X at the start of each turn if not fully removed.

### StackingBehavior

Intensity

Byrds are weak enemies found in Act 2 that begin each battle with a flying buff. Until each Byrd is dealt attack damage three times (four times on Ascension 17+) in one turn, it will take half damage from all attacks. This combined with its  scaling and multi-hit attacks make the Byrd a fearsome foe for some decks.

## Pattern

Can only use Peck or Caw on the first turn with a 62.5% chance for Peck and 37.5% chance for Caw. Afterwards, has a 50% chance of using Peck, 20% chance of using Swoop, and 30% chance of using Caw. Cannot use Peck three times in a row and cannot use Caw or Swoop twice in a row.

Because Byrds have the Flying buff, they will only take half of the damage dealt until they are hit three(or four on Ascension 17+) times in a turn. Here is the sequence of events when a Byrd loses its Flying buffs:

1. It will get stunned instantly, interrupting its previous intent;
2. It will use Headbutt the following turn;
3. It will use Fly.
4. Returns to its original pattern when Flying.

 Peck
 Swoop
 Fly
 Headbutt

## Tips

* Because Byrds attack so many times in one turn and have low HP,  is very powerful in this fight.
* Attacks that hit multiple enemies multiple times, such as , are very useful for removing the Byrds' Flying buff.
* It is more important to attack a Byrd if it is buffing its ; its next turn will be much stronger unless it is knocked down or killed.
* Indirect forms of damage, such as from the Defect's orbs or , ignore the Byrds' Flying buff and are therefore more powerful in this fight.
* If a Byrd is dealt attack damage more than enough times to knock it down with a single card, the Byrd will be knocked down after the card's effects are finished. Thus, using  with 5  will deal half damage to all Byrds 5 times.

## Trivia

* The name "Byrd" is just "Bird" spelled with a "y".

## Gallery

Byrds as seen in the Chill card art.A Byrd as seen in the Swift Strike card art.
## Update History

* Weekly Patch 45: Impatience
	+ Flight's power description now correctly resets at the start of turn.
* Weekly Patch 42: Reboot
	+ Adding SFX for Byrd peck attack.
	+ Updating SFX for Flight and Focus Powers.
* Weekly Patch 41: Chill
	+ Added additional SFX for Byrd's peck attack.
	+ Adding SFX for Byrd cawing.
* Weekly Patch 40: Forethought
	+ Adding SFX for Time Warp, Flight, Constricted, and Entangle Powers.
* Weekly Patch 19: Seed
	+ Fixed the turn order for Chosen + Byrd encounter. Chosen no longer applies Vulnerable before Byrd attacks.
* Weekly Patch 2: Slimes!
	+ Flame Barrier, Flight, Malleable, and Torii now have more checks to ensure that their effects trigger correctly.
Face Trader (Event)

**Face Trader** is an event that can appear in Act 1 and Act 2. You found a mysterious man, who is very interested in your face.

## Options

*Numbers in parentheses are for Ascension 15 or higher.*

* **[Touch]** Lose HP equal to 10% of Max HP. Gain 75 (50) Gold.
* **[Trade]** Receive one of the following mask relics:
	+ : You feel more talkative (Neutral Face).
	+ : Raise your Max HP by 1 after each combat (Good Face).
	+ : Start each combat with 1  (Bad Face).
	+ : The next non-boss Chest you open is empty (Bad Face).
	+ : Whenever you enter a ? room, gain 50 Gold (Good Face).
* **[Leave]** Nothing happens.

## Strategy

Both the positive masks— and —are extremely powerful if acquired early on Act 1 and 2. On the negative side:  remains a fairly minor penalty throughout. But by Act 3, the threat of a  and the small number of remaining rooms/combats makes a roll increasingly dangerous (especially for a deck avoiding most combats). Therefore, it may be wise to gain the gold (or simply leave) in late acts, especially if your deck is reliant on Attacks.

On higher ascensions, it is almost always a bad idea to trade faces, even when encountering the Trader extremely early. The Ascension 15 modifier makes ? rooms far less valuable, making  a much more dangerous pick up. The first turn in combat is by far the most important one, so rolling  can absolutely cripple your setup phase. It also disables relics such as . Finally, if you are going for Act 4,  can cause you to be unable to take the Sapphire Key, causing you to lose a big spike of power or even being unable to reach the final act entirely. The chance that you will get  is not worth the overall risk of the event.

It is possible to save scum, by choosing to swap faces and close the game and reopen it if you get a bad face, thus resetting the event. This allows you to see whether the face will be good or bad and avoid the bad face if it happens.

## Notes

* The flavor text for the **[Trade]** option states that the reward is "50% Good Face. 50% Bad Face". However, the actual odds are 40% good face ( and ), 40% bad face ( and ), and 20% neutral face ().

## Update History

* Patch V2.0: The Watcher
	+ Face Trader event can no longer appear past Act 2.
* Weekly Patch 51: Recursion
	+ Minor text cleanup for Face Trader event.
* Weekly Patch 40: Forethought
	+ Face Trader event will no longer give out duplicate relics on Endless mode.
* Weekly Patch 33: Terror
	+ Improved Face Trader wording for top option to better reflect what happens.
* Weekly Patch 32: Face Trader
	+ Face Trader: It's a new event! This event shows up in any Act and can give you 1 of 5 relics exclusive to this event, we think it's facetastic.
	+ Adding the Face Trader event.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Blasphemy

**Blasphemy** is a Rare Skill for the Watcher. When played, she enters  immediately without needing to accumulate any . However, she gets the Blasphemer buff, which instantly kills her at the start of the player's next turn. The card is  upon use, meaning it can only be played once per battle unless the player has  or the .

 the card to **Blasphemy+** causes it to , allowing the player to keep it in their hand for the exact right turn and hand to finish the battle.

## Strategy

* Obviously, if the player does not plan to end the fight the turn Blasphemy is used, it should not be played **unless** the player has , , or another source of death prevention such as a .
* Blasphemy synergizes extremely well with cards such as  due to its ability to instantly allow the Watcher to enter Divinity, which will triple output damage.
	+ Blasphemy also synergizes well with low-cost cards that either deal damage or draw other cards, such as  and , as Divinity lasts for one turn, meaning drawing cheap cards with decent attack power is a boon.
* By far, the worst card to use with Blasphemy is . As Vault immediately ends your turn, you will end up dying.

## Blasphemer

### StackingBehavior

none

* Since the Blasphemer effect is technically a buff, it ***cannot*** be negated by , nor can it be cleansed by .
* Since the damage is taken at the start of the next turn, rather than the end of the current turn,  can only prevent it if you will have it next turn (either by having at least two stacks, or by having 's counter at 5).

1. ↑ Despite its description, Blasphemy actually causes you to receive an amount of damage so large that you will always die, which can be prevented by buffs that reduce damage such as , , or the .
Daily Challenge

**Daily Challenge,** known as the Daily Climb in game, is a game mode that allows players to compete in different Challenges every day. The final score of the run is submitted to the daily leaderboards. The leaderboard for the current day can be viewed in-game.

Upon completing a Daily Challenge for the first time, the player is awarded the "My Lucky Day" achievement.

## Modifiers

Modifiers are unique changes to the game that can be either positive or negative. They are colour coded in game, green for positive and red for negative. A list of the daily modifiers can be found on the Custom Mode page.
Evaluate

Evaluate is one of the Watcher's basic -generating Skills. It generates more Block than a starter Defend, and adds an  to your draw pile each time it's played. This means that over an entire shuffle, Evaluate will produce 6 (10) Block, -1 Energy +0 hand size, compared to Defend's 5 (8) Block, -1 Energy -1 hand size

Evaluate synergizes well with , which will upgrade its Insight into Insight+, making the card's effect over a shuffle go from +0 hand size to +1 hand size.

Like other Insight-generating cards, Evaluate has an anti-synergy with restrictions on number of cards played, such as the Time Eater,  or .
Cut Through Fate

**Cut Through Fate** is a common Attack for The Watcher. It deals 7 damage to a target enemy,  2 cards, and then draws one card. If , deals 2 additional damage and scrys 1 additional card.

Note that in the scrying screen, the leftmost card that the player does not choose to discard will be the one drawn by Cut Through Fate.
Circlet

The Circlet Relic starts to appear once you've exhausted the pool of obtainable Relics. They stack in your Relic inventory when collecting them.

This relic has no effect.

## Update History

* Weekly Patch 40: Forethought
	+ Circlets obtained from bosses in endless mode now have consistent behavior.
	+ Shows up in run-history if you skipped bosschest.
Armaments

* Standard
* Beta Art

**Armaments** is a Skill card for the Ironclad. It grants 5 Block, then Upgrades 1 card of your choice. As a Common card, it can be found as a reward after combats.

Upon upgrade, it upgrades EVERY card in your hand instead of just one.

## Update History

* Patch V2.0: The Watcher
	+ Fixed Armaments card not updating descriptions of upgraded cards.
* Weekly Patch 42: Reboot
	+ Using more noticeable flashy VFX for cards upgraded via Armaments or Warped Tongs.
* Weekly Patch 36: Power Through
	+ Draw and Discard piles can now be opened from hand select screen (Gambling Chip, Armaments, etc).
* Weekly Patch 5: Happy Holidays!
	+ Previewing cards via Armaments wasn't applying powers. Fixed.
* Weekly Patch 1: The First of Many!
	+ Armaments' upgrade preview now displays values based on Powers applied to you.
Dazed

**Dazed** is a  card. It can be added to your deck through the attacks of various monsters, some cards, and debuffs.

## Sources of Dazed

* Enemies
	+ Sentry
	+ Repulsor
	+ Chosen's  debuff
	+ Deca
	+ Corrupt Heart
* Cards
* Blights

## Interactions

* : Draw 1 more card for each Dazed you draw. Stacking Evolves can allow you to draw 2 more cards when you draw a Dazed, potentially making Dazed actively beneficial. Can still lead to a hand of 10 dazed, however.
* Exhaust synergies can use Dazed as  fuel. In addition, any effects you may gain from exhausting a card are fulfilled at the end of the turn, since Dazed is .
* allows Dazed to be played and exhausted for no penalty, though they already exhaust at the end of your turn.

## Notes

* Thanks to the Ethereal keyword, Dazed cards can be exhausted without the help of other cards. To take advantage of this, simply have the Dazed card in hand at the end of your turn. Only Dazed cards that end the turn in your hand will be exhausted. If you Discard a copy of Dazed, it will remain in your discard pile and will not be exhausted.

## Update History

* Weekly Patch 5: Happy Holidays!
	+ Dazed and Clumsy now exhaust even if retained via Well Laid Plans (all Ethereal cards).
* Weekly Patch 3: Balance Balance Balance
	+ Dazed card is now Ethereal. Doesn't really impact gameplay.
Buffs

A **buff** is a positive effect given to the character by certain Cards, Potions, or Relics. Buffs can also be applied to enemies through their moves or certain Relics, or they can simply start combat with the buff. All buffs are removed at the end of combat and do not carry over to the next fight. Certain relics (for example, ) apply buffs at the start of combat.

Buffs may stack by duration, lasting X turns, or by intensity, applying their effect with X power. Some buffs do not stack at all. However, most stack by intensity.

## Shared Buffs

Buffs that can be found from multiple sources in the game, both in the player's arsenal and on enemies.

* Buffs
* Sources

## Unique Buffs

* Player
* Enemy

Buffs granted to the player that comes from a single source, usually a Power cards, but not always. Their source are usually the card of the same name, unless stated otherwise.

These buffs are exclusive to enemies, and cannot be obtained by the player.

## Notes

1. ↑ Despite its description, Blasphemer actually causes you to receive an amount of damage so large that you will die, which can be prevented by  and .
2. ↑ N of  starts at 1, and X is 1 by default. The turn after it is applied, you will gain  N times, and then X is added to N every turn after. Each further application add 1 to both N and X.
3. ↑ Its buff counter also only identify X, or a number of time this card is applied to be exact. It does not have an identification for a total N of each turn.
4. ↑ 4.0 4.1  and  create separate buffs for each card use rather than stacking normally.
5. ↑ N of  is 5 by default and decreases by 1 whenever you play a card. Once it reaches 0, it deals damage and roll back to 5 again.
6. ↑ Using multiple  only increases its damage. Its N, or card countdown, is always 5.
7. ↑ N of  is 3 by default and decreases by 1 at the end of your turn. Once it reaches 0, it deals damage and expires.
8. ↑ N of Explosive starts at 3 and decreases by 1 at the end of its turn. Once it reaches 0, Exploder deals 30 damage and expires. Its intent will change to identify that it is about to explode.
9. ↑ N of Fading starts at 5 (6 from Ascension 17 onward) and decreases by 1 at the end of its turn. Transient immediately dies once Fading reaches 0.
10. ↑ Life Link effectively prevents Darkling from being dead until all the other Darkling are killed. Its intent will change to signify its revive. Fatal does not work unless it kills the last Darkling. Card or relic that simply works on enemy kill and does not have Fatal, such as  and , still works after you killed an individual Darkling.
11. ↑ Cultists in Awakened One boss fight also abandon combat when the boss is killed in its second phase, even though they do not have Minion buff.
12. ↑ Time Warp starts at 0 and increases by 1 after you played a card. By default, once it reaches 12 you will immediately end your turn as the effect of 12th card resolves and Time Eater will gain .
13. ↑ The number on Time Warp buff is only a counter of the number of cards the player has played, and does not indicate the potency of the buff.
Feed

* Standard
* Beta Art

## Strategy

The earlier in the run you can acquire Feed, the better. If you draft Feed, you want to maximize its use by gaining max health from it every combat, and upgrading Feed can allow for even more max health. It may take a few extra turns to draw Feed when the enemy is close to dying but on almost all non-elite non-boss fights it will be worth it. Feed works well in decks with high , as the increased damage makes it easier to get the kill with it and trigger its unique effect.  can be used in encounters with multiple enemies in order to gain even more max health.

## Interactions

If fighting Darklings, then reducing the HP of one of them to 0 does not count as a kill until you have killed the final enemy from the batch. Nor will it count if you defeat the first phase of the Awakened One.

## Notes

There is an *achievement* ("Ooh Donut!") related to this card, which is gained if **Donu is** killed by this card.

## Update History

* Patch V2.0: The Watcher
	+ Fatal keyword added for cards which have effects upon killing a non-Minion enemy.
* Weekly Update 52: Release Date Price Increase
	+ Adding VFX for Feed card.
* Weekly Patch 46: Adrenaline
	+ Feed now correctly works on the Awakened One when it is in its second form.
* Weekly Patch 44: Chrysalis
	+ All sources of random temporary card generation in combat (like Dead Branch) can no longer generate cards that provide healing.
	+ New tip added to indicate that healing cards cannot be generated randomly during combat.
* Weekly Patch 7: Setting Up All the Things
	+ Feed no longer works on Minions (New Power: Minion to let you know who are minions).
* Weekly Patch 4: Full speed ahead!
	+ Fix rare crash with Feed card.
* Weekly Patch 3: Balance Balance Balance
	+ Feed no longer works on enemies that go into a half dead state (Darkling, Awakened One).
Establishment

Establishment reduces the  cost of a  card by 1 for each turn it has been . The cost reduction lasts until the end of the combat.

For example, if a  is , on the next turn it will cost 1 energy, and after another turn it will cost 0.

Upgrading this card grants it the  keyword.

## Interactions

* Cards temporarily retained by  will have their cost reduced by 1 on the following turn.
* If carrying the  to acquire cards of other colors, cards retained by  and  will have their cost reduced on the following turn.

* Cards held by  do not count as retained cards, and so their cost is not affected by Establishment.

## Establishment

### Description

Whenever a card is , lower its cost by X.
Envenom

* Standard
* Beta Art

**Envenom** is a Rare Power for the Silent. Any time an Attack deals unblocked damage to an enemy, the victim also immediately gets 1 .

When , Envenom costs 1  instead of 2.

## Mechanics

* The Envenom buff can stack, so playing multiple copies of Envenom causes each unblocked Attack to inflict more Poison.
* When using a multi-hit Attack (e.g. , ), every individual hit that deals unblocked damage will inflict Poison.
* The Envenom effect applies directly after the damage effect of a card, occurring before the other effects of the Attack played. This can be useful for cards like , as it activates its double-hit even without prior poison, or , which it can allow to apply  after potentially removing an  stack.

## Tips

* and Envenom are a ruthlessly effective combo, as any unblocked Attack will also inflict 1 Poison and an extra 5 damage. This is particularly devastating with  decks, making each Shiv deal 9 damage and stack Poison.
* The  effectively doubles the Poison inflicted by this card, producing even more damage in the long run.
* Envenom is extremely useful for quickly removing stacks of , as each unblocked Attack will remove 1 stack of Artifact immediately.

## Update History

* Patch V1.1: The Dealer
	+ Envenom's Poison is now applied immediately after the damage occurs.
* Weekly Patch 42: Reboot
	+ Updating icon for Envenom power.
* Weekly Patch 5: Happy Holidays!
	+ Envenom card gets a wording update for clarity.
	+ Updating description for Envenom power to mention unblocked dmg.
Elites

Elites are stronger monsters that are marked separately from normal ones on the map. Defeating an elite will grant you a random relic, 25-35 gold, a card reward and add a score bonus. Depending on the strength of one's deck, fighting elites may not always be a good idea, but the relics they grant can be very powerful. The same elite can appear multiple times in an act, but cannot be encountered twice in a row. The Dead Adventurer event completely ignores this.

Playing in Ascension Mode will make elites more common, as the Ascension 1 modifier makes them more common. In addition, higher ascension levels will make elites stronger and tougher.

Relics that affect elite encounters:

* : Instead of dropping 1 random relic, defeated elites will instead drop 2 random relics.
* : The player will start each elite combat with 2 Strength.
* : All enemies found in elite rooms will start combat with 25% less HP.
* : During Boss and Elite combats, gain Energy at the start of your turn.

With the exception of , these relics also work in the Dead Adventurer fight and the second fight in The Colosseum.

## Elite Buffs

After unlocking Act 4, until the Emerald Key is obtained, one of the elites in each Act will appear as a burning elite icon. This 'super elite' will receive one of the following buffs, and it will drop the Emerald Key when defeated.

* (Act number + 1) increase in .
* +25% max HP.
* (Act number\*2 + 2) .
* (Act number\*2 + 1) .
Dagger Throw

* Standard
* Beta Art

**Dagger Throw** is a common Attack for The Silent. It deals damage, draws a card, then lets the player choose 1 card to discard from their hand.

Note that if after playing Dagger Throw their hand is empty, after drawing a card there will be 1 card in hand, which will be immediately discarded, leaving the hand empty again.

## Update History

* Weekly Patch 1: The First of Many!
	+ Fixed rare crash with Dagger Throw.
Dexterity

is a buff that increases  given by cards.

* Each point of  gives +1  per card.
* All player characters are capable of gaining  via relics or potions. The Silent, The Defect, and The Watcher are also capable of gaining  with cards.
* It is possible to have negative stacks of . For every negative stack, each instance of  is reduced by 1.
* Dexterity is applied before .
* Despite the tooltip,  only applies to cards that **directly** gives your , which means it does not work for Powers and other buff-based cards.
	+ For example,  will not be affected by  since it gives  through its buff.

## Sources

### Relics

* : 1
* : 1  for every 3 Attack cards played in a single turn.
* : 1 temporary  for every Attack cards played this turn. Last until the end of your turn.

### Other

* : 2()
* : 5() . At the end of your turn, lose 5 () .

## Update History

* Weekly Patch 52: Release Date Price Increase
	+ Fixed issue that caused Frail and Dexterity to inconsistently interact with each other.
* Weekly Patch 42: Reboot
	+ Fixed issue where upgraded card from Warped Tongs wasn't showing the correct value if you had Strength/Dexterity.
	+ Updating SFX for Dexterity Power.
* Weekly Patch 23: Testing Continues...
	+ Forcefield card was unaffected by Powers (Frail/Dex).
* Weekly Patch 22: Testing the Third Character
	+ Localization: Strength and Dexterity power can now properly utilize localized periods.
* Weekly Patch 2: Slimes!
	+ Strength and Dexterity now cap at 999 and -999.
Cursed Key

### Description

Gain 1 Energy at the start of each turn. Whenever you open a non-boss Chest, obtain a Curse.

### Flavor

You can feel the malicious energy emanating from the key. Power comes at a price.

### Class

Any

Gain 1  at the start of each turn. Whenever you open a Chest, obtain a Curse.

Activates upon opening a Chest; skipping the Chest will avoid the Curse.

Cursed Key is a Boss Relic.

## Interactions

* Positive
	+ will let you take the chest without gaining a Curse.
	+ makes the curses easier to deal with.
	+ and  can make Curses beneficial.
* Negative
	+ does not do anything unless you open the chest, giving a Curse you might wish to avoid.

## Update History

* Weekly Patch 40: Forethought
	+ Cursed Key was not pulsing and flashing to indicate it was active when treasure was found in ? rooms.
* Weekly Patch 30: Skewer
	+ Fixed issue where relics like Cursed Key given by custom seeds didn't work.
* Weekly Patch 21: Channel Lightning
	+ Cursed Key now pulses when you are in a chest room.
* Weekly Patch 8: Ooh Shiny!
	+ Cursed Key relic no longer gives curses at Boss chests.
* Weekly Patch 3: Balance Balance Balance
	+ Curses obtained through Cursed Key and a few other places now marks them as seen properly (no longer unknown!).
Debuff

A **debuff** is a negative ongoing effect given to the character or an enemy by certain Cards, Relics, or Potions.

Debuffs can be negated by the  Buff.  will remove all debuff on the character if the player successfully played Attack, Skill, and Power in the same turn.

Debuffs may stack by duration, lasting X turns, or by intensity, applying their effect with X power. Some debuffs do not stack at all.

## Shared Debuffs

Debuffs that can be found from multiple sources in the game, both in the player's arsenal and from enemies.

* Debuffs
* Sources
Dream Catcher

### Flavor

The northern tribes would often use dream catchers at night, believing they led to self improvement.

### Class

Any

**Dream Catcher** is a common Relic that improves the Rest Site's "Rest" option: now you may add a card to your deck when sleeping.

It uses the regular card adding mechanic, meaning that you will be given 3 cards (or their upgraded versions) to choose from.

This relic does not spawn beyond floor 48, excluding Endless mode.

## Interactions

Dream Catcher will interact with Relics that affect your card rewards:

* Positive
	+ will give you 4 choices instead of 3.
	+ With , you can get +2 Max HP instead of a card.
	+ , , and  will upgrade the card that you get from this.
	+ forces you to rest in most situations.
* Negative
	+ will reduce the amount of choices by 2.
	+ disables resting, making Dream Catcher useless.

## Update History

* Weekly Patch 51: Recursion
	+ Dream Catcher relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 40: Forethought
	+ Dream Catcher relic no longer opens a rewards screen if there will be no cards.
* Weekly Patch 34: Malaise
	+ Dream Catcher's wording is made more consistent with Regal Pillow.
Berserk

* Standard
* Beta Art

Berserk is a Power card for the Ironclad. When activated, it gives the player 2 (1) , but for every turn after it's played, it will grant 1 Energy.

Berserk's upgraded version reduces the Vulnerable penalty to 1 round.

## Update History

* Patch V1.1: The Dealer
	+ Berserk card buffed. Self Vulnerable 3 -> 2.
* Weekly Patch 42: Reboot
	+ Updating icon for Berserk power.
	+ Fix for Berserk card crash.
* Weekly Patch 34: Malaise
	+ Berserk card buff: Cost 1 -> 0. Upgrading now reduces Vulnerable from 3 -> 2.
* Weekly Patch 33: Terror
	+ Berserk card buffed. Applies 3 Vulnerable to self instead of 5.
* Weekly Patch 32: Face Trader
	+ Rework: Berserk card: Gain Vulnerable for several turns to gain +1 Energy per turn.
* Weekly Patch 5: Happy Holidays!
	+ Meat on the Bone, Red Skull, Slime's Split, and Berserk all trigger on less than or equal to 50% HP and desc are updated to reflect this
* Weekly Patch 1: The First of Many!
	+ Berserk Card buffed.
Chemical X

Chemical X is a Shop Relic that makes cost X cards act as though the player spent 2 more energy on the card then they actually did. For example, playing  with 3 energy normally causes 5 damage 3 times, but with Chemical X, it would cause 5 damage 5 times. Chemical X also allows cost X cards to be played with 0 energy and still have an effect of 2.

## Trivia

* This card's name is a play on X cost mechanic, and also references  the substance of the same name from The Powerpuff Girls.
	+ The reference is made evident by the flavor text, as the Powerpuff Girls were created by the combination of Chemical X and *"sugar, spice, and everything nice"*.

## Update History

* Weekly Patch 35: Aggregate
	+ Adding shop relic Chemical X.
Equilibrium

**Equilibrium** is a Skill for The Defect that generates 13  and  the entire hand for 1 turn. When , it generates 16  instead.

## Update History

* Weekly Patch 51: Recursion
	+ Adding beta art for Bane, Charge Battery, Fission, Choke, Corpse Explosion, and Equilibrium.
* Weekly Patch 42: Reboot
	+ Equilibrium Power's icon is now the same as Retain Power (used icon for Blur previously).
* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.
Art of War

### Description

If you do not play any Attacks during your turn, gain an extra Energy next turn.

### Flavor

This ancient manuscript contains wisdom from a past age.

### Class

Any

The Art of War is a Common Relic that provides an additional  next turn if you do not play any attack cards in your current turn.

## Strategy

This relic benefits during turns where you need to use all  to block fully in order to negate a large amount of damage. This relic is also useful during turn 1 on characters like the Defect and the Silent, as a good number of decks for the aforementioned characters include a turn 1 where only powers or skills are played.

## Synergy

* : On turns where  activates, there is a good chance you did not play any attacks. This allows you to benefit more from the additional energy next turn, as you will have more cards to work with due to .
* : On turns where Art of War activates, the additional energy will allow you to play more cards if  randomizes cards into mostly high costs.
* : Allows you to deal damage without playing attack.
* :  is a skill which deals damage, meaning you can deal damage without losing the benefit of Art of War.
* does damage without being an attack.
* can be applied with skills, which is damage without being an attack.

* All attack cards: Prevents Art of War from triggering.
* : Playing this skill would be a waste of  unless you played an attack, therefore preventing Art of War from triggering.
* , , , : These relics reliance on attacking clashes directly with Art of War.

## Trivia

The relic references the Art of War, an ancient manuscript on military tactics written by Sun Tzu.

## Update History

* Weekly Patch 3: Balance Balance Balance
	+ Art of War should now show the correct energy icon.
Body Slam

* Standard
* Beta Art

**Body Slam** is an Attack card for the Ironclad that deals damage equal to your current.

When , Body Slam costs 0  instead of 1.

## Tips

* Body Slam is efficient in that it scales with your Block-generating cards, and becomes more effective as your Block generation becomes more efficient. In combination with cards like  and , this card can deal incredible amounts of damage for 0 Energy, adding a unique element of offense to these otherwise defensive strategies.
Bite

Five **Bite** Cards are put into your deck for the cost of all your Strike cards if you accept the offer given by the Vampires(?) event, as any character. It does not generally count as a strike card, such as in the Ancient Writing event, which offers to upgrade all of your strike cards.

## Update History

* Weekly Patch 44: Chrysalis
	+ Bonfire Spirits event now correctly handles offering them a card with the Special rarity (like Bite, or Apparition).
* Weekly Patch 42: Reboot
	+ Updating SFX for Vampire Bite.
* Weekly Patch 40: Forethought
	+ Bite SFX now plays a different SFX.
* Weekly Patch 21: Channel Lightning
	+ Bite now correctly works when last hitting in fast mode.
* Weekly Patch 13: Thinking Ahead
	+ Rewards after combat appear only when all actions are done now. Fast Mode + Bite bug fix.
* Weekly Patch 10: Quality of Life
	+ Bite is now a Colorless card.
* Weekly Patch 1: The First of Many!
	+ Bites now correctly get marked as seen in the card library when obtained.
* Day 1 Patch
	+ Adding Bite VFX to Bite cards.
	+ Fix for Bite cards not loading correctly (it gave you Madness cards) when resuming a run.
Amplify

**Amplify** is a Skill card for the Defect. It plays the next Power card this turn a second time, for no . As a Rare card, it can be obtained after defeating a Boss. It is Defect's version of  and .

Upon , it will trigger for the 2nd Power card played in the same turn.

The second play is NOT added to your draw or discard pile.

The scaling buff from Amplify (and also from  and ) is the number of cards that will be played twice, not the number of times the card will be played. This means playing multiple Amplifies will add to the number of cards that will be played twice that turn, not make the next card play 3 or more times.

## Interactions

* The second play will not cost any , but it will trigger any other consequences of playing the card. For example, an Amplied  will cause you to lose focus twice as fast.
* The second play of a card that costs X energy will use the same value of X as the first.
* The second play acts as a separate card. This has interactions including, but not limited to:
	+ , : Both plays count towards playing Power for their counters.
	+ : Both plays count towards the amount of cards played for the turn.
	+ Time Eater's  power: Both plays increase the counter as usual. If the second power is the 13th action on his counter, it will NOT occur, unlike Velvet Choker.

* The second play happens after the Power is sent to the draw, discard or  piles.

## Update History

* Weekly Patch 42: Loop
	+ Updating icon for Amplify power.
* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.
Blood for Blood

* Standard
* Beta Art

**Blood for Blood** is an Attack card for the Ironclad. It deals 18 damage, costs 1 less Energy for each bit of HP lost during the current combat. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon upgrade, it gains 4 damage and costs 3 energy.

## Mechanics

* Because its cost lowers from lost HP, rather than damage, it is affected by effects like  and .
* The cost decreases by the number of times you lose HP, not the amount of HP lost.
* If this card is created during combat (such as through , , or ), it will account for HP lost before it existed, unlike .
* HP loss that is reduced to 0 by an effect such as  does not lower the card's cost.

## Update History

* Weekly Patch 49: The Designer
	+ Fixed cards like Blood for Blood and Masterful Stab being affected outside of combat.
* Weekly Patch 18: Paranormal
	+ Blood for Blood card buff. 16 -> 18. Upgraded: 18 -> 22.
* Weekly Patch 8: Ooh Shiny!
	+ Fixed issue where Blood for Blood cost was permanently lowered if damaged at Neow.
Bag of Marbles

The Bag of Marbles is a common relic that applies 1  to all enemies at the start of each combat.

## Strategy

The Bag of Marbles naturally benefits decks with a turn 1 that involves dealing damage, by allowing the player to deal even more damage. Even if your turn 1 does not focus on dealing damage, the  will help negate some  charges on certain enemies, allowing your subsequent turns to be more powerful.

## Synergy

* : If a powerful attack is bottled, the  will allow that attack to become even more powerful.
* attacks, such as ,  and :  attacks are able to benefit from  and deal more damage.
* : Applies  in addition to the . This makes turn 1 a lot safer, as well as speeding up  negation by a large margin.
* Turn 1  relics, such as  and : More  allows you to play more attack cards that benefit from .
* : Protects you for your first turn, allowing you to take advantage of .
* ,  and : More card draw allows you to play more attacks.
* : Adds free attacks to your hand that benefit from .
* : Makes all of your attacks played on turn 1 stronger.

* ,  and any  powers or skills, such as  and :  cards take up some of your draw, therefore you are much less likely to draw attacks that benefit from .
* : Greatly lowers the amount of damage you can do on turn 1, thus making the  a lot less useful.
Concentrate

* Standard
* Beta Art

Will still gain  even if you don't have 3 cards to discard.

## Interactions

* : Can discard your hand for , giving you a greater chance to be able to play whatever card you draw next. If it is drawn with Unceasing Top, meaning it is the only card in your hand, it can be used to gain  for free.
* : Can be used at the end of your turn to guarantee a free 2  next turn.
* : Can use increased card draw to feed discard, allowing other expensive or cost X cards to be played.
* Typical Discard synergies:

## Update History

* Weekly Patch 1: The First of Many!
	+ Concentrate card reworked.
Cultist Headpiece

**Cultist Headpiece** is an Event Relic. It is obtained from the Face Trader Event.

This relic makes your character scream "CAW! CAAAW" at the start of each battle.

Its effects are mostly aesthetic, aside from counting as a relic for N'loth, the "Who needs relics?" Achievement, and the "I Like Shiny" Score bonus.

## Update History

* Weekly Patch 40: Forethought
	+ Face Trader event will no longer give out duplicate relics on Endless mode.
* Weekly Patch 32: Face Trader
	+ Adding event relic Cultist Headpiece.