recursal/Fanatic-Fandom huggingface dataset:
Akabeko

The Akabeko is a common relic that makes the first attack played each combat deal an additional 8 damage.

## Strategy

Akabeko is essentially a hefty 1-attack  boost. This relic benefits multihit cards, such as  and , as the additional damage is applied to each attack done by the card.

## Synergy

* : If your first attack played is on turn 1, it will benefit from the  given by .
* , , and : The additional card draw means it is more likely for an attack that greatly benefits from Akabeko to be drawn on turn 1.
* : Bottling a multihit attack such as  allows a guaranteed powerful turn 1 attack.
* can stack its effect with Akabeko, allowing for stronger multi-hit attacks.
* is innate, costs 0, and gains another 8 damage applied to all enemies.
* and  : The additional damage given by Akabeko is doubled / tripled by these .
* and : Allows the player to mulligan cards that do not benefit from Akabeko.
* : The additional damage from Akabeko counts towards the healing given by .
* Louses are much more likely to be killed instead of Curling Up after being attacked.

* Ordinary attacks such as  may not be played if the player decides to wait for a stronger card like .

* Non-attack cards, , :  cards take up 1 of your 5 default draws, therefore making it harder to draw an attack that benefits from Akabeko.
* Nemesis: Can completely negate Akabeko's effect with its .
* Being  can reduce Akabeko's effect.

## Trivia

* An Akabeko is a traditional toy from the Aizu region of Japan.
	+ Aizu legend claims that the toy is based on a real cow that was used to build the Enzō-ji Temple of Yanaizu in the 9th century.
Du-Vu Doll

Du-Vu Doll is typically a bad relic, as adding curses to your deck is rarely worth a single strength. However, on Ascension 10 and above, your deck always has a  in it, meaning that this relic always provides at least 1 strength, making it much more valuable.

All  will remain even if a  is  during combat.

1 Strength will be removed if a Curse is permanently removed from your deck.

Du-Vu Doll must be unlocked before it will appear in a run.

## Trivia

* This relic is a reference to the Voodoo doll.
Boot Sequence

**Boot Sequence** is an uncommon Skill for The Defect. When played, it generates 10 , or 13 if . Notably, **Boot Sequence** is , so it specializes in generating a lot of  in the opening hand.

**Boot Sequence** costs 0 , making it a good card to play on early turns while setting up other parts of the build. It  once used.

## Interactions

### Notable Synergies

* Relics
	+ - This draws additional cards on the first turn, making it easier to block *and* set up Powers.

## 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.
Calling Bell

Calling Bell is a Boss Relic that gives a Common, Uncommon, and Rare Relic upon pickup. As a drawback, however, it will also give you a , which cannot be removed from your deck.  can negate the given curse.

## Trivia

* This relic, especially its artwork and its name, is a reference to the item Beckoning Bell from the game *Bloodborne*.

## Update History

* Patch V2.0: The Watcher
	+ Calling Bell relic reworked. (Previously gave 3 curses and 3 relics - now gives a unique Curse '' and 3 relics.)
* Weekly Patch 49: The Designer
	+ Can now open the Settings menu while in special card obtaining screens like from Calling Bell or All Star daily mod.
* Weekly Patch 31: Custom Mode
	+ Pride curse will no longer appear from Calling Bell and a few other sources.
* Weekly Patch 21: Channel Lightning
	+ Calling Bell can no longer give multiple campfire option relics.
* Weekly Patch 20: Immolate
	+ Potential fix for Pandora's Box and Calling Bell issues and exploits.
* Weekly Patch 19: Seed
	+ Potential fix for Calling Bell and Pandora's Box edge case issues.
* Weekly Patch 18: Paranormal
	+ Fix for Calling Bell/Library/Pandora's Box exploit.
* Weekly Patch 8: Ooh Shiny!
	+ Added logic to prevent users from accidentally skipping Calling Bell relics.
* Weekly Patch 6: We're Back!
	+ Calling Bell's relic reward screen must now be closed before proceeding. This prevents accidentally skipping them- also mimics Tiny House and Orrery's UI.
* Weekly Patch 3: Balance Balance Balance
	+ When you view the relics from Calling Bell, the proceed button is now labeled Skip Rewards, not Skip Cards.
* Weekly Patch 1: The First of Many!
	+ You can no longer open the Settings screen during a card confirmation screen (Calling Bell exploit).
Burning Blood

**Burning Blood** is the Ironclad's Starter Relic. It heals 6 HP at the end of combat, providing the Ironclad with quite a bit of survivability.

It can be upgraded into  if it is found in a Boss Chest, which heals 12 HP instead of just 6.

## Update History

* Weekly Patch 6: We're Back!
	+ Black Blood, Burning Blood, and Meat on the Bone no longer heal you if you are dead.
Catalyst

* Standard
* Beta Art

## Mechanics

Technically, Catalyst add 1x or 2x the enemy's current Poison value. This can cause unexpected interactions.

* blocks Catalyst's Poison.
* adds 1 after Catalyst's poison.

## Strategy

Catalyst allows poison decks to output much needed burst damage, at the cost of being slightly unwieldy. Practically a necessity for pure poison decks to beat the Act 3 boss.

* Catalyst synergizes with , allowing much greater scaling of poison damage.
* Catalyst synergizes with , , since they reserve Catalyst in hand to be used at the optimal turn.

Act 3 bosses have counter-mechanisms for poison damage. The Awakened One and Time Eater dispel every debuff (including poison) at phase 2. Donu and Deca are not a single entity and have .

So tactical usage of Catalyst is needed. Especially when it's Time Eater, Recommendation is using Catalyst at a turn which is phase 1 and you can kill it in 2 turns.
Die Die Die

* Standard
* Beta Art

**Die Die Die** is a Rare Attack for The Silent that deals 13 damage to ALL enemies and exhausts upon use.

Upgrading Die Die Die increases the damage it deals by 4, for 17 damage.

## Trivia

* The card is a reference to Overwatch, particularly the character Reaper having the same name as his ultimate and art of Silent striking a similar pose Reaper often has.

## Update History

* Weekly Patch 3: Balance Balance Balance
	+ Die Die Die card buff. (From ''Deal 13 damage to ALL enemies. Lose 2 Dexterity.'' to ''Deal 13 damage to ALL enemies. Exhaust.'')
Eviscerate

* Standard
* Beta Art

## Strategy

* Since it only counts cards discarded this turn, Eviscerate really needs a deck built strongly around discarding to work. This includes cards such as:

## Update History

* Patch V2.2: Happy Holidays!
	+ Eviscerate card buffed. Damage increased from 6 -> 7.
	+ Eviscerate+ card buffed. Damage increased from 8 -> 9.
* Weekly Patch 45: Impatience
	+ Fixes for how Eviscerate incorrectly worked with cost reduction effects like Enlightenment.
* Weekly Patch 25: Building Blocks
	+ Eviscerate card now has correct cost when returned from Stasis power.
* Weekly Patch 13: Thinking Ahead
	+ Eviscerate now correctly lowers cost by 1 per discard.
* Weekly Patch 9: Ascension
	+ Fixed interaction of Enlightenment + Eviscerate + Discard.
* Weekly Patch 6: We're Back!
	+ Eviscerate's cost now correctly decreases when it is discarded.
* Weekly Patch 2: Slimes!
	+ Eviscerate now correctly works with the Confusion debuff.
Discard Pile

For the act of discarding a card, see discard.

The Discard Pile is where cards from your hand go at the end of your turn.

If you try to draw cards when your draw pile is empty, your entire discard pile is shuffled into your Draw Pile.

This is the list of all interactions involving the discard pile:

## All Classes

**Colorless Cards**

**Potions**
Barricade

* Standard
* Beta Art

**Barricade** is a Rare Power card for the Ironclad. Using it stops  from expiring for the rest of the combat encounter. This makes it an integral card in Block-based decks.

Upon , it costs 2  to play instead of 3.

## Interactions

* When combined with , Barricade allows you to increase your  to incredibly high levels, up to the maximum of 999 .
* Adding  to this combo lets you use your  offensively as a win condition.
* Barricade takes priority over the  Relic; you will not lose 15  from  if you have Barricade.
Basic

**Basic cards** are the cards in the default starting deck for your class. Basic cards are not normally acquirable otherwise, except by duplication (Duplicator and ), and from the Match and Keep event.

## Ironclad

* 1× Bash
* 5× Strikes
* 4× Defends

## Silent

* 1× Neutralize
* 1× Survivor
* 5× Strikes
* 5× Defends

## The Defect

* 1× Dualcast
* 1× Zap
* 4× Strikes
* 4× Defends

## Watcher

* 1x Eruption
* 1x Vigilance
* 4x Strikes
* 4x Defends
Dualcast

* Standard
* Beta Art

**Dualcast** is a starting Skill for The Defect. It  the active Orb twice, meaning it triggers the Evoke effect twice, then removes the Orb.  this card reduces its  cost to 0.

## 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 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.
Carnage

* Standard
* Beta Art

**Carnage** is an uncommon Attack card for the Ironclad. It deals 20 damage, but because it's , it will  itself if the 2 Energy is not spent on playing it. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon upgrade, it gains 8 damage.

If the enemy is , the base card does 30 damage.

## Update History

* Weekly Patch 18: Paranormal
	+ Carnage card buff: 18 -> 20. Upgraded: 26 -> 28
* Weekly Patch 13: Thinking Ahead
	+ We removed one level of unlocks! Three additional cards are now available by default in the card pool for both The Silent and Ironclad. The following cards are now added to the card pool by default: Ghostly Armor, Carnage, Entrench
Battle Hymn

**Battle Hymn** adds a  card to your hand at the start of each turn. The Smite cards are both created and ed, opening room for synergy with some of the Watcher's power cards (examples below).

## Interactions

* will reduce the  cost of each added Smite to 0 on the following turn.
* will upgrade each Smite upon creation, increasing their damage.

* Since Smite cards are exhausted on use,  will add a card to your deck for each Smite played.

* The constant addition of Smite cards can make triggering  difficult.
Electrodynamics

**Electrodynamics** is a Rare Power for The Defect that causes  to damage all enemies instead of a single, randomly chosen enemy. It also  2 (3 if ) Lightning Orbs.

The Electrodynamics power (Lightning hitting all enemies) does not stack.

## Update History

* Weekly Patch 48: Creative AI
	+ Electrodynamics' passively triggered Orbs now resolve in the correct order and flash the orbs
* 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.
Black Blood

**Black Blood** is a Boss Relic which can only be obtained by the Ironclad. It is an upgrade of  and heals 12 HP at the end of combat instead of just 6.

You must possess  for it to appear.

## Update History

* Patch V2.0: The Watcher
	+ Black Blood relic buffed. Heal increased from 10 -> 12.
* Weekly Patch 6: We're Back!
	+ Black Blood, Burning Blood, and Meat on the Bone no longer heal you if you are dead.
* Weekly Patch 1: The First of Many!
	+ Replacing relics now retains the array order, fixing Bloody Idol + Black Blood issue.
Cracked Core

### Flavor

The mysterious life force which powers the Automatons within the Spire. It appears to be cracked.

### Class

Defect

**Cracked Core** is the Defect's Starter Relic. It  1  at the start of each combat.

It can later be exchanged with  if it is found in a Boss Chest, which instead channels 1  if you end your turn with empty Orb Slots.

## Update History

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

**Devotion** adds 2(3)  at the start of each turn. This can provide significant aid in reaching the  stance.

 ultimately ends up being a niche inclusion to the mantra build, and it must be upgraded. Devotion is unfortunately very slow, but in longer fights (such as boss fights), it can be very powerful. It stacks very well with itself, and if you can somehow put 3 of these into play, you can enter Divinity every turn with ease.

## Interactions

* can quickly accrue high damage at low cost with Devotion's  accumulation.
* Pairs well with  for rapid  accumulation.
Coffee Dripper

## Coffee Dripper

### Description

Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.

### Flavor

"Yes, another cup please. Back to work. Back to work!" -The Architect

## Update History

* Weekly Patch 56: The Collector
	+ Rest option now becomes disabled if you can't Rest (Coffee Dripper relic).
* Weekly Patch 29: TURBO
	+ Adding boss relic Coffee Dripper.
Auto-Shields

## Interactions

* Negative
	+ can not double play Auto-Shields.
	+ Auto-Shields itself, as multiple copies can not be played in the same turn.
	+ can not effectively pick it up from the discard pile.
	+ or  activating frost orbs makes Auto-Shields unplayable.
	+ Block saved from a previous turn with  makes Auto-Shields unplayable.
	+ + or  can evoke frost while drawing into Auto-Shields, making it unplayable.

## 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.
Bouncing Flask

* Standard
* Beta Art

## Strategy

Bouncing Flask is a good source of single-target poison damage, as it adds 9 (12)  total if there is one enemy.

Bouncing Flask is less effective when there are multiple enemies, both because each enemy gets less  and because the Poison is applied randomly.

## Interactions

* Each bounce counts as a separate application of . This means each bounce can remove 1 , apply additional damage from  (up to 28 damage if both are upgraded), or add the bonus +1 poison from  (+3/+4 additional poison).

## Update History

* 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 10: Quality of Life
	+ Bouncing Flask no longer loses bounces to dead enemies.
* Day 1 Patch
	+ Adding null check for Bouncing Flask VFX to prevent odd crashes.
Apotheosis

Applies to ALL cards in your deck when it is played, including  cards.

* Will not apply to itself (even if saved by )
* Will not apply to cards added to your hand after Apotheosis is played (via ,  cards, etc.)
* Will not apply to upgradable status cards added to your deck during a fight (at this time the only status card with an upgrade state is )

## Update History

* Weekly Patch 44: Chrysalis
	+ The word "all" is all-caps in certain scenarios. These scenarios are: When it refers to all enemies and when referring to cards that are outside of your hand (Apotheosis).
* 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.
	+ Apotheosis now costs 2. Upgrades to cost 1. (previously cost 0)
Evoke

is an ability that normally only the Defect can have (See  for exceptions). This casts a more powerful version of the rightmost Orb in your Orb slots, but removes it afterwards. All different orbs have different  effects.

### Effects

* For ,  will deal **8 + amount of**  damage.

* For ,  will  you for **5 + amount of** .

* For ,  will deal the amount of damage it has accumulated, **(6 + amount of ) x (X amount of turns active)**.
* For ,  will grant you **+2** .
Block

Block is the amount of attack damage a character can take before the damage affects their HP.

 is gained primarily through Skills, such as . However, some attacks, such as  grant block, and the Defect's  also grant . All block is typically removed at the start of your turn. However, some block can be carried over to the next turn with  or with one of these buffs or relics:

* : Grants the Blur buff, which prevents you from losing any  at the start of next turn. Can be stacked.
* : Grants the Barricade buff, which prevents you from losing any  at the start of your turn for the rest of this combat.
* : Causes you to lose 15  at the start of each turn instead of all of it. Overridden by Blur and Barricade.

Maximum  is capped at 999.

## Sources of damage that ignore block

In general, any card or effect that reads "Lose X HP" ignores Block.

Effects and cards that ignore an enemy's block:

* does not directly ignore block, but removes all of it instead, so the block is technically ignored.
* Although not technically a damage,  also ignores block if the target's health is low enough.

Effects and cards that ignore your block:

* Various Ironclad Cards that mention "Lose X HP"
* Playing any cards with  in your hand
* Ending your turn with  in your hand
* Playing any curse with

## Cards that give block

### Neutral cards

**Colorless Cards**

### Defect

**Cards that generate**

## Update History

* Patch V1.1: The Dealer
	+ Fixed damage and block values showing green increased values when the end value was the same.
	+ Fixed Invincible power with interactions such as The Boot and Block.
* Weekly Patch 44: Chrysalis
	+ Keywords are now always gold in descriptions. Block, Vulnerable, etc.
* Weekly Patch 41: Chill
	+ Fixed bug causing block to maintain between colosseum combats.
* Weekly Patch 20: Immolate
	+ Edge case fixes for incorrect Block rounding with multiple powers.
* Weekly Patch 18: Paranormal
	+ Fix for Block calculation with multiple modifiers incorrectly rounding.
* Weekly Patch 17: Patched in the Face
	+ Exploder's explosion no longer ignores block.
* Weekly Patch 5: Happy Holidays!
	+ Block and Deck count are now in a bolder font.
* Day 1 Patch
	+ Adding logic to prevent scale cannot be 0 issue for Blocked Number VFX.
Dagger Spray

* Standard
* Beta Art

**Dagger Spray** is a common Attack for The Silent. It deals damage to all enemies twice.

## Strategy

* In Act 1, this is a solid pick for decent AOE damage, and will help you get through a number of Act 1/Act 2 fights:
	+ The Sentry elite fight
	+ Any fights involving Slimes
	+ Any fights involving Gremlins
	+ The 3-Byrd fight in Act 2
	+ 2 of the 3 elite fights in Act 2 (Gremlin Leader and Taskmaster + Slavers)
* After Act 2 this card pretty rapidly falls off, and generally is not recommended to take more than one during a run.

## Interactions

* Since it hits twice,  is twice as effective.
* can trigger twice (if unblocked).
* It tends to finish off weaker enemies, perfect for .
* This card is very effective against Byrds.
* hurts the damage badly without any buffs.

## Update History

* Weekly Patch 48: Creative AI
	+ Improved Dagger Spray VFX readability and no longer flashes a sprite for 1 frame at the start.
	+ Fixed issue where Dagger Spray VFX wasn't spawning in the right spot for some resolutions.
* Weekly Patch 3: Balance Balance Balance
	+ Dagger Spray card buff.
Darkstone Periapt

### Flavor

This stone draws power from dark energy, converting it into vitality for the wearer.

### Class

Any

The **Darkstone Periapt** is an Uncommon Relic.

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

## Interactions

* Positive
	+ , , numerous Events and Writhing Mass give you Curses, which Darkstone Periapt help mitigate the downsides of.
	+ wants to add Curses to the deck like Darkstone Periapt.
	+ helps mitigate the effect of Curses once they are added to the deck.
	+ If a curse card is removed from your deck, you do not lose the max HP gained from this relic.
* Negative
	+ fully blocks the effects of Darkstone Periapt as the negation stops the curse ever entering your deck.
	+ It does not retroactively count Curses already in your deck.

## Update History

* Patch V1.1: The Dealer
	+ Darkstone Periapt relic now works with Hoarder mod.
* Weekly Patch 51: Recursion
	+ Darkstone Periapt relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 14: Bullet Time
	+ Darkstone Periapt and War Paint now have flavor descriptions.
* Weekly Patch 4: Full speed ahead!
	+ Adding new relic Darkstone Periapt.
Brilliance

Brilliance deals 12(16) damage with one additional damage added for each  gained over the course of the battle.

With a cost of only 1 , a build equipped for reliably entering  can rapidly accrue significant damage at low cost.

For a list of cards and relics which increase Mantra and add to Brilliance's damage, see the  page.
Bandage Up

**Bandage Up** is a Colorless Skill card that heals the player character by 4 health. When upgraded, it heals for 6 health instead.

### **Interaction:**

* When used with the , heals an extra 50%, for a total of 6 or 9 HP restored.

## Update History

* 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 8: Ooh Shiny!
	+ Colorless cards can now be upgraded! This was also a good time to re-examine and balance several of the cards.
	+ Bandage Up now has upgrade functionality (4HP -> 6 HP)
Burst

* Standard
* Beta Art

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

Upon upgrade, it will trigger again on the 2nd Skill card played in the same turn.

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

The scaling buff from Burst (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 Bursts will add to the number of skills that will be played twice that turn, not make the next skill 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, a Bursted  will trigger the self-damage twice.
* 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 skills for their benefits.
	+ : 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 skill is the 13th action on his counter, it will NOT occur, unlike .

* The second play happens after the Skill is sent to the draw, discard or  piles.
* The second play can trigger any  synergies, but only if the Skill  when played.
	+ In other words, the copied Skill "not going to your discard pile" does NOT count as an  by itself.

## Update History

* Weekly Patch 46: Adrenaline
	+ Fix for proper behavior when duplicating cards like Rampage and Genetic Algorithm with effects like Echo Form.
* Weekly Patch 42: Reboot
	+ Updating icon for Burst power.
* Weekly Patch 1: The First of Many!
	+ Secret Tech and Secret Attack when bursted with full hand no longer breaks the Hand.
Cultist

**Act 2**

* 2 other Cultists
* 1 Chosen

**Act 3**

* 1 other Cultist and Awakened One

## Trivia

* They are strongly implied to worship the Awakened One.
* They feature in the event The Nest, and their  can be acquired in the Face Trader event.
* The , which grants the player 1 , is a reference to this enemy.
* They are the only enemy that can appear in every standard Act (Act 1, Act 2, and Act 3).

## Gallery

Cultist and their associates as seen in the Immolate card art.Cultist as seen in the Sash Whip card art.Cultist as seen in the Vault card art.
## Update History

* Weekly Patch 34: Malaise
	+ Enemies in the Awakened One encounter were not attacking in the correct order. Now attacks left to right.
* Weekly Patch 10: Quality of Life
	+ Adding Cultist + Chosen encounter into City.
	+ Reducing 3x Cultist spawn rate as there's a cultist + chosen encounter now.
* Weekly Patch 6: We're Back!
	+ For the 3 Cultist encounter they now attack left -> right.
* Weekly Patch 5: Happy Holidays!
	+ Cultist no longer has a move name for Dark Strike (just attacks).
* Day 1 Patch
	+ Cultist gets a minor nerf (starting attack damage reduced by 2)
Anger

* Standard
* Beta Art

**Anger** is an Attack card for the Ironclad. After dealing 6 damage, a second Anger appears in the Discard pile. As a Common card, it can be found as a reward after combats.

Upon upgrade, it deals 2 more damage.

## Interactions

* Along with the  relic, Anger can be used to create a nearly infinite combo without as much deck modification as other such combos.
	+ Cards that exhaust many other cards, such as  and , can help this combo approach truly infinite status.
	+ Any other 0-cost cards can be incorporated into this combo. For instance, adding one or more  cards can help scale the combo's damage faster, and adding one or more  cards can provide block.
	+ cards pose a threat to this combo, but can be dealt with using the  relic to  them.

## Update History

* Weekly Patch 34: Malaise
	+ Anger card buff: 5 -> 6 damage. Upgraded 7 -> 8 damage.

* Weekly Patch 21: Channel Lightning
	+ Anger card damage buffed by 1.
Deep Breath

* Combos with  and with .
* Does not shuffle your draw pile if your discard pile is empty.

## Update History

* Weekly Patch 47: Metamorphosis
	+ Reboot and Deep Breath cards no longer trigger shuffle-based relics twice.
* 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.
	+ Deep Breath+. Draw 1 -> 2 cards after shuffle.
Apparition

Apparition is a Colorless Card that can only be obtained from the Council of Ghosts Event. The Event adds 5 Apparitions to your deck (3 on Ascension 15 or higher), at the cost of 50% of your Max HP.

If you have  the cards will be , losing .

See also .

## 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 18: Paranormal
	+ Event-only Card: Apparition.
Dual Wield

* Standard
* Beta Art

**Dual Wield** is a Skill card for the Ironclad. The player selects an Attack or Power in their hand, then creates a copy of that card. When , Dual Wield creates 2 copies of the selected card instead of 1.

## Mechanics

* All characteristics of the selected card are copied. When copying a card with altered  cost or altered text, such as those related to , , , and , the modifications are also copied.
* If the player's hand is full, the copied card(s) is sent to the discard pile.
* Copied cards only exist during the combat that Dual Wield is played, and will not carry over after the combat is finished.

## Tips

* Any mechanic which creates 0-cost cards that are normally expensive can be very powerful with dual wield as the copies also cost 0. Potions that do this are power, attack and liquid memories. Relics include Mummified Hand and cards include Discovery, Infernal Blade, Madness and more.

* Duel Wield can copy powerful self- cards like  and  so they can be played repeatedly, or copy Powers to stack their effects. Consider discarding the copy instead of playing it, so that it can be copied more when drawn again.
* Copies of  will remain Upgraded, so Dual Wield works well when creating copies of a highly-Upgraded Searing Blow.

* Dual Wield doesn't Exhaust itself, allowing the player to repeatedly copy the same card. By Exhausting undesired cards with  and similar cards, the player can create a deck containing nothing but a single powerful card or combo.

* Copying a "Strike" card with Dual Wield increases the power of . Perfected Strike itself is a "Strike" card, so making copies of Perfected Strike makes them all more powerful.

* Prioritize copying key cards as quickly as possible, as having more copies makes it more likely to draw that card and Dual Wield again on future turns.

## Update History

* Weekly Update 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 12: Lunar New Year
	+ Copying cards from effects like Dual Wield now correctly displays cost as green if modified.
* Weekly Patch 8: Ooh Shiny!
	+ Dual Wield card is now Uncommon (was Common).
* Weekly Patch 3: Balance Balance Balance
	+ Dual Wield now properly works on ONLY Attacks and Powers as worded.
* Weekly Patch 2: Slimes!
	+ Dual Wield can no longer duplicate skills, stopping the easy infinites.
* Weekly Patch 1: The First of Many!
	+ Dual Wield Card reworked and buffed.
Crippling Cloud

* Standard
* Beta Art

**Crippling Cloud** is a Skill for The Silent that applies 4  to all enemies, and then applies 2  to all enemies. It  on use. When , it applies 7  instead.

This is the only green card that applies  to ALL enemies.

## Updates

Before Patch 21: Apply 3 (5) Poison. Apply 3 (5) Weak.

Patch 21: Apply 4 (7) Poison and 2 Weak to ALL enemies. Exhaust.

## Update History

* Weekly Patch 21: Channel Lightning
	+ Crippling Poison rework: Apply 4 (7) Poison and 2 Weak to ALL enemies. Exhaust.
	+ Crippling Poison -> Crippling Cloud.
* Weekly Patch 5: Happy Holidays!
	+ Card Crippling Poison+ gets buffed from 4 -> 5 Poison & Weak.
Fiend Fire

* Standard
* Beta Art

**Fiend Fire** is a Rare Attack card for the Ironclad. It Exhausts every other card in hand, then deals 7 damage per card Exhausted this way (10 damage per card if ). It then Exhausts itself.

## Mechanics

* When copying this card (e.g. with Double Tap), the second use of Fiend Fire will deal no damage. The first use will have Exhausted all cards in hand, leaving none to Exhaust for the second.
	+ Effects that can add cards to the hand in between uses (e.g. , , ) can get around this.
Big Fish

**Big Fish** is an event found exclusively in Act 1. The player must select one of three goodies dangling from the dungeon ceiling.

## Options

* **[Banana]** Heal 1/3 of your max HP.
	+ If the player's HP is not divisible by 3, the HP gain is rounded down.

* **[Donut]** Max HP +5.
	+ Like all HP gain, the extra hit points are healed when you get them.

* **[Box]** Receive a Relic. Become  .
	+ The Relic is a randomly-selected Common, Uncommon or Rare Relic.

## Strategy

**[Donut]** is generally the best choice. The player probably does not need much healing in Act 1, and  is a particularly nasty Curse.

If the path is close to a Merchant encounter, consider taking the Relic from **[Box]** - simply remove  before facing the boss. Also, if you have, , or , they can help negate or reap benefit from obtaining .

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Bottled Flame

Upon pick up, choose an Attack card. At the start of combat, it will be in your hand.

The card is added to your normal starting hand. It takes the place of a drawn card. It is still considered to be drawn, so Snecko Eye does randomise its cost.

This relic will not appear if all your attack cards are starter-type.

Bottled Flame is one of the three **Bottle Relics**. All Bottle Relics let the user choose a card of one type and start each combat with that card in hand. Bottled Flame's effect is not the same as Innate. Duplicating a Bottled card will NOT draw the copy at the start of your hand (whereas it would if the card had Innate).

## Update History

* Patch V1.1: The Dealer
	+ Bottled Flame no longer appears if all of your Attacks are starter cards.
	+ Bottled Cards upgraded from Mind Bloom event have their description updated correctly.
* Weekly Patch 49: The Designer
	+ Wheel of Change event no longer makes you stuck if the only removable cards in your deck are bottled.
* Weekly Patch 46: Adrenaline
	+ Purchasing Bottle relics after removing the last possible card to bottle out of your deck will no longer softlock.
* Weekly Patch 30: Skewer
	+ Peace Pipe relic cannot get rid of Bottled cards anymore.
* Weekly Patch 27: Hello World
	+ Fix for Bottled cards showing up in Wheel of Change event's Purge result.
* Weekly Patch 21: Channel Lightning
	+ Fixed crash when travelling to a new room while a Bottle relic's screen was open.
* Weekly Patch 13: Thinking Ahead
	+ Bottled Flame, Lightning, and Tornado will no longer spawn if there are no valid cards.
* Weekly Patch 8: Ooh Shiny!
	+ Polished art for Bottled Flame, Lightning, and Tornado relics.
* Weekly Patch 7: Setting Up All the Things
	+ Fixed issue where bottled cards + Duplication event caused issues.
* Weekly Patch 4: Full speed ahead!
	+ Bottled Lightning and Bottled Flame icons no longer appear during combat.
* Weekly Patch 1: The First of Many!
	+ Bottle Flame and Bottled Lightning can no longer be given from Neow at the start of a run.
	+ Bottled Flame is now Uncommon (was Rare)
	+ When Bottled Flame and Lightning are unequipped (not sure how), the game no longer crashes.
Combat Mechanics

In Slay the Spire players will regularly encounter hostile monsters which will engage them in combat.

Combat is done as a turn based card game. The player uses cards from the deck they have built during the run to attack and defend themselves, while enemies use a preset of skills to fight back.

## Turn structure

When in combat the player moves first. At the start of each turn the player draws 5 cards from their draw pile and gains 3 energy. Then they have the opportunity to play any number of cards, provided they have enough energy left. Every card reads its energy cost and playing it consumes that amount of energy from the players energy pool. Unless otherwise stated on the card, played cards are put on the discard pile after causing their effects. During their turn players can also drink, throw or discard potions at no cost.

Once players either have exhausted their resources or don't deem further actions beneficial, they can end their turn. When the player ends their turn, the remaining cards in their hand are discarded and their remaining energy is drained.

During the monsters' turn monsters use skills and attacks according to their intent, which players can see above their heads. After all monsters have moved, it's the players turn again and the cycle continues until one party is defeated.

## General Mechanics

* **HP** - HP represents the health of the player and the opponents they encounter. Certain effects can reduce or increase the remaining and/or maximum HP of the player. HP persists throughout each Act of the game. After successfully defeating the Boss of an Act the player is fully healed. If the remaining HP of the player reaches 0 they die and the game is over.

* **Damage** - Attacks deal damage. Unblocked damage results in loss of HP.

* **Block** - Block applies shields to any combatant for one turn of combat. The intensity of the shields determines how much damage it can take before breaking. Whenever a blocking target receives damage the shields are reduced first. Once an attack exceeds the shield intensity it breaks and the target starts taking HP damage. Unless prevented by other means all applications of Block are removed at the start of each turn in combat.

## Combat Conditions

During Combat both players and their opponents can be affected by a number of conditions both beneficial and detrimental:

**General Conditions**

Conditions that can affect both players and monsters:

**Player exclusive**

Conditions (excluding unique effects from Powers) that can only affect players (so far):

**Monster exclusive**

Conditions that can only affect monsters (so far):

 Poison |  | This unit loses X HP at the start of each turn and then removes 1 application of poison.
Bronze Automaton

* Boss
* Map Icon

The **Bronze Automaton** is one of the three bosses encountered at the end of Act 2.

It spawns minions to steal the players' cards and uses a powerful move called Hyper Beam to attempt to kill the player. Depending on which cards the orbs steal, this fight can be very dangerous.

## Pattern

Always starts with Spawn Orbs, then repeats the following:

1. Flail
2. Boost
3. Flail
4. Boost
5. HYPER BEAM
6. Stunned (does nothing)

On Ascension 19 and higher, Stunned is replaced with Boost.

 Boost
 Flail
 HYPER BEAM

## Bronze Orb

### Powers

None

A Minion spawned by the Bronze Automaton.

### Pattern

Has a 75% chance of using Stasis, 7.5% chance of using Beam and 17.5% chance of using Support Beam every turn.

After Stasis is used, will now have a 70% chance of using Support Beam and a 30% chance of using Beam every turn. It cannot use the same move 3 times in a row.

Destroying a Bronze Orb that has stolen a card from you via Stasis will return the card into your hand in the same turn.

Note that cards in stasis are completely unaffected by any effect that would usually influence them. For example,  cost will not increase if you are hit while it is in stasis.

 Beam
 Support Beam

## Trivia

* The Hyper Beam attack is a reference to the Pokémon games, in which Hyper Beam is one of the strongest moves in existence, after which the user also has to skip the next turn to recharge.
	+ It also shares its name with  of similar effect, both being powerful attacks that greatly cripples their users.
* The Bronze Orb shows a slight resemblance to the Sentry, even though there is no clear connection shown in-game.

## Update History

* Patch V2.0: The Watcher
	+ Stasis move from Bronze Automaton's Orbs is now seeded.
* Patch V1.1: The Dealer
	+ Fixed Automaton's orbs preventing scaling of Genetic Algorithm and Ritual Dagger.
* Weekly Patch 42: Reboot
	+ Updating SFX for Bronze Automaton summoning an Orb.
* Weekly Patch 41: Chill
	+ Adding SFX for Automaton's Orb spawn.
* Weekly Patch 36: Power Through
	+ Moving Bronze Automaton and its orbs 50px left so the rightmost orb's powers aren't cut off.
* Weekly Patch 25: Building Blocks
	+ Bronze Automaton combat now has enemies correctly attacking from left to right.
	+ Eviscerate card now has correct cost when returned from Stasis power.
* Weekly Patch 15: Surprise Patch
	+ Fix for Bronze Orb AI getting stuck in an incorrect state.
* Weekly Patch 13: Thinking Ahead
	+ Fixed crash when Bronze Orbs' Stasis was used when your draw/discard pile was empty.
* Weekly Patch 7: Setting Up All the Things
	+ Bronze Automaton's Hyper Beam damage is increased from 40 -> 45.
A Thousand Cuts

* Standard
* Beta Art

**A Thousand Cuts** is a Rare Power for The Silent. It deals damage to all enemies whenever the player plays any type of card.  this increases the damage it deals.

## Update History

* Weekly Patch 56: The Collector
	+ A Thousand Cuts now activates 0.3s faster in Fast Mode and 0.2s faster without.
* Weekly Patch 48: Creative AI
	+ Thousand Cuts power' now displays its VFX faster (0.25s -> 0.2s and 0.25s -> 0.1s FAST MODE).
* Weekly Patch 42: Reboot
	+ Updating icon for Thousand Cuts power.
* Weekly Patch 7: Setting Up All the Things
	+ Blue Candle and Medical Kit should now work with Choke and Thousand Cuts.
Channel

Channeling an Orb puts it in your first empty Orb slot. If you have no empty Orb slots, your first orb is automatically  to make room.

## Cards That Channel Orbs

### General

###

* - 1 .
* - 1 .
* - 1 (2)  whenever taking unblocked attack damage.
* - 1  whenever you play a Power.
* - X (+1) .
* - 2 (3) .
* - 1 , 1 , 1 .

###

* - 1 .
* - 1 .
* - 1  for each enemy in combat.
* - 2 .
* - 1 , 1 , 1 .

###

* - 1 .
* - 1 .
* - 1 , 1 , 1 .

###

* - 1
* - 3

## Cards Affected By Channeled Orbs

### General

###

###

## Relics

* - At the start of each combat, Channel 1 .
* - Channel 1  at the end of the player's turn, so long as the player has an empty orb slot.
* - At the start of each combat, Channel 1 .
* - At the start of each combat, Channel 1 .
Eternal Feather

### Flavor

This feather appears to be completely indestructible. What bird does this possibly come from?

### Class

Any

Heal applies on entering, so you can Rest less often.

The feather is one of the Awakened One's.

## Update History

* Patch V2.0: The Watcher
	+ Eternal Feather relic rarity changed from Boss -> Uncommon.
* Weekly Patch 53: Blizzard
	+ Updated relic asset for Eternal Feather.
* Weekly Patch 51: Recursion
	+ Removed extra space on flavor description for Eternal Feather.
* Weekly Patch 34: Malaise
	+ Eternal Feather relic buff: 2 -> 3 HP per 5 cards.
* Weekly Patch 8: Ooh Shiny!
	+ Wording: Consistency in description for Ancient Tea Set and Eternal Feather.
* Weekly Patch 4: Full speed ahead!
	+ Eternal Feather grammatical fix.
Blue Candle

### Description

 cards can now be played. Playing a Curse will make you lose 1 HP and  the card.

### Flavor

The flame ignites when shrouded in darkness.

### Class

Any

Allows playing , similar to what  does for  but with an extra cost.

Playing a Curse does not cost any .

## Tips

* "Lose 1 HP" is not damage and will ignore . However, it can be reduced by .
* If the  is played, a new one will be added to your hand. While this means you can't escape the Necronomicurse, you can play it as many times as you want, and that interaction can be exploited in a number of ways. It allows you to take arbitrary amounts of damage in one-damage increments, triggering useful on-damage effects like  or ; each play still counts as an exhaust, so it will trigger on-exhaust effects like , , ; and each one counts as a card played, so it can trigger things like  or .

## Trivia

* This relic is a reference to the Blue Candle item from The Legend of Zelda.

## Update History

* Patch V1.1: The Dealer
	+ Fixed certain Status and Curses triggering their end of turn effects by playing them normally with Medical Kit or Blue Candle under specific circumstances.
* Weekly Patch 41: Chill
	+ The keyword 'exhausts' now shows the Exhaust hover tip (Blue Candle, etc).
* Weekly Patch 40: Forethought
	+ Blue Candle and Medical Kit wording changed to better reflect how they work with cards like Slimed.
* Weekly Patch 10: Quality of Life
	+ Fixed issue where Regret/Decay/Doubt/Burn fails to exhaust via Blue Candle and Medical Kit.
* Weekly Patch 7: Setting Up All the Things
	+ Blue Candle and Medical Kit should now work with Choke and Thousand Cuts.
* Weekly Patch 5: Happy Holidays!
	+ Blue Candle relic's flavor text typo fix.
* Weekly Patch 3: Balance Balance
	+ Strange Spoon affects cards exhausted by Medical Kit and Blue Candle now.
	+ AfterImage now works when playing Curse/Status cards via Medical Kit and Blue Candle.
Beam Cell

**Beam Cell** is a 0-cost Attack for The Defect that, notably, applies  to the target enemy. When , it deals 1 additional damage and applies  for 1 more turn.

**Beam Cell** is the only blue card that applies . Note that this doesn't affect damage done by Orbs. For an effect that increases damage done by Orbs, see .

## 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.
Augmenter

**Augmenter** is an event found exclusively in Act 2. You encounter a shady man who wants to do an experiment on you, for science.

## Options

* **[Test J.A.X]** Obtain a

* **[Become Test Subject]** Choose and  2 cards in your deck.

* **[Ingest Mutagens]** Obtain a .

## Strategy

* If your deck is about losing HP with cards (particularly Ironclad's  deck) or if you are not afraid to pay your HP for more damage (for instance, if your deck can generate a lot of  to prevent incoming damage, or if you have a steady source of ), consider choosing **[Test J.A.X]** to obtain , since it is a fairly powerful source of  that can be used repeatedly.
* from **[Ingest Mutagens]** gives you a heavy buff at the start of combat. Consider choosing this option if:
	+ You can reliably draw multi-hit attack, or multiple cheap attacks, on the first turn.
	+ You have a powerful  or Bottled Attack card.
	+ You have a  to apply  at the start of the combat.
	+ You have a reliable way to obtain  or to remove debuffs on the first turn, to negate Strength Down and retain bonus .
		- Relic such as  and  can help you with this feat.
* If you rely on setting up on the first turn without much attacking, consider avoiding **[Ingest Mutagens]** as  would become fairly useless.
* Transforming cards is best when you have  or other bad cards you would like to remove.
	+ Keep in mind that transforming a  will result in another .

## Trivia

* This event was named "J.A.X. Dealer", and has the internal name of "Drug Dealer". However, its name was changed to "Augmenter" as its effect expanded beyond giving , and probably to distance itself from the negative connotation (and possibly censorship) of the word "Dealer".

## Update History

* Weekly Patch 51: Recursion
	+ Minor text cleanup for Augmenter event.
	+ Typo fix in Augmenter event.
* Weekly Patch 46: Adrenaline
	+ Fixed punctuation in Augmenter event.
* Weekly Patch 44: Chrysalis
	+ Augmenter event transform option now allows choosing 2 cards to Transform instead of selecting 3 at random.
* Weekly Patch 40: Forethought
	+ Augmenter event no longer incorrectly upgrades transformed cards.
	+ Augmenter event will no longer give out duplicate relics on Endless mode.
* Weekly Patch 39: We Meet Again!
	+ J.A.X Dealer event reworked.
	+ J.A.X. Dealer event renamed -> Augmenter.
* Weekly Patch 21: Channel Lightning
	+ J.A.X. Dealer event's cost of J.A.X. updated 100 -> 77 Gold.
* Weekly Patch 4: Full speed ahead!
	+ Incorrectly using wavy text in JAX event fixed.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
A Note For Yourself

**A Note For Yourself** is an event that can appear in Act 1, Act 2, and Act 3. You found a card left by someone, along with a mysterious note that is supposedly written by yourself.

## Options

* **[Take and Give]** Receive a card that you had stored previously, and store a card in your deck in return.
	+ The first time the player encounters this event in their save file, it will have  stored.
* **[Ignore]** Nothing happens.

## Notes

* This event can store a card between runs, and allows the player to obtain a card from a different character.
	+ This event can be used to store cards from other classes for amazing synergies. A great example of this is  + , which is a powerful synergy rarely available otherwise.
* If you store an upgraded card, it remains upgraded when found on another run.
* On Ascension 14 or lower, the player must have beaten that Ascension level on the chosen character in order to encounter this event.
* This event cannot be encountered on Ascension level 15 or higher,
* Outside of Ascension Mode, the event can be encountered regardless of whether the player has won before.
* If a card such as  or  is stored, its damage or  is reverted to the initial value.
	+ However,  retains its upgrade level.
	+ With the *extremely* rare exception being when this event is encountered multiple times within a single run. The stored card is not reverted to its initial value in that case.
* Interestingly, the player can encounter this event in Custom Mode and store otherwise unobtainable cards such as  in the event. One could store a highly-upgraded  this way.
* Since storing a card removes it from your deck, you cannot store a card that is Bottled.
* Curses obtained from this event will not be blocked by .
* A card obtained from this event is not duplicated when using the Hoarder modifier.

## Update History

* Patch V2.0: The Watcher
	+ Fixed egg relics not upgrading card received from A Note To Yourself.
* Weekly Patch 56: The Collector
	+ Fix for crash issues with Note For Yourself event and modded cards.
* Weekly Patch 54: Loop
	+ A Note For Yourself event is now available if you aren't playing your highest ascension AND the ascension level is 14 or less.
	+ Note For Yourself event no longer crashes with modded cards.
* Weekly Patch 50: The Final Act
	+ A Note For Yourself event is now out of beta.

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