recursal/Fanatic-Fandom huggingface dataset:
Innate

is a keyword which causes the card to always start in your opening hand. Technically, it works as if cards with  are on the top of your draw pile before your first draw, thus meaning it does take a draw space from your starting hand. Despite this, if you have more  cards than your starting hand could draw, you will draw all of them, exceeding your starting hand size up to the maximum hand size limit of 10. If you have more than 10  cards, the remainder will be randomly placed on top of your draw pile. Additonally, having 6 or more  cards will still allow Ring of the Snake, Ring of the Serpent and Bag of Preparation to activate and draw 1 or 2 more cards on top of those  cards.

Although working similarly,  is a separate mechanic from the Bottled Relics, which add a specified card to your starting hand each combat. Cards with the "" keyword will keep that effect if duplicated by an event. The Bottled Relics, however, will not affect any duplicates of the chosen card.

A discarded  card will be reshuffled into your draw pile like any other cards.

## Innate Cards

### Silent Cards

* Upgraded
* Upgraded

### Defect Cards

* Upgraded
* Upgraded
* Upgraded
* Upgraded

### Watcher Cards

* Upgraded
* Upgraded
* Upgraded

### Colorless Cards

###
Lesson Learned

**Lesson Learned** will upgrade a random card in your deck if it is used to kill an enemy. After being used it exhausts, whether it has killed an enemy or not.

The kills must be considered  to upgrade a card. Not all enemies count as Fatal kills (exceptions detailed below).

## Interactions

* **Lesson Learned** is capable of upgrading itself.
* can be used to return **Lesson Learned** to your deck, allowing for more than one use or kill per battle.
* gives a 50% chance that **Lesson Learned** will not exhaust on use.

* Minions do not count as  kills. These are recognized by the  icon. For a list of minion enemies, see the Minion page.
* If fighting Darklings, reducing the HP of one of them to 0 does not count as a Fatal kill unless it was the final enemy from the batch.
* Defeating the first phase of the Awakened One does not count as a Fatal kill.
* The card it upgrades will not be upgraded during the fight itself, and only from the next fight onward.
Nuclear Battery

## Interactions

* triggers before **Nuclear Battery**, so the  is  in the 2nd Orb slot. This may be beneficial if the player wants the Plasma to last longer throughout the fight, without using a card like  to move it back.

## Update History

* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ Content: 9 Relics.
Havoc

* Standard
* Beta Art

**Havoc** is a Skill card for the Ironclad. It plays the card which would have been drawn next, then  it. As a Common card, it can be found as a reward after combats.

**Havoc** can exhaust   cards and Power cards won't be exhausted. Upon upgrade, **Havoc** costs 0 .

## Interactions

* Cards that place cards on top of your draw pile, such as  or , allow you to control what **Havoc** plays by putting your preferred card on top of your draw pile first.
* improves **Havoc** by letting you see what card is at the top of the draw pile.

## Update History

* Patch V2.0: The Watcher
	+ Fixed Mayhem, Havoc, Distilled Chaos, and Omniscience sometimes not playing cards if original target is dead.
* Weekly Patch 54: Loop
	+ Tingsha, Sword Boomerang, Bouncing Flask, Rip and Tear, Thunder Orbs, Havoc, and Juggernaut now utilize seeded enemy target randomization.
* Weekly Patch 51: Recursion
	+ Accuracy power now correctly works with Shivs played from the top of the deck via cards like Mayhem or Havoc.
* Weekly Patch 35: Aggregate
	+ Fix for crash when playing Havoc against half dead enemies (Darkling/Awakened one).
* Weekly Patch 33: Terror
	+ Havoc card now utilizes RNG to select its random target (save/load consistency).
* Weekly Patch 23: Testing Continues
	+ Havoc card's description: Exhaust was not capitalized.
* Weekly Patch 3: Balance Balance Balance
	+ Havoc can now be played even when no cards are in your deck. (Discard will shuffle in)
Omniscience

**Omniscience** plays a card you select from your Draw Pile two times and then exhausts it from your deck. The energy cost of the targeted card is disregarded.

X-cost cards will be played with the  you have available *after* playing Omniscience.

## Interactions

* Using Omniscience on another Omniscience will play the latter twice, allowing you to choose two more cards to then play twice, resulting in 4 cards played at once.
* Omniscience's exhaust mechanic is irrelevant for power cards, since power cards are removed from play after being used regardless.
* Since the  cost of the played card is disregarded, high-cost/high-yield cards such as  and  are strong candidates for use.
* Playing  twice will allow entering  and then applying 3(5)  to all enemies.
* Playing  twice will allow entering  and then drawing 3(4) additional cards.

* Targeting a card that ends your turn will end your turn immediately, without playing a second copy.
* Activating a card whose conditions wouldn't work, such as Signature Move while you still have attack cards in your hand, will result in the card not activating.
Immolate

* Standard
* Beta Art

**Immolate** is a Rare Attack card for the Ironclad.

2 Energy: Deal 21 (28) damage to ALL enemies. Add a  into your discard pile.

## Old Immolate (pre-Patch 20)

In Patch 20, Immolate was changed from:

2 Energy:  1 Card. If the chosen card was a  or , deal 10 (15) damage to all enemies.

## Update History

* Weekly Patch 21: Channel Lightning
	+ Immolate card buff: Adds a Burn to discard pile instead of draw pile.
	+ Immolate card buff: 18 -> 21 damage.
	+ Immolate+ card buff: 24 -> 28 damage.
* Weekly Patch 20: Immolate
	+ Immolate now costs 2, deals considerably more damage, and shuffles a Burn into your draw pile.
* Weekly Patch 3: Balance Balance Balance
	+ Immolate now uses proper exhausting. Triggers stuff better and Purity Achievement works with it.
Knowing Skull

The **Knowing Skull** is a rare Event found exclusively in Act 2. You encounter a talking skull that can grant many rewards, albeit for a bloody price.

You can encounter this event only if you have 12 or more HP.

## Options

* **[Riches?]** Obtain 90 Gold. Lose 10% of your Max HP (Minimum of 6 HP).

* **[Success?]** Obtain a random Uncommon Colorless card. Lose 10% of your Max HP (Minimum of 6 HP).

* **[A Pick Me Up?]** Obtain a Potion. Lose 10% of your Max HP (Minimum of 6 HP).

* **[How do I leave?]** End the event. Lose 10% of your Max HP (Minimum of 6 HP).

Each time a reward is selected, the cost for that reward increases by 1 HP.

Rewards may be selected repeatedly for as much health as you are willing to spend. The event will not end until **[How do I leave?]** is selected.

## Tips

* With  relic, choosing the **[Riches]** option will grant you 5 HP of healing to heavily offset the damage.
* relic reduces the HP cost of each reward by 1 HP. The cost for each reward still increases each time it is selected.

## Update History

* Patch V2.0: The Watcher
	+ Knowing Skull event HP cost increases with each reward taken
* Patch V1.1: The Dealer
	+ Knowing Skull event can no longer give you a potion if you have the Sozu relic.
* Weekly Patch 40: Forethought
	+ Events: Falling, Secret Portal, Knowing Skull, Golden Idol, and Scrap Ooze receive ambient BGM.
* Weekly Patch 32: Face Trader
	+ Knowing Skull HP cost minimum is set to 6 to prevent infinite gold with Bloody Idol.
* Weekly Patch 30: Skewer
	+ Knowing Skull event now always asks for 10% of your Max HP instead of a set amount.
* Weekly Patch 5: Happy Holidays!
	+ Knowing Skull event gets reworked. Die to your greed now.
* Weekly Patch 3: Balance Balance Balance
	+ Fixed Knowing Skull event options being ordered oddly after choosing the top option twice.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Hovering Kite

## Hovering Kite

### Description

The first time you discard a card each turn, gain 1 Energy.

### Flavor

The Kite floats around you in battle, propelled by a mysterious force.

## Update History

* Patch V2.0: The Watcher
	+ Hovering Kite relic reworked.
		- **OLD:** Gain 1 Energy and discard 2 cards at the start of your turn.
		- **NEW:** The first time you discard a card each turn, gain 1 Energy.
* Weekly Patch 34: Malaise
	+ Adding green boss relic Hovering Kite.
	+ Hovering Kite relic nerfed. (1 -> 2 discards)
Intangible

**Intangible** is a decaying Buff that reduces all damage and HP loss you take to 1. It lasts 1 round for each stack of Intangible you have.

 applies to ***all*** damage and HP loss. Damage from Exploders, , , powers like , cards such as , damage multipliers like  and Slow, etc. will all come out to 1 damage per hit. The only exception is if the player has  and attacks while Nemesis has  active, in which case The Boot will increase the damage to 5 instead of 1.

## Update History

* Patch V1.1: The Dealer
	+ Fixed Nemesis gaining Intangible too early and messing up damage from Thorns.
* Weekly Patch 42: Reboot
	+ Updating icon for Intangible power.
* Weekly Patch 39: We Meet Again!
	+ Intangible power will no longer sometimes raise the damage from 0 to 1.
* Weekly Patch 35: Aggregate
	+ Shelled Parasite now accounts for Buffer and Intangible with its life leech action.
* Weekly Patch 13: Thinking Ahead
	+ Fixed bug where Nemesis could take more than 1 damage from Thorns, Potions, and relics like Letter Opener.
* Weekly Patch 7: Setting Up All the Things
	+ Intangible Power wording improvements.
Incense Burner

The **Incense Burner** is a Rare Relic that grants 1  every 6 turns.

The counter for the Incense Burner is maintained between combats. As such, it is worthwhile to plan out the last combat before a boss fight and end that combat on a turn such that you become Intangible on a turn that the boss will surely attack. For example, ending the last combat in Act 1 when the Incense Burner reads 3 ensures that you will become Intangible on the turn that Slime Boss uses Slam.

## Update History

* Weekly Patch 38: Bane
	+ Incense Burner relic nerf: 5 -> 6 turns.
* Weekly Patch 29: TURBO
	+ Adding rare relic Incense Burner.
Forethought

### Effect

Put a card from your hand to the bottom of your draw pile. It costs 0 until played.

## Forethought+

### Effect+

Put any number of cards from your hand to the bottom of your draw pile. They cost 0 until played.

## Update History

* Patch V1.1: The Dealer
	+ Fixed Normality card not stopping cards affected by Setup and Forethought.
* Weekly Patch 50: The Final Act
	+ Fix for Mummified Hand relic targeting cards with costs lowered by Setup or Forethought.
* Weekly Patch 46: Adrenaline
	+ Forethought card wording improvements.
* Weekly Patch 40: Forethought
	+ Card copy effects like Dual Wield should now also copy the "free to play once" effect from cards like Setup and Forethought.
* Weekly Patch 38: Bane
	+ Adding colorless card Forethought.
	+ Wrist Blade relic now works with cards that are cost 0 via Setup or Forethought.
Old Beggar

**Old Beggar** is an event found exclusively in Act 2. You encounter an old beggar asking for gold.

You can encounter this event only with 75 gold or more.

## Options

* **[Offer Gold]** Lose 75 Gold. Remove a card from your deck.

* **[Leave]** Nothing happens.

## Trivia

* The beggar is possibly the same cleric from an event in Act 1, albeit he only offer the card removal service.
* His dialogue hints that like Ranwid, he has met the player before, or at least aware of the repeated nature of the encounter.

## Update History

* Patch V1.1: The Dealer
	+ You no longer run into The Cleric or Beggar events if you do not have enough gold.
* Weekly Patch 15: Surprise Patch
	+ Beggar Event now correctly displays the tip for what you are choosing for the card selection screen.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Infernal Blade

* Standard
* Beta Art

Infernal Blade is an Uncommon Skill for the Ironclad that generates a random Attack and reduces its cost to 0 for the turn, then .

If you use Infernal Blade as other character that is not the Ironclad, it will grant a random Attack card of the respective color of that character. For example, if you obtained this card as the Silent, it will grant you a green Attack card.  does not affect the variety of colors of the card it generated. It however is affected by Run Modifiers, which could potentially allow it to generate an Attack from more than one color of cards pools.

Upon upgrade, it becomes free itself.

It can only generate a card that is available through shop and rewards with some exceptions. It cannot generate a healing card.

### Excluded Cards

* *(Healing)*
* *(Healing)*
* *(Potential for the player to exploit its permanent )*
* *(Healing and event-exclusive)*
* *(Event-exclusive)*
* *(Cards effect only)*
* *(Cards effect only)*
* *(Card effect only)*

## Update History

* Weekly Patch 44: Chrysalis
	+ All sources of random temporary card generation in combat (like ) can no longer generate cards that provide healing.
	+ New tip added to indicate that healing cards cannot be generated randomly during combat.
Magic Flower

Healing is 50% more effective (rounded up) during combat.

"During Combat" includes "start of" / "end of" combat healing.

Magic Flower is a Rare Relic.

## Synergies

These following cards are enhanced by :

* - Heal up to 6 (8) HP per enemy, assuming they take full damage from this card and the player has no .
	+ The healing is increased by 1 (1.5 rounded up) HP per  per enemy
* - Gain 5 (6) max HP if .
* - Heal 11 (15) HP at the end of combat.
* - Heal 6 (9) HP.
* - Heal 3 (5) HP.

These following relics are enhanced by :

* - Heal 9 HP at the end of each combat.
* - Heal 3 HP at the start of each combat.
* - Heal 8 HP whenever the player uses a potion.
* - Heal 18 HP at the end of combat if the player's HP is at or below 50%.
* - Heal 38 HP at the start of boss combats.
* - Heal 3 HP whenever the player plays a Power card.
* - Heal 75% of max HP if the player would die in combat. Works only once.
* - Heal 18 at the end of each combat.
* - Heal 8 HP whenever the player gains Gold.
	+ The player can gain Gold in combat using  or .
* - Heal 2 HP after each combat.

These following potions are enhanced by :

* - Heal 30% of max HP, or 60% with .
* -  becomes 50% more powerful. A single use could heal up to 24 HP over 5 turns, or 85 HP over 10 turns with .
* - Heal 8 HP, or 15 HP with , if used in combat.
* - Heal 45% of max HP, or 90% with , if the player would die in combat. This potion is then discarded.

## Update History

* Weekly Patch 5: Happy Holidays!
	+ Floating point rounding error fixes for MagicFlower sometimes healing 8.
Letter Opener

Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.

Letter Opener can be activated multiple times in a single turn.

Because the damage it deals technically is not attack damage, it will not cause return damage from .

Letter Opener is an Uncommon Relic.

## Update History

* Weekly Patch 13: Thinking Ahead
	+ Fixed bug where Nemesis could take more than 1 damage from Thorns, Potions, and relics like Letter Opener.
Mark of the Bloom

A relic gained through the "Mind Bloom" event, an Act 3 event.

## Effect

Healing is now impossible by any means. This includes:

* Direct healing via cards, relics, potions, events,  Resting, and entering new Acts.
* Revival, as no HP is restored when the player would be revived and so their HP stays at 0.
* Indirect healing from increasing max HP via cards, relics, potions, events. Max HP will still increase for the purpose of calculating score, but the player's current HP will not increase accordingly.

## Update History

* Weekly Update 36: Power Through
	+ Fixed an incorrect interaction with Mark of the Bloom and the Moai Head event in Act 3.
* Weekly Patch 28: The Ritual
	+ New Relic: Mark of the Bloom
Rage

* Standard
* Beta Art

**Rage** is a Skill card for the Ironclad. It grants 3  per Attack card played for the remainder of the turn. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon , it grants two more Block per card played.

## Update History

* Weekly Patch 22: Testing the Third Character
	+ Fixing crashes for ZHS when viewing Rage card.
* Weekly Patch 16: Back to Work
	+ Rage card gets a buff, cost 1 -> 0. Block 4 -> 3.
Nilry's Codex

### Description

At the end of each turn, you can choose 1 of 3 random cards to shuffle into your draw pile.

### Flavor

Crafted by the infamous game master himself. Said to expand one's mind.

### Class

Any

Nilry's Codex is one of the three potential rewards from Cursed Tome event.

At the end of your turn (before you discard), three random cards are displayed. You may select one of them to shuffle into your draw pile, or you can skip the selection if none of the choices are desirable.

Nilry's Codex can only generate a card that is available through shop and rewards, with some exceptions. It also cannot generate healing cards.

### Excluded Cards

**Attacks**

* *(Healing)*
* *(Healing)*
* *(Potential for the player to exploit its permanent )*
* *(Healing and event-exclusive)*
* *(Event-exclusive)*
* *(Cards effect only)*
* *(Cards effect only)*
* *(Card effect only)*

**Skills**

* *(Healing, as it could generate , and its potion can trigger .)*
* *(Healing, as it can trigger .)*
* *(Healing)*
* *(Event-exclusive)*
* *(Event-exclusive)*
* *(Card effect only)*
* *(Cards effect only)*
* *(Cards, relics, and  effect only)*
* *(Card effect only)*

**Powers**

* *(Healing)*
* *(Card effect only)*

## Interactions

* The cards are considered created during combat rather than added to the deck, so they will not be upgraded by , , and , but will be upgraded by .

## Trivia

* This relic references Codex, a tabletop game made by David Sirlin. "Nilry's" is almost "Sirlin" spelled backwards.

## Update History

* Patch V1.1: The Dealer
	+ Fixed issue if cards are queued and turn is ended after an enemy dies, Nilry's Codex can open and cause issues.
* Weekly Patch 55: Blur
	+ Draw, Discard, and Exhaust piles can now be viewed during Codex/Discovery card selection.
* Weekly Patch 50: The Final Act
	+ Fixed issue where viewing relics with Nilrys Codex' popup caused issues with controllers.
* Weekly Patch 44: Chrysalis
	+ All sources of random temporary card generation in combat (like ) can no longer generate cards that provide healing.
	+ New tip added to indicate that healing cards cannot be generated randomly during combat.
* Weekly Patch 17: Patched in the Face
	+ Seeds are now utilized for Enchirdion and Codex.
* Weekly Patch 11: A Library of Features
	+ Fixed bug where Singing Bowl's +2 HP option appeared for Codex if you opened the map while viewing the cards.
Reboot

* Combos with  and with , which reward you for shuffling your deck.
* Does not combo well with , as it removes cards from the Discard Pile.
* Combos well with , allowing for maximum per play.
* Does not trigger the Unceasing Top.

## Update History

* Patch V1.1: The Dealer
	+ All-Out Attack, Madness, and Reboot cards no longer affect Card Rewards when used (rng issue).
* Weekly Patch 47: Metamorphosis
	+ Reboot and Deep Breath cards no longer trigger shuffle-based relics twice.
* Weekly Patch 40: Forethought
	+ Reboot card wording update.
* Weekly Patch 37: Darkness
	+ Reboot card nerf: 5 -> 4. Reboot+ 7 -> 6 card draw.
* 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.
Recycle

**Recycle** is a Skill for the Defect. When played, you  a card of your choice from your hand and gain  equal to that card's Energy cost. When , the cost of Recycle becomes 0 instead of 1.

*Any* card, including  and   cards such as , can be Exhausted with Recycle. However, if the Exhausted card has no Energy cost then it is simply eliminated, and no Energy is gained. Exhausting a card that costs X will double your Energy (after the Energy for Recycle is paid).

## 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.
Giant Head

Giant Head is an Act 3 elite encounter. Its high amount of HP and steadily scaling attacks make it a formidable foe for many decks. However, because of the Slow debuff it begins combat with, high-damage decks with the ability to play a decent number of cards each turn will have no problem taking it down.

## Pattern

50% chance of using Count and 50% chance of using Glare on the first 4 turns. Cannot use Count or Glare three times in a row. From turn 5 onward, always uses It Is Time.

In Ascension 18+, always uses It Is Time from turn 4 onward.

 Glare
 It Is Time

\*T starts at 0 and increases by 5 every time the attack is used, up to 30 additional damage.

Whenever the Giant Head uses one of its first two abilities, it will count down from 5 to 1, reducing the count by 1 each time. (Will say "5", then "4", then "3", then "2", and finally "1."). When the countdown is finished, the Head will start using It Is Time.

## Tips

* Play all of your non-attack cards first, if possible; the Slow debuff will cause attacks to do more damage if played after several other cards. Also, it is preferable to play attack cards in an increasing order of damage so harder hitting cards can gain higher percentage bonuses.

## Update History

* Weekly Patch 42: Reboot
	+ Updating icon for Slow power.
* Weekly Patch 19: Seed
	+ Giant Head's attack intent now properly caps to match its damage output.
* Weekly Patch 18: Paranormal
	+ Time Dilation daily mod no longer affects Giant Head enemy.
Frail

Frail is a status condition that reduces the amount of block points gained by 25%. Like , it only affects block gained directly from card effects; block from relics, Metallicize,  or frost orbs is not reduced.

The amount of block gained after reduction is rounded down. For example, basic Defend blocks for 5. While frail, it blocks for 3 instead of 3.75.

## Sources

* Enemies
	+ Spike Slime
	+ Fat Gremlin (only on Ascension 17+)
	+ Spheric Guardian
	+ Snake Plant
	+ Shelled Parasite
	+ Mystic
	+ The Collector
	+ The Champ
	+ The Maw
	+ Time Eater (only on Ascension 19+)
	+ Corrupt Heart
* Cards

## Interactions

* Positive
	+ Turnip prevents gaining Frail entirely.

## Update History

* Weekly Patch 52: Release Date Price Increase
	+ Fixed issue that caused Frail and Dexterity to inconsistently interact with each other.
* Weekly Patch 23: Testing Continues...
	+ Forcefield card was unaffected by Powers (Frail/Dex).
* Day 1 Patch
	+ Frail is now a highlighted keyword.
	+ Panacea card buffed to also remove Frail.
Duplicator

**Duplicator** is an event that can appear in Act 1, Act 2, and Act 3. You encounter a shrine with the power to duplicate a card.

## Options

* **[Pray]** Duplicate a card in your deck.

* **[Leave]** Nothing happens.

## Notes

* Duplicating an upgraded card results in an upgraded copy.
* Duplicated copy of  or  will carry over the value that the card has gained.
* Duplicated copy of Bottled card will NOT carry over its Bottled status. You are NOT guaranteed to draw a duplicated copy of a Bottled card on your first turn.
	+ Duplicated  cards still work, since  is a keyword that is built into the card.

## See Also

* Purifier
* Transmogrifier
* Upgrade Shrine

## Update History

* Weekly Patch 7: Setting Up All the Things
	+ Fixed issue where bottled cards + Duplication event caused issues.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Multi-Cast

## Update History

* Weekly Patch 53: Blizzard
	+ Fixed issue where evoked Dark Orbs wouldn't switch targets if the first target died when multi-casting.
* Weekly Patch 44: Chrysalis
	+ Corruption and other cost reducing cards no longer make X cost cards like Transmutation and Malaise display cost 0.
* 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.
Miracle

**Miracle** is a special 0-cost card for the Watcher. It grants  when played and then . Like many cards generated by her cards and relics, it has .

It cannot be obtained by itself; instead, Miracles are added to your hand via other means.

### Sources

* : Adds 2(3) Miracle to your hand when drawn.
* : Adds 1 Miracle+ at the start of the turn for X(+1) turns.
* : Adds 1 Miracle to your hand at the start of combat.
* : Adds 3 Miracles to your hand at the start of combat.
* : Add 2 Miracles to your hand.

## Strategy

Miracle is a simple -generating card. However, its  allows you to keep it in your hand until the moment you would like to use it. Early on, it is perfect for an extra attack in  to finish off an enemy. Later on, it can enable you to play a key card that is expensive, or allow you to use an extra card to gain  or to change .

### Synergies

* can be played immediately after for , and its 1 cost means you would always be able to play it after a use of Miracle.
* can be played immediately after for card draw. With  gained from Miracle you could play an additional card or two.
* benefits greatly from this card, as you can wait until a safe turn, or when you have accumulated high energy, before playing it for a deadly .
* As it sits in your hand, it grants you  from  and increase  gained from .
* allows you to accumulate energy for future turns. With it, you can play all Miracles in advance so it does not clog up your hand.
* generates a card after Miracle is used, which you may use right after with  gained.

* Apart from  and , Miracle are usually granted to you   or , making  obsolete in most circumstances.
Panic Button

This gives you the No Block debuff, which sets the "Block gained" value of all cards to 0 for the duration. The cards can still be played.

The turn in which you play Panic Button counts as the first turn for its debuff. So, in reality, this card only prevents block gained for the rest of this turn, and the turn after.

## Interactions

* Only stops direct block from card effects, not from  and Relics.
* Does not prevent Block from  (dissimilar to analogous  interactions).
* Does not prevent Block from buffs, such as , , , .
* Does not affect Block from  and  (enemy debuff).
* Affects the Block buff from s played *after* Panic Button, but not before.

## Bugs

* If the  buff is *after* the No Block debuff on the status list, then Dexterity is applied *after* the block gets zero'd out. (Last checked: v2.1.)

## Update History

* Weekly Patch 42: Reboot
	+ Updating icon for No Block power.
* Weekly Patch 38: Bane
	+ Adding colorless card Panic Button.
Foreign Influence

**Foreign Influence** is an Uncommon Skill for the Watcher that presents you with 3 random Attack cards of any color (Including colorless) from which you may choose one to add to your hand. Foreign Influence then .

 Foreign Influence reduces the cost of the card it adds to your hand to 0 for that turn.

It can only generate a card that is available through shop and rewards with some exceptions: it cannot generate a healing card.

Foreign Influence **does not** grant an Orb slot, so attacks that generate orbs are less useful.

### Excluded Cards

* *(Healing)*
* *(Healing)*
* *(Potential for the player to exploit its permanent )*
* *(Healing and event-exclusive)*
* *(Event-exclusive)*
* *(Cards effect only)*
* *(Cards effect only)*
* *(Card effect only)*
Pantograph

### Flavor

"Solid foundations are not accidental. Tools for planning are a must." - The Architect

### Class

Any

At the start of Boss combats, heal 25 HP. This includes the optional Act 1 boss from the Mind Bloom event, and both bosses from Ascension 20.

Pantograph is an Uncommon Relic.

## Update History

* Weekly Patch 37: Darkness
	+ Red Skull relic no longer has odd behavior if you heal at the start of combat (Pantograph, etc).
* Weekly Patch 4: Full speed ahead!
	+ Pantograph no longer heals double on Donu and Deca boss.
Machine Learning

## Update History

* Patch V1.1: The Dealer
	+ Fixed Machine Learning card affecting hand size even when negated.
* Weekly Patch 49: The Designer
	+ Adding a new line so Innate keyword is on its own line for Machine Learning+.
* 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.
Reinforced Body

## Interactions

* Positive
	+ can be very powerful with Reinforced Body, as it benefits from it multiple times, unlike most block cards.
	+ gives Reinforced Body 2 free activations, effectively 14 free .

## Update History

* Weekly Patch 44: Chrysalis
	+ Corruption and other cost reducing cards no longer make X cost cards like Transmutation and Malaise display cost 0.
* 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.
Ragnarok

Ragnarok deals 5(6) damage 5(6) times.

Each of Ragnarok's 5(6) attacks targets a random enemy.

## Interactions

* Since each of Ragnarok's 5(6) attacks count as individual attacks,  buffs such as from  or Flex Potions can significantly increase Ragnarok's total damage.
* Ragnarok is an expensive attack card at 3 , making it a great pairing with .
Magnetism

It can only generate a card that is available through shop and rewards. It cannot generate a healing card.

### Excluded Cards

**Attacks**

* *(Healing and event-exclusive)*
* *(Event-exclusive)*
* *(Card effect only)*
* *(Card effect only)*
* *(Card effect only)*

**Skills**

* *(Healing)*
* *(Event-exclusive)*
* *(Event-exclusive)*
* *(Card effect only)*
* *(Card effect only)*
* *(Card, relic, and  effect only)*
* *(Card effect only)*

**Powers**

* *(Card effect only)*

## Update History

* Weekly Patch 51: Recursion
	+ Capitalization fixes for Magnetism power description.
* Weekly Patch 44: Chrysalis
	+ All sources of random temporary card generation in combat (like ) can no longer generate cards that provide healing.
	+ New tip added to indicate that healing cards cannot be generated randomly during combat.
* Weekly Patch 42: Reboot
	+ Updating icon for Magnetism power.
* Weekly Patch 27: Hello World
	+ New colorless card: Magnetism.
Go for the Eyes

**Go for the Eyes** is a Common Attack for the Defect. It deals 3 damage (4 if ), and if the target intends to attack, it also inflicts 1  (2 if Upgraded).

## Interactions

* The  prevents end-of-turn hand discarding, allowing the player to keep this card in hand until the enemy is preparing to attack.
* Although the  hides enemy intents, this card will still be highlighted if an enemy intends to attack. This partially negates the downside of the relic. Against non-deterministic enemies like Thieves, Spot Weakness provides information to guide the rest of the turn.

## Trivia

* Go for the Eyes is the only Defect card that applies Weak, making Defect the class with the lowest number of Weak applying cards.

## 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.
Piercing Wail

* Standard
* Beta Art

**Piercing Wail** is a common Skill for The Silent. It causes all enemies to lose 6  for one turn, but this card . Upon  it causes all enemies to lose 8  instead.

Because this card lessens the attack damage of each hit, it is especially useful against enemies such as Book of Stabbing that tend to hit multiple times per turn.

## Strategy

Piercing Wail works by applying a debuff, Shackled, which reapplies lost  at the end of the enemy turn. If you use Piercing Wail on the turn that an enemy clears their debuffs, you can use it to permanently remove 6-8 points of Strength, to a minimum of +0. This is relevant against The Champ, Awakened One, and Time Eater, all of whom raise their Strength over the course of the fight.

## Update History

* Weekly Patch 56: The Collector
	+ Piercing Wail card is now 1.2s faster with Fast Mode.
* Weekly Patch 48: Creative AI
	+ Certain enemies no longer gain extra strength when removing Piercing Wail or Dark Shackles from themselves.
* Weekly Patch 42: Reboot
	+ Updating SFX for Piercing Wail.
* Weekly Patch 40: Forethought
	+ Adding SFX for Piercing Wail card.
* Weekly Patch 9: Ascension
	+ Sadistic Nature no longer triggers twice from Shackles and Piercing Wail.
* Weekle Patch 6: We're Back!
	+ Enemies that remove debuffs no longer keep the str gain portion of Piercing Wail/Dark Shackles.
Grand Finale

* Standard
* Beta Art

### Effect

Can only be played if there are no cards in your draw pile.Deal 50 damage to ALL enemies.

## Grand Finale+

### Effect+

Can only be played if there are no cards in your draw pile.Deal 60 damage to ALL enemies.

**Grand Finale** is a card for the Silent. It deals an impressive 50 damage to all enemies, and costs no , but it can only be played if your Draw Pile is empty. This makes it very difficult to use effectively, or at all.

Upon upgrade it deals an additional 10 damage to every enemy.

## Strategy

You should never take Grand Finale unless you have a way to keep cards between turns, either from  or . This lets you keep Grand Finale in your hand until you reach the bottom of your draw pile. However, you will still need to carefully manage the number of cards in your draw pile using cards with extra draw, to ensure that you have exactly 0 cards at some point during your turn.

Alternatively, if your deck is small enough that you can reliably draw the entire deck every turn, you can play this card every turn (possibly more than once per turn).

Assuming you have a deck which can reliably play Grand Finale, it will be more effective the smaller your deck. In a deck which shuffles every 2-3 turns it could easily serve as your primary offense.

Act 3 onward has enemies which need 2 or more uses of Grand Finale at times to kill them, especially more with bosses.  can allow for much quicker damage in longer fights if used correctly.

## Update History

* Patch V1.1: The Dealer
	+ Grand Finale card is now 0.3s faster in Fast Mode.
* Weekly Patch 46: Adrenaline
	+ Grand Finale card buff: 40 -> 50 damage. Grand Finale+: 50 -> 60 damage.
	+ Adding VFX for Grand Finale card.
* Weekly Patch 19: Seed
	+ Grand Finale card buff. Cost 1 -> 0.
* Weekly Patch 2: Slimes!
	+ Grand Finale now costs 1 (was 2).
Golden Shrine

**Golden Shrine** is an event that can appear in Act 1, Act 2, and Act 3. You encounter a shrine of gold and riches.

## Options

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

* **[Pray]** Gain 100 (50) Gold.

* **[Desecrate]** Gain 275 Gold. Become  - .

* **[Leave]** Nothing happens.

## Related

* Not to be confused with the Golden Idol event.

## Update History

* Weekly Patch 48: Creative AI
	+ Gold Shrine was logging an incorrect amount of gold received on A15+ for Run History.
* Weekly Patch 38: Bane
	+ Gold Shrine event's desecrate option now shows the correct gold amount.
* Weekly Patch 37: Darkness
	+ Gold Shrine event's desecrate option now gives 25 more gold.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Red Mask

### Flavor

This very stylish looking mask belongs to the leader of the Red Mask Bandits. Technically that makes you the leader now?

### Class

Any

**Red Mask** can be obtained from the Masked Bandits Event by defeating them in combat, or from the Tomb of Lord Red Mask Event by paying all gold that you have.

If the player gets the **Red Mask** from the Masked Bandits event, then encounters the Tomb of Lord Red Mask, there will be an option to receive 222 gold.

## Effect

At the start of each combat, apply 1  to ALL enemies.
Ninja Scroll

Start each combat with 3  in hand.

Can only be obtained by the Silent.

The 3 Shivs are added to your hand. They do NOT subtract from your starting draw.

Ninja Scroll is an Uncommon Relic.

## Interactions

* Positive
	+ , , and  all get a free activation from Ninja Scroll.
	+ + and any synergistic card put into  or  will get extra activations.
	+ turns the 3 Shivs into 3 random cards.
* Negative
	+ If you draw more than 10 cards in your starting hand due to relics like , , , , and , you will draw the Shivs instead of cards from your deck.
	+ may make the Shivs unplayable.
	+ may put the Shivs into the discard pile instead, eventually letting you draw them.
	+ turns the 3 Shivs into 3 random cards.

## Update History

* Weekly Patch 3: Balance Balance Balance
	+ Effects that spawn cards in your hand at start of turn like Infinite Blades and Ninja Scroll will now trigger before card draw.
Panacea

**Panacea** is a Neutral Skill card. It will grant the player with one Artifact.

When upgraded, it will give the player two Artifacts instead.

## Old Panacea

Prior to Patch 8, Panacea did not exhaust and had the following effect: Lose all Frail, Vulnerable, and Weak.

## Trivia

* Its artwork may be a reference to an item with the same name from the game Dead Cells.

## Update History

* Weekly Patch 8: Ooh Shiny!
	+ Panacea reworked. Gain 1 Artifact. Exhaust. Upgrades to 2.
* Day 1 Patch
	+ Panacea card buffed to also remove Frail.
Old Coin

### Flavor

Unique coins are highly valued by Merchants for their historical value and rare metallic composition.

### Class

Any

Gain 300 Gold.

This relic does not spawn beyond floor 48, excluding Endless mode. It also never appears in shops.

Old Coin is a Rare Relic.

## Interactions

* Positive
	+ Membership Card, The Courier and Smiling Mask makes the money more well spent at shops.
* Negative
	+ Ectoplasm disables gold gain entirely, making Old Coin useless.

## Update History

* Weekly Patch 51: Recursion
	+ Old Coin relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 25: Building Blocks
	+ Cauldron and Old Coin wording improved to match other relics.
* Weekly Patch 3: Balance Balance Balance
	+ Old Coin relic buffed.
Fire Breathing

* Standard
* Beta Art

Fire Breathing is a Power card for the Ironclad. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Fire Breathing costs 1 energy and deals 6 damage to all enemies whenever a  or  card is drawn. Upon upgrade, the damage increases to 10.

Status cards that are created into the current hand through means such as  will not activate Fire Breathing, since the cards are created, not drawn.

Before the V2.0 patch, Firebreathing did 1 damage to all enemies at the end of the turn for each attack played on that turn.

## Update History

* Patch V2.0: The Watcher
	+ Fire Breathing card reworked.
* Day 1 Patch
	+ Dropkick, Fire Breathing, and Shockwave portraits weren't rendering in card popup view.
Keys

*This article is about the keys used to enter Act 4. For the unrelated relic, see .*
Once the Act 3 Boss has been defeated with all characters except the *Watcher* at least once in a normal run, three **keys** will begin to appear in subsequent normal runs. If all three keys are collected in the run, the run will not end after the Act 3 boss; instead, the player will enter Act 4.

## Ruby Key

The Ruby Key is obtained by taking the Recall action at Rest Sites. The key may be obtained at any Rest Site along the run.

## Emerald Key

The Emerald Key is obtained by defeating a buffed Elite that appears on the map with an animated flame behind its icon. One such Elite will appear in each act until the key is obtained.

## Sapphire Key

The Sapphire Key is obtained from a Treasure Room chest (including chests found in ? Rooms). It appears linked with a Relic, such that only the key or the relic may be taken. If the relic is taken, the key will keep appearing in subsequent chests until it is taken.

If you have the relic ，you'll be able to take one of the relics freely, since the additional relic won't be linked with the Sapphire Key.
Purity

Purity typically isn't a very good card, as it requires you to exhaust cards that you've already drawn. By removing 3 cards with a Purity, you've effectively lost 4 drawn cards just to make your deck smaller. That said, it has fantastic synergy with , as it always you to exhaust useless attacks/defends that were clogging up your hand. It can also be good if your deck is almost able to go infinite, or if your deck is full of card draw.

## Update History

* Weekly Patch 46: Adrenaline
	+ Purity card wording improvements.
* Weekly Patch 8: Ooh Shiny!
	+ Purity card rework. 2 cards -> 'up to' 3 cards -> 5 cards on upgrade.
Judgment

Judgment will instantly kill an enemy who has 30(40) or less HP. This bypasses the enemy's , concerning only their remaining HP.

If the enemy does not have 30(40) or less HP, Judgment will inflict no damage.

Judgment is especially useful for enemies with high block but low HP, such as Spheric Guardian.
N'loth's Gift

### Flavor

The strange gift from N'loth. Whenever you try and unwrap it, another wrapped box of the same size lies within.

### Class

Any

Nloth's Gift can be obtained in the N'loth Event.

## Effect

Triples the chance of receiving rare cards as monster rewards.

* The base chance of a rare card to spawn in the room is tripled, taking away from the chance of a common card to spawn. The "pity counter" and its effect on offsetting rare card spawn chances is unaffected; it will still increase the chance by 1% for every common card generated and reset to -5% upon generating a rare card.

## Update History

* Weekly Patch 51: Recursion
	+ Nloth's Gift was flashing at incorrect times.
* Weekly Patch 1: The First of Many!
	+ Nloth's Gift actually works now.
Regal Pillow

Heal an additional 15 HP when you  Rest.

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

**Regal Pillow** is a Common Relic.

## Interactions

* Positive
	+ forces resting in most situations, making **Regal Pillow** useful every campsite.
* Negative
	+ disables resting entirely, making **Regal Pillow** useless.
	+ prevents all healing, making **Regal Pillow** useless.
	+ The Night Terrors run modifier causes you to heal to full HP any time you rest, so healing an additional 15 HP is pointless.

## Update History

* Weekly Patch 52: Release Date Price Increase
	+ Updated relic asset for Regal Pillow.
* Weekly Patch 51: Recursion
	+ Regal Pillow relic no longer spawns beyond floor 48 (excludes Endless mode).
Infinite Blades

* Standard
* Beta Art

**Infinite Blades** is an Uncommon Power for The Silent. At the start of each turn after it is played, it creates 1 . When , the card becomes  so the player can start creating  right away.

## Update History

* Weekly Patch 42: Reboot
	+ Updating icon for Infinite Blades power.
* Weekly Patch 37: Darkness
	+ Draw 1 Shiv -> Add 1 Shiv into your hand. Infinite Blades Power.
* Weekly Patch 3: Balance Balance Balance
	+ Effects that spawn cards in your hand at start of turn like Infinite Blades and Ninja Scroll will now trigger before card draw.
Nightmare

* Standard
* Beta Art

### StackingBehavior

Intensity; creates separate buffs for each card use rather than stacking normally.

## Notes

* The copied cards will reflect any *permanent* cost changes as a result of things like 's  or the effects of . They will not reflect one-turn-only cost changes, such as those from  or a card added via .

## Update History

* Weekly Patch 42: Reboot
	+ Updating icon for Nightmare power.
* Weekly Patch 9: Ascension
	+ Nightmare no longer retains "cost for turn" when copying cards (as you get the copies next turn).
* Weekly Patch 8: Ooh Shiny!
	+ Nightmare+ card is nerfed. No longer adds 4 cards, just lowers energy cost.
* Weekly Patch 6: We're Back!
	+ New green card, Nightmare. Description withheld for spoiler reasons.
Juzu Bracelet

is a Common Relic that causes you to no longer encounter monsters in ? Rooms.

This relic does not spawn beyond floor 48, excluding Endless mode. If using the Deadly Events run modifier, this relic is removed from the relic pool.

## Update History

* Weekly Patch 51: Recursion
	+ Juzu Bracelet relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 5: Happy Holidays!
	+ Wording update for Juzu bracelet to specify regular monster encounters (as events can have enemies).
Predator

* Standard
* Beta Art

**Predator** is an Uncommon Attack for The Silent. It deals a decent amount of damage for 2  and draws 2 cards on the next turn.

## Strategy

* Predator is good for Cycle/Draw decks as it increases your options on the turn following it.
	+ That said, 15 damage for 2 energy is only slightly better than 2 strikes.
* Predator is an ok pick for early-game damage if your deck needs it. Against Gremlin Nob and Lagavulin having strong early front-loaded damage is key to winning the fight without taking too much damage.
	+ Predator's scaling falls off late-game, when value/ramp cards and combos generally do more damage
* Becomes a much better and safer play once the player has 4 or more .
Hexaghost

* Boss
* Map Icon

**Hexaghost** is one of the three bosses encountered at the end of Act 1.

## Pattern

Starts with Activate, followed by Divider. After this, each of its attack lights one green flame. Once there are six flames, it will use Inferno, and then snuff out all flames. The attack pattern, and the number of flames on that move, are as follows:

* 0. Sear
* 1. Tackle
* 2. Sear
* 3. Inflame
* 4. Tackle
* 5. Sear
* 6. Inferno

After it has used its first Inferno attack, Sear will give the player  card instead of the regular . This deals 4 damage instead of 2.

## Tips

1. With most decks the Hexaghost is a battle against time. The damage after the initial Divider is minor, but over time the combination of Inflame with accumulating burn cards will overwhelm you. Surviving the Hexaghost is often a matter of killing it before Inferno hits or as quickly as possible after.
2. Cards and relics which exhaust, transform, or otherwise utilize status cards can significantly reduce the challenge of this battle. Examples: , , , .
3. It is actually practical to enter this fight with low health, as Divider attack scales with your current health. The lower your health is, the easier to block damage from Divider attack. Consider foregoing resting at a Rest Site prior to this boss.
4. With it utilizing barrages of low-damage attack and slow scaling, , , and strength reduction (such as , , or ) are invaluable.

## Update History

* Patch V1.1: The Dealer
	+ Hexaghost and Lagavulin enemies now pre-cache music so there's no lag when music starts mid-combat.
* Switch Version 1.02
	+ Fixed gameplay pause for Lagavulin and Hexaghost
* Weekly Patch 40: Forethought
	+ Ascension 19 Hexaghost gets less of a buff (no longer also increased Inferno damage).
* Weekly Patch 37: Darkness
	+ Hexaghost's 6th turn Inferno attack now deals slightly less damage.
* Weekly Patch 29: TURBO
	+ Fixed instance where audio would overlap with Hexaghost on Save/Quit interactions.
* Weekly Patch 16: Back to Work
	+ Hexaghost slightly nerfed on Ascension 4+. (Deals less damage).
* Weekly Patch 15: Surprise Patch
	+ Hexaghost AI is much less random. (No more occasional difficulty spikes based on how often he strength buffs)
* Weekly Patch 11: A Library of Features
	+ Fixed Hexaghost fire VFX scaling issues (was small!)
Pocketwatch

### Description

Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.

### Flavor

The hands seem stuck on the 3 o'clock position.

## Update History

* Patch V2.0: The Watcher
	+ Fixed Pocketwatch relic activating too early for effects like Foresight.
* Weekly Patch 41: Chill
	+ New Rare Relic: Pocketwatch.
Gremlin Visage

The **Gremlin Visage** is an Event Relic which can be obtained from the Face Trader (Event).

## Effect

* Causes the player to start each combat with 1 .

## Trivia

In future battles, the face of the player will stay the same despite exchanging faces with the Face Trader.

## 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 Gremlin Visage.