recursal/Fanatic-Fandom huggingface dataset:
Guardian's Amulet

3

**Offering.**
Apply **Sap 2** to enemy units.

**Guardian's Amulet** is a Stygian Guard  Card in Monster Train.

## Lore

*Given only to the most respected of Guardians, these amulets were used both to identify and to protect the keepers of the Titan Monuments. As the only Stygian allowed to interact directly with the Titan, these Guardians wore the amulets to shield themselves from the Titan's immense power.*

## Strategy

Sap is best when used with even more sap and it is bad in combination with dazed. Enemies that have enough sap on the top floor will not damage the pyre even when you do not have the damage to kill them.

## History

*See: Version History*

 1.1.2
Covenant Ranks

**Covenant Ranks** are unlocked progressively as the player completes a run at their current highest Covenant Rank unlocked, up to 25.

Covenant mode allows for Mastering cards, a chance to increase your Best Win Streak, and setting a Best Covenant Win for each combination of clans. As the player progresses through Covenant Ranks, a progress bar on the Covenant page in the Logbook will fill. This bar also shows your friends' unlocked Covenant Ranks alongside your progress. Winning the game on 25 unlocks the game credits and Expert Challenges.

Cards in your deck during a Covenant win, no matter which rank, will be 'Mastered' and gain a special golden frame.

## Covenant Ranks

1. Enemies are stronger. Add additional random cards to your starting deck. (DLC)  are available.
	* Major Bosses gain +1 and +200 / 600 / 1301.
	* Bosses gain +80 / 200 / 350.
	* Heavy enemies gain +15 / 20 / 30.
	* Certain support enemies gain +1 / 2.
2. Add **Deadweight** to your starting deck.
3. Major battles now have additional enemies.
4. Minor bosses have increased .
	* Bosses gain +1.
5. Minor battles now have additional enemies.
6. Add a copy of the primary clan starter card to your starting deck.
7. Some basic enemies have additional .
	* Certain heavy enemies gain +1 / 2.
	* Certain support enemies gain +1.
8. Add a copy of the allied clan starter card to your starting deck.
9. Your Pyre takes 20 damage at the start of the run.
10. Apply **Emberdrain 1** to the first unit played on the top floor each turn. (DLC) Boss power increased per .
11. Merchant re-roll costs 20% more.
12. Major bosses have increased .
	* Major Bosses gain +75 / 150 / 350.
13. Add a copy of the primary clan starter card to your starting deck.
14. Minor bosses have increased .
	* Bosses gain +10 / 20 / 40.
15. Add a copy of the allied clan starter card to your starting deck.
16. Merchant purge costs 20% more.
17. Add **Deadweight** to your starting deck.
18. Merchant goods cost 20% more.
19. Some basic enemies have additional .
	* Certain support enemies gain +2 / 3.
20. -1 on the middle floor. (DLC) The Last Divinity battle now has additional enemies.
21. Major bosses have increased .
	* Major Bosses gain +75 / 150 / 350.
22. Minor bosses have increased .
	* Bosses gain +10 / 20 / 40.
23. Heavy enemy units have increased .
	* Certain heavy enemies gain +5 / 10 / 30.
24. Your Pyre takes 20 damage at the start of the run.
25. **Seraph** has +1000. (DLC) **The Last Divinity** has +1500.

## Win streaks

Winning several times in a **Cup** (essentially a specific set of **Covenant Ranks**, see below) is called a win streak. The win streak is reset to 0, if the player loses a run or resets a run while playing a non-Mutator, non-Challenge run in that **Cup**. The best win streaks are logged inside the logbook for each **Cup**. The Best Win Streaks are divided into these four different **Cups**:

Best Win Streak Trophy

## Lore

The Covenant was forged by Herzal between Heaven and Hell, but broken by Seraph.

## History

*See: Version History*

 2.0.0
Original:
10. Friendly units on the top floor enter with **Dazed**.
20. -1 on a random floor.
Deadweight

**Unplayable.** **Unpurgeable.**

**Deadweight** is a Clanless  Blight Card in Monster Train.

## Lore

*A chunk of the Pyre now devoid of any power. It just takes up space and is a bit of an eyesore. I've been unable to remove it from the train due to its enormous size and weight.*

## Strategy

You may want to duplicate a Deadweight to buff Dante the Deceptive.

## History

*See: Version History*

 1.2.6
Crucible Collector

1

**Gorge:** Gain **Lifesteal 1.**

**Crucible Collector** is a Banner Unit of the Umbra .

## Lore

*These former wardens have left their post as an overseer of Morsel workers to become a collector of all variety of gems. They've found that ingesting the metals of the Crucible gives them strength they've never known otherwise. The rest of the Umbra Shroud, however, does not seem to appreciate their newfound independence as much as I do.*

## Strategy

Crucible Collector is one of the strongest lategame tank options in the game. With sufficient morsel support, it can be virtually invincible, tanking as many turns as it has Lifesteal charges. The biggest issue is making sure it doesn't die. In a pinch, you can place disposable units in front of it or give it Damage Shield to help it survive the early turns of a battle.

The card is considerably weaker against Seraph the Patient, who applies Melee Weakness to the front unit and deploys high- minions, often resulting in the front unit taking a large (80+) amount of damage before getting to attack. If Seraph the Patient is your boss, consider using Crucible Warden instead, whose ability to get Damage Shield is much more effective against him.

Frenzystone is not recommended on **Crucible Collector** as this will cause it to lose 2 stacks of Lifesteal per turn, hurting its longevity significantly.
Forced Contamination

0

**Extract 3**.
Apply **Melee Weakness 3**.

**Forced Contamination** is a Wurmkin  Card in Monster Train.

## Lore

*The Echoes’ hunger for souls is what ultimately led to my discovery of this place. Their appetite had grown beyond the souls that were lured below so the Echoes had begun to extend their powers to the surface, leeching souls directly from those that would choose to wander the Bogs.*
Harness the Titan

1

Apply +5 **Magic Power** to spells in hand.

**Harness the Titan** is a Stygian Guard  Card in Monster Train.

## Lore

*“When the Titan whose name has been sealed is released again, the Sea shall be illuminated with its awesome power.” - Tethys Titansbane's account of the Titan's return to our defense.*

## Strategy

Magic Power works best in combination with attuned spells and when enemies have spell weakness.
Ancient Resonance

2

Deal 5 damage to enemy units per .

**Ancient Resonance** is a Wurmkin  Card in Monster Train.

## Lore

*I could not Judge anymore, the simple scale laid out by the Divines too reductive for my beliefs. Souls are complicated, morally ambiguous beings. Hell and Heaven aren’t that different, each one having its faults, but also having its wonderful beauties. I am not proud of what I did, nor what came after. The only solace is that, at the time, I believed it to be right, and without that conviction we are all lost. Though, I doubt Seraph will see it the same way.*
Clergyman

**Rage 2.**

###

All
1
1

**Multistrike 1.** **Rage 2.**

###

All
3x2
5

**Clergyman** is an Enemy and a Disciple in Monster Train.

They appear in Mark of Invasion trials in Rings 1 and 2, as well as the following combats:

* The Gathered Clergy
* Disciple Conduits
* Daedalus, the Professor: Explosive Sigil
* Daedalus, the Professor: Double Barrel
* Talos, the Architect: Empowering Offense
* Talos, the Architect: Soul Sucker
* (DLC) The Last Divinity: Divine Intervention

## Lore

*Disciple in training. They've heeded the cal to invade our lands, and now they support Seraph and his Disciples through aggressive prayer.*
Corrupted Cloud

At end of turn, deal 4 damage to friendly units.

**Corrupted Cloud** is an Artifact in Monster Train that can be found in the Concealed Caverns, specifically the Malicka Mutator event. After two combats, it can be replaced with the Vial of Tears.

## Lore

*One bored evening I asked myself, “What would happen if the rain was poison?” So I made the rain poison. Then Bogwurm threatened to eat me. Horrifying, but worth it.*
Apex Imp

1

**Armored:** Gain **Rage** equal to gained **Armor**.
**Summon:** Gain **Armor 5**.

**Apex Imp** is a Banner Unit of the Hellhorned .

## Lore

*As I have recorded at great length, the cycling of Imps to Demons and back again is an often observed phenomenon. Their existence in a sort of “transition state,” however, is rarely seen. These Imps, almost Demons, exhibit reserved behavior and a sort of misplaced confidence that I’ve only seen in human adolescents on their way to adulthood. I can understand the Hellhorned’s hesitance to make these Imps known...*

## Strategy

Tanking with Apex Imp and using any Armor strategy can be really good, be it using spells, Steelworker or Welder Helper, further any Rage synergies are very good as well. Imperialist Shardtail Queen is NOT recommended with Apex Imp, as unlike other Imps, Apex Imp wants to stay on the field for a long time and build up to massive amounts of Armor and Rage, not spawned in for its Summon effect then get killed after that, but Imperialist Shardtail Queen will just sacrifice Apex Imp anyways since it still counts as an Imp, letting all that built-up Armor and Rage go to waste.

### Suggested Unit Essences (The Last Divinity (DLC) only)

Any Unit Essence that provides Armor is great, such as Railbeater, Steelworker, Welder Helper, Guard of the Unnamed, Guardian Stone, and Shardsoul Carver.
Since Apex Imp will be your main damage dealer, it also works well with units who provide Multistrike, such as Horned Warrior, Animus of Will, and Dante the Deceptive. Other units that provide Multistrike such as Eel Gorgon, Alloyed Construct, and Draff are situationally useful if you have other cards and/or Artifacts to support Apex Imp.
Forever Flame

Units cost -2.

**Forever Flame** is a Clanless  Artifact in Monster Train.

## Lore

*I can no longer remember the specifics of when I first came to Hell or called it my home. The centuries have deteriorated my mind's ability to remember. Though, through the haze, I can still feel the complete and consuming warmth of the Pyre.*

## Strategy

Forever Flame gives units -2, making them much easier to play alongside spells. It is a strong relic that is always worth considering when offered - unlike spells, it isn't easy to reduce unit Ember costs otherwise.

This allow you to more easily play units that are otherwise too difficult to play like Demon Fiend, Lodestone Totem, Shadowsiege, or First of Kin. Even without units like those, this Artifact will make many decks more consistent, as they can spend their  on spells on early turns.

This artifact is very nice with Emberdrain-heavy strategies too, allowing you to play units even after you've accumulated several stacks of it, by reducing unit costs to 0.
Engraft

1

Restore 1 health.
Gain 1. Draw +1 next turn.

**Engraft** is an Awoken  Card in Monster Train.

## Lore

*When in a dangerous situation, the Awoken sometimes cannot afford the time it takes to regrow limbs. While less effective, they will splice together severed appendages in favor of speed, but in my experience the binding does not last long.*
Champions

Your **Champion** is a card in your Starter Deck determined by the Primary Clan you choose before a run.

You will always draw your champion on the first turn of a Battle.

You cannot permanently duplicate your champion, and the only way to upgrade them is through the Dark Forge event found during Limbo, The Waxen Arches and Scorched Plains Rings.

## Champions

**Base Champions**

Hornbreaker Prince
HellhornedThe Sentient
AwokenTethys Titansbane
Stygian GuardPenumbra
UmbraRector Flicker
Melting RemnantSpine Chief
(DLC) Wurmkin
**Exiled Champions**

Shardtail Queen
HellhornedWyldenten
AwokenSolgard the Martyr
Stygian GuardPrimordium
UmbraLittle Fade
Melting RemnantEchowright
(DLC) Wurmkin
## History

*See Version History*

The five Base Clan exiled Champions were added in the Friends and Foes (1.2) Update and the two Wurmkin Champions were included as part of the Last Divinity in 2.0
Capricious Reflection

Cards in reward packs and unit banners come with a random upgrade.

**Capricious Reflection** is a Clanless  Artifact in Monster Train.

## Lore

*Waters touched by fragments of the lost Divinities show us reflections of another world. A world where the Divine Mother governed over the creation of life and the responsibility of death. Given the purview of her powers, it follows that her destruction created the many immortal beings of Heaven and Hell and led to our current predicament.*

## Strategy

**Capricious Reflection** gives all drafts an upgrade, saving you lots of Gold over the course of a run, allowing you to visit fewer Merchants, and letting you draft more cards, as doing so does not dilute your deck's upgrade density.

You will need to be flexible as to what strategy you use to use this Artifact to its full potential, as it can effectively reduce your card choices by offering cards with upgrades that don't make sense, such as as Bounty Stalker with a Runestone.

If obtained early in a run, **Capricious Reflection** allows you to have a bigger deck than other runs, since it gives you one upgrade per card you add, and you will be offered several spells with a Keepstone upgrade, letting your deck have a focus despite its larger size. This also means you will likely want to plan on taking Herzal's Compound after Ring 3 and 6, since Holdover spells can otherwise limit your ability to cycle through the deck.

**Capricious Reflection** is occasionally taken if no substantially superior alternative is offered. Its upside in offering powerful upgrades for free (Multistrike on core units, Doublestack on utility spells) may outweigh its downside of non-optimal upgrades. Beyond Ring 4, however, the artifact is typically skipped, as one typically devises a mainline strategy by that point in the game. The upgrades that Reflection may offer from then on are either inconsequential or negative. Generally, **Capricious Reflection,** if taken early, sculpts a run through its upgrade distribution, causing players to lean towards units and spells with favorable upgrades. Beyond a certain point, however, the artifact provides negligible value or can complicate card drafts negatively. ￼

### Additional Information

**Capricious Reflection** can only apply legal, meaningful upgrades to cards. This means that some cards that have few such upgrades, like Preserve (which can only be given a Keepstone) will tend to have the same upgrades.

**Capricious Reflection** can apply clan-specific upgrades to units even if you are not playing that clan - e.g. you may see a Horned Warrior with a Spikestone even if you are playing Hellhorned/Stygian.
Custom Challenge

**Custom Challenges** or **Community Challenges** are a game mode for Monster Train.

## Community Challenges

Once opening Community Challenges, the player is greeted with a choice of playing a custom challenge from the following categories:

* Featured by the Devs: A challenge hand picked by the Devs.
* Most Popular: The 3 Challenges with the most registered scores.
* Highest Scores: The 3 challenges with the highest overall scores.
* Most Difficult: The 3 challenges with the lowest overall scores.
* Discover Something New: 3 Random Challenges.

## Creating Challenges

Once creating a challenge, the player can choose a primary clan, allied clan, up to 3 Mutators, Covenant Rank and Hell Rush Option. Once the challenge is created a 3 Word phrase is created that uniquely describes a challenge.

The Hell Rush Options are: Off, Fast Timer, Normal Timer, Slow Timer, Slower Timer

## Joining Challenges

On the Community Challenges Screen a 3 Word phrase can be entered that uniquely describes a challenge created by another player.

## Tips

For getting high scores, it is important to understand the Scoring Mechanic.
Pifagor570

Создав свою базу и развившись, игрок начал путешествовать по миру и искать кланы, игроков и постройки, чтобы внести информацию в свою книгу под названием "История Всего".

## Деятельность

В объединениях:

Гвардия Золота - Помогал выбираться игрокам со спавна

Чёрный Лотос - Помогал строить магистрали от спавна

Орден Огня - Помогал с постройкой аванпоста

Асгард - Помогал с ресурсами

Юнити - Нет примечательной деятельности

Игрок находил магистрали, базы и аванпосты разных игроков и кланов, говорят, он даже некоторое время жил в Великом Париже.

Путешествуя, он оставляет подсказки о местонахождении своей базы, чтобы её нашли лучшие и остались там жить, т. к. она задумывалась как город. Pifagor презирает донатеров из-за того, что они считают себя важнее других и им легче играть потому, что можно задонатить на вещи.

На сегодняшний момент никто не знает, нашли его базу или нет, но история Pifagor`a продолжается...
Grovel

2

Apply **Damage Shield 1.** Add 2 uncommon or rare Morsel units to your hand.

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

## Lore

*Some errant Morsels, in an effort to please the Wardens, will offer their valuable jewels to try and get in their good graces. This behavior has been noted for future bribes that occur within the Boneshaker.*
Echo Snare

0

**Consume.**
Apply **Reap 2** to enemy units.

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

## Lore

*The tunnels below the Bogwurm are some of the best protected I’ve ever encountered. Should intruders somehow stumble upon the underground clan, Echoes act as natural guardians. Given the time I’ve been unaware of this place, I suspect that these “intruders” rarely stumble upon it on their own and are lured into these snares instead.*

## History

*See: Version History*

Echo Snare was called *Shard Trap* in the limited Beta release of 2.0 and applied only 1 Reap, but did not have consume.
Disciple Conduits

*"Conduits use their knowledge of your train to ascend more quickly than other Disciples. Take them out before they reach your Pyre."*
— Combat Description

**Disciple Conduits** is a combat that can appear in Ring 2. It is the earliest possible combat to feature Haste.

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

 4

The Ring 2 Boss can be either The Steel Slate, Highpriest to the Light, or the Last Knight of the Disciples, regardless of the combat.

## Strategies

* With Clergyman starting with rage and doing a lot of damage on lower floors, it is generally advised to play units on higher floors.
* As Conduit Infiltrators grant haste, it is important to either kill them on the first floor or not set up on the middle floor. Important to note is that when you kill a Conduit Infiltrator in one wave it is advised to kill also on subsequent waves, so as not to allow waves from the middle floor and bottom floor to combine on the top floor.
Boon of the Blacksmith

Your Pyre gets +15.

**Boon of the Blacksmith** is a Clanless  Artifact in Monster Train.

## Lore

*These Pyre circlets were gifted by the Winged to commemorate the binding of the Covenant. Now that the Covenant has broken, it is only fair that I pass them on to the Champions of Hell.*

## Strategy

Boon of the Blacksmith gives your Pyre +15, letting it kill Heavy-class enemies in fewer hits (the Pyre already kills all Support-class enemies in 1 hit).

Overall, this Artifact is useful, but isn't particularly special. Early in the game, it can help you avoid taking too much Pyre damage if you struggle to deal enough damage to Heavy-class enemies.
ENIGMA

**ENIGMA** был одним из самых мощных кланов на сервере в первый месяц работы. Многие новички и молодые объедения ненавидели и ненавидят их, некоторые восхваляют и многие хотели попасть в клан. Сделали огромный вклад в историю сервера.

## История

Первым врагом ENIGMA стал клан Гильдия в союзе с Erebor. По итогу войны клан Гильдия развалился, а участники вступили в ENIGMA и FEIQ.

После этих событий разразилась война между FEIQ и ENIGMA, но она закончилась мирным договором, так как на горизонте образовался общий враг - клан PornHub. По словам III\_INVALID\_III, союз был заключён из-за того, что участники PornHub'а играли "максимально токсично. кристаллами и т.д." (имеется в виду PVP).

Но уже 5 апреля 2020 союз распался. По словам III\_INVALID\_III, FEIQ предали Энигму[*нужно подтверждение*].

Клан ENIGMA и его союзники использовали дюп (из-за багов сервера), а также пользуются читами. Данный клан причастен к нескольким падениям, которые проходили, скорее всего, только по ночам с помощью **Лаг машины AlphaX**. Как известно, ложить сервер их научил игрок Ivn7082, бывший участник клана Erebor.

Данный клан пережил больше 15 сливов координат своих баз. Самый известный слив на координатах x+, z+.

Большинство игроков клана покинули сервер. Лидер объясняет это тем, что LattyCraft не настоящая анархия из-за добавления /shop, и смысла играть тут нет. С таким мнением согласны многие олдфаг игроки LattyCraft, и поэтому перешли на созданный Энигмой сервер, который имеет около 50 онлайна (количество активных игроков не известно).

### Заключение по истории

Период жестокого царствования ENIGMA можно характеризовать временем хаоса: клан задюпал много вещей, провёл десятки падений TPS, держал спавн постоянно в беспорядочном ужасе (многие игроки могли ступить на эти земли только тогда, когда члены кланы Энигмы не были онлайн). Бесспорно, это один из самых влиятельных кланов в начале истории сервера. Жаль, что об этом узнают только читатели данного вики.

После ухода клана, а также многих игроков по всем известной причине, на сервере наступил период "мира" - спавн выровняли, многие кланы (выходцы из FEIQ и Энигмы) стали союзниками и взяли под контроль спавн, создав ферму новичков с помощью порталов в ад. В аду возобновились строительство магистралей, только теперь из обсидиана.

## Хронология

* **29.03.2020** - был создан союз Legion Of Pain, основная цель которого - уничтожение ENIGMA.
* **30.03.2020** - база Энигмы была атакована 4 людьми из Культа Чикибамбони. Атака была успешно отражена.
* **04.04.2020** - база Энигмы была атакована 7 людьми из объединения, созданного Softik`oм (Узнал координаты базы, выполнив вход на аккаунт \_Horizon\_z\_d). Энигма сожгла свою базу и приняла поражение.
* **05.04.2020** - распад союза с FEIQ

* **06.04.2020** - временный союз с Легионом, созданный для противостояния обновления /shop

* **19.04.2020** - Энигма ушла с сервера, на SuolAnarchy
Hoarfrost Effigy

3

Transfer all **Frostbite** on this floor to a unit, then double the amount of **Frostbite.**

**Hoarfrost Effigy** is a Stygian Guard  Card in Monster Train.

## Lore

*Even before the freeze, the granite monuments of the Titan dotting the sea were cold structures. Now they’ve become permanently frozen fixtures of the seascape, ominous presences easily recognizable by their sharp profiles.*

## Strategy

Hoarfrost Effigy is one of the cards that has the potential to kill Seraph in flight. Doubling Frostbite can be extremely powerful. Be careful against Seraph the Chaste

## History

*See: Version History*

 1.1.2
Clipped Conduit

**Haste 1.**
**Enchant:** Grant **Haste.**

###

All
1
1

**Damage Shield 1.** **Haste.**
**Enchant:** Grant **Haste.**

###

All
10
5

**Clipped Conduit** is an Enemy and a Clipped in Monster Train.

It appears in only 1 combat, that being Clipped Infiltration.

## Lore

*Rarely have those above benefited from the knowledge of those beneath them, but the invention of Conduit armor was widely adopted among the Clipped when Fel saw the power of my invention.*
Hell Rush

**Hell Rush** is a timed Game Mode and Custom Challenge Setting in Monster Train.

## Game mode

The game mode Hell Rush can be accessed thru the Challenges Window. In this mode, a random seed in Covenant Rank 1 is created with Random Primary and Secondary Clans. Once the game is entered, up to 8 players are automatically matched with each other. Once 2 or more players are inside the game, a 60 second countdown starts to initiated the game start.

In every Ring the players are under a time limit to visit Overworld Events as well as finish the battle. Once the time limit is up, the battles are continued but do not allow any more player's input.

Once two or more players defeated Seraph or all players except one player have been defeated and that remaining player has a higher score than the dead players, the game ends and the player with the highest score is declared the winner.

## Custom Challenge Setting

Hell Rush is also a setting in Custom Challenge. For Custom Challenges, the clans can be selected, Mutators can be chosen and a speed for Hell Rush can be chosen as well. The available Game Speeds are: Off, Fast, Normal, Slow, Slower

## The Last Divinity (DLC)

In The Last Divinity (DLC) all players will be forced to face The Last Divinity in The Last Divinity: Divine Intervention regardless of how many Pact Shards were collected. As such, The Last Divinity will have to be faced even in a Custom Hell Rush on Covenant 0. As is the case with all other rings, the game can still end prematurely if all players except one player die and the last surviving player has a higher score than all dead players.

## Time Limits

Hell Rush
 Normal Timer
 Slow Timer
 Slower Timer

Note: *Slower Timer* is not available on the Switch Version of the game.

## Unlocks

Playing Hell Rush does not unlock any single player progress, such as unlocking cards or clans. Winning Hell Rush 5 times however unlocks a Card Frame. This can also be done using the Custom Challenge Hell Rush mode.

## Tips

To help with the time constraints it is advised to play in the highest game speed. Further, players should keep in mind that some play styles can take a lot longer than others. While heavy incant decks for example can lead to a very easy win in regular play, it can be dangerous to use the same strategy in a time limited game. To get a high score, usual scoring rules apply and thus tips from Custom Challenge and Daily Challenge apply as well. For more info, see Scoring
Fledgling Imp

1

**Summon:** Apply **Rage 5** to friendly units.

**Fledgling Imp** is a Hellhorned  Card in Monster Train.

## Lore

*These impish Hellhorned have just molted into their new forms, as evidenced by their tiny wings and heavy tail. Their horns will continue to grow with each molting cycle, as well as their love of their volcanic homelands.*

## Strategy

Like most imps, Fledgling Imp is a low-cost, high-impact card that relies heavily on its Summon ability. It has natural synergies with cards like Imp-portant Work or Imp-olate that let you get additional value out of it after it is summoned. Fledgling Imp is one of the few sources of floor-wide **Rage** generation, making it a great addition to any **Rage** deck. Cards like Deranged Brute or Last Stand, alongside artifacts like Resonant Shard or Collection of Tails that increase the effectiveness of **Rage**, will amplify the power of Fledgling Imp.

## History

*See: Version History*

 2.0.0
Guard of the Unnamed

1

**Incant:** Gain **Armor 3.**

**Guard of the Unnamed** is a Banner Unit of the Stygian Guard .

## Lore

*Original captors and protectors of the Titan, these Sirens have existed almost since the creation of the sea itself. They were the first to follow Tethys in recognizing the importance of the Titan’s survival and that its imprisonment would be the only way to ensure it.*
Ember

**Ember** () is the resource used to play units and spells. At the start of each turn, your Ember is fully restored.

Each card has a corresponding Ember cost found on the top-left of the card (usually around 1-3, but cards such as the Consumer of Crowns cost 10). Some cards, such as the Automatic Railspike, cost . Playing these cards will consume all your remaining Ember (even if you have none) and their effects vary depending on how much Ember was consumed.

Each run starts with **3** base Ember, which can be increased with Artifacts such as Fel's Remorse. Cards such as Pyre Chomper can generate temporary Ember, while cards like Engine Upgrade can generate more Ember per turn for the rest of the battle.

The maximum you can have at any one time is 99.
Barbed Disciples

*"These spiked foes will make direct attacks more painful. Using spells from afar will let you fight without sacrificing your units."*
— Combat Description

**Barbed Disciples** is a combat that can appear in Ring 2. It is the only combat to feature Conduit Redirectors.

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

 4

The Ring 2 Boss can be either The Steel Slate, Highpriest to the Light, or the Last Knight of the Disciples, regardless of the combat.
Fracture

1

Apply **Reap 2.**

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

## Lore

*The glowing crystals found throughout the tunnels below — Echoes as the Wurmkin call them — hold a dormant power. This power is ancient, to be sure, but strangely familiar. Yet, the more I walk these musty tunnels, the more I begin to feel these Echoes stir.*

## History

*See: Version History*

In the public Beta before release of The Last Divinity (DLC), the card was known as **Sharded**.
Sprite

Mari's Kernelsprite

Sprites (also known as Kernelsprites) are the ghostly guides of the players of SBARB. As Kernelsprites, they take the shape of a four point star (one of the two icons of SBARB) constantly rotating and flashing colors. As sprites, they take the shape of whatever they are prototyped as.

## Mari's Sprite

Mari's Sprite, also known as Harlequinsprite and Enderquinsprite, is the first sprite prototyped in the session, Tier One Prototyped with Mari's Harlequin Doll, Tier Two with The Enderfriend.

## Tord's Sprite

Tord's Sprite, also known as Linksprite and (Tord)sprite, is the second sprite prototyped in the session, Tier One Prototyped with Tord's Legend of Zelda poster, Tier Two with a picture of Tord from Eddsworld.

## Scott's Sprite

(Main Article = Doomed Timeline Scott )

Scott's Sprite, also known as Mortensprite, Kronossprite, and Scottsprite, is the third sprite prototyped in the session. First with Scott's A-ha poster, which became a rejected prototype, then Tier One Prototyped with the Kronos Snowglobe, Tier Two with Doomed Timeline Scott.

## Izzi's Sprite

Izzi's Sprite, also known as Martysprite and Mr.Martysprite, is the fourth sprite prototyped in the session. Tier One Prototyped with Izzi's pet bird Marty, Tier Two with Izzi's Mr. Gentleman plushie.

LinkspriteKronosspriteMortenspriteMartyspriteHarlequinnsprite
History of the World

+3 on a random floor.

**History of the World** is an Artifact in Monster Train that can be found in the Concealed Caverns.

## Lore

*This book shall provide a detailed recollection of my time in Heaven and Hell in my pursuit of the Rail of the Covenant and the brokering of a lasting peace to save our two realms. Should I fail, look here to learn from those who’ve come before.*
Blank Pages

At start of turn, if you do not have a **Champion** in your hand, add a random one to your hand.

### Source

Let's give 'em Hell.

**Blank Pages** is an Artifact in Monster Train that can be found in the Concealed Caverns.

The champions added will be upgraded fully to rank 3 on one random path.

## Lore

*Times are changing. Divinities are making rules while we keep trying to save our own skins. Well, not anymore. There’s more souls out there who can help us, there’s got to be. And it’s about time someone set out to find them. So, I guess, this is where I’ll try and record that search. I’ll bet old Herzal’s turning in his ice at the thought. Don’t worry, I fail like the best of ‘em.*
Forever Consumed

X

Deal 30 damage to the front enemy unit.

**Forever Consumed** is an Umbra  Card in Monster Train.

## Lore

*Of a collective mind, the massive Umbra Shroud can wreak devastating damage upon the unfortunate soul who has been targeted by its wrath. On the one occasion I was witness to such an event, I was unable to return to the Crucible for months, afraid of the slightest chance it could happen to me.*
Alpha Fiend

2

**Strike:** +5.

**Alpha Fiend** is a Banner Unit of the Hellhorned

## Lore

*These ancient demons of the Hellhorned live a reclusive life on the edge of the Scorched Plains. Their isolated existence has made them even more difficult to communicate with, but they seem to understand the peril their clan is in since they've joined me on this perilous journey.*

## Strategy

**Alpha Fiend** really wants **Multistrike**. Grrgh's Goad, Onehorn's Tome, or the Strike Hard mutator are extremely partners for **Alpha Fiend**.

### Pacts & Unit Essence

Although its decent stats are not reflected by its unit essence, its most notable feature, the attack gain on strike, retains its full potency in unit essence form. Given this, the fact multistrike is almost always the best way to capitalize on this ability, and that all multistrike essences come with some kind of negative consequence, it's generally best to sacrifice Alpha Fiend into another unit rather than the other way around, provided you can keep the unit in question alive. Units that have more than one stack of multistrike like Animus of Will or Dante the Deceptive are ideal to stack up and capitalize on this bonus. Legion of Wax also benefits nicely, though the size increase can be a problem, especially when it starts splitting. If the above are not viable options, units with sweep can also capitalize on the bonus nicely.

## History

*See: Version History*

 1.1.2
Cuttlehex

1

**End of Turn:** Apply **Frozen** to a random card in your hand.

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

## Lore

*Together with the Cold Sirens, these Stygian were amongst the first to embrace the freeze, becoming crucial in the Ring’s survival post-Armageddon and our mounting resistance.*

## History

*See: Version History*

 1.3.0
Furnace Tap

2

**Consume.**
Apply **Multistrike 1.** Apply **Emberdrain 4.**

**Furnace Tap** is an Umbra  Card in Monster Train. It is a consumable spell in the Umbra clan.

## Lore

*Much to my dismay, the Umbra are able to withstand the heat output from the furnaces on the Boneshaker, allowing them to commune with its power and use it for themselves - at the cost of energy to the train.*

## Strategy

**Furnace Tap** is very powerful, but its Emberdrain 4 debuff will cripple you for future turns, realistically letting you play just 0 spells on future turns, unless the unit **Furnace Tap** was applied to dies.

Perils of Production has incredible synergy with this card. On turns after you play this card, if you draw Perils of Production, you can play Perils of Production after Emberdrain has drained your  and get 3 to play other cards - since Emberdrain cannot give you negative , this will work no matter how much Emberdrain you accumulate on your units. The fact that Perils of Production's Rage goes well with Multistrike increases their synergy all the more.

## History

*See: Version History*

 1.1.2
 1.3.0
Hope for Peace

Spells with **Purge** have **Consume** instead.

**Hope for Peace** is an Artifact in Monster Train that can be found in the Concealed Caverns.

## Lore

*As elusive as their name, these bright flowers bloom briefly in the cracked soil of the Scorched Plains, quickly smothered by the harsh environment.*

## Strategy

As the Armageddon Battlefield event can only happen in the first Concealed Caverns event in the game, you will know quite early on in a run that you will eventually get Hope for Peace. This knowledge can be useful when considering choices that may appear later on in the game.

If you see the Nexus Spike events, it can be useful to use Unhinged Power to copy a card 3 times and only give it consume instead of purge. Further this means that a expensive card becomes 0. Similarly Spell Railspike can be very good.

Cursed Vines gives a purge spell every turn, which means that with Hope for Peace, Etch strategies can work out quite well.

## History

*See: Version History*

 1.2.5
 1.2.6
 2.0.1
Guild Marker

Merchant costs are reduced by 25%.

**Guild Marker** is a Clanless  Artifact in Monster Train.

## Lore

*Despite my several attempts to win the support of the furry traders, the merchants of Hell have decided to stay neutral. Finally, after much pestering, they allowed me into their guild. That hasn’t stopped them from wringing me of any spare coin.*

## Strategy

Guild Marker reduces Merchant costs by 25%, effectively giving you 1/3 of the  that you currently have plus boosting the rewards you earn later by 4/3.

It's automatically worth buying at a Merchant of Trinkets if you have more than 4 times its value in , and will eventually become worth it if you will eventually, after buying it, earn 4 times its cost (including the remaining  you have after buying it).

If offered early in the run, it's a pretty good Artifact if you can deal with the fact that it doesn't give you any immediate value, as it will end up paying off by the end of the run.
Gem Trove

4

Apply **Damage Shield 1** to friendly units. Add 3 uncommon or rare Morsel units to your hand.

**Gem Trove** is an Umbra  Card in Monster Train.

## Lore

*It is said that the Crucible was formed when the Pyre first ignited, molding and melting the nearby ground to create endless, winding caverns. The Umbra have done their best to direct me through these tunnels, but the maze of caves has still been enough to trap me for days at a time.*
Icy Cilophyte

1

**Sweep.**
**Strike:** Apply **Spell Weakness 1** to the attacked unit.

**Icy Cilophyte** is a Banner Unit of the Stygian Guard .

## Lore

*Even further communion with the ice has allowed these Sirens to master its freezing nature. This leads me to believe that the Stygian may be the only clan that has benefited from the Freeze.*

## History

*See: Version History*

 1.1.2
Echo Seedling

The first time each battle a card with **Consume** is played, add 2 copies to hand.

### Type

Wurmkin

**Echo Seedling** is an Artifact of the Wurmkin  in Monster Train.

## Lore

*One more recent Wurmkin experiment has been to propagate an Echo's stored knowledge. This involves taking a small shard of a source and placing it into a shallow plate of water. Some amount of knowledge is maintained in the newly formed crystal, but not yet enough to make the process widely adopted.*
Golden Vault

As long as you have at least 25, lose 25 when you take Pyre damage in combat instead of taking damage.

### Type

Clanless

**Golden Vault** is a Clanless  Artifact in Monster Train.

## Lore

*We amassed what small gold we had over time, all of it plundered from the rarely-defeated Heavenly forces in hopes of stifling their war funding. Given the great wealth of Heaven, however, I don’t imagine they even noticed. It’s funny how quickly the afraid will empty their pockets in the off chance of retaining some control of their sanity.*

## Strategy

Golden Vault forces you to lose 25 instead of losing (any amount of) Pyre health in combat.

It can occasionally be an interesting Artifact with other Pyre-enhancing relics such as Boon of the Blacksmith, Vapor Funnel, and especially Heaven's Gold, letting the Pyre itself be a part of your strategy, provided you amass enough . It can also be a pretty nice pickup when a player tries to maximize Score, such as in Custom Challenge or Hell Rush mode, allowing you to maximize your score without worrying about a missed detail costing you points.

However, Golden Vault should usually be forgone in favor of a different Artifact or even skipped for 25 in many cases, as in general you want to be spending your  to prevent your Pyre from taking damage in the first place rather than having it stop damage once it occurs, and there are several ways of doing that.
Crushing Demise

1

Kill a random non-boss enemy unit.
Kill a random friendly unit.

**Crushing Demise** is a Melting Remnant  Card in Monster Train.

## Lore

*A hazard of guttering at a Votive House is the melding together of various Waxers into a massive, uncontrollable boulder that will kill anything it its path.*

## Strategy

Crushing Demise can be used on floors with no friendly units. Crushing Demise can kill the mini-bosses appearing in The Last Divinity: Divine Intervention.

## History

*See: Version History*

 1.4.0
Dun Echo

One additional card in each draft pack will be **Infused**.

**Dun Echo** is an Artifact of the Wurmkin  in Monster Train.

## Lore

*An Echo with no knowledge is just another piece of rock. At least, that’s what the Wurmkin would have you believe. The way they toss around empty Echoes, their knowledge retrieved, makes me wonder if their so-called reverence for knowledge has been emphasized for their own egos.*
Highpriest to the Light

**Relentless.** **Sweep.**

###

0
5
90

1
5
170

4
6
170

14
6
180

22
6
190

## Pact Shard Upgrade (DLC)

+5 (every 7),
 gain 1 **Spell Shield** (every 20),
 (Cov 10-25): +1, +5 (every 25)

**Sweep.**
**Extinguish:** Add a **Vengeful Shard** to the top of your draw pile.

###

10 (4?)
?
?

25
6
340

## Pact Shard Upgrade (DLC)

+5 (every 7),
 gain 1 **Spell Shield** (every 36),
 (Cov 10-25): +1, +35 (every 30)

**Highpriest to the Light** is a Boss and a Disciple in Monster Train, that may appear on Ring 2.

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

## Lore

*Only a select few Disciple Priests have ever been admitted into Seraph's retinue. Ever eager to be the only one with Seraph's ear, the Highpriest discredited the others through well-placed lies or, in some cases, untimely deaths.*

### Battle Quotes

* *You stop here.*
* *For Master Seraph and the Winged!*
* *Turn back now.*
* *Leave so we can finish our work here.*
* *The Master will appreciate our victory.*
* *For my Master!*
* *This is the end for you.*
* *How can you live in this wretched place?*
* *Hell is no more!*
* *We are steadfast in our calling.*
Combustible Wax

Grant +3 stacks of **Burnout** each time it is applied.

**Combustible Wax** is an Artifact of the Melting Remnant  in Monster Train.

## Lore

*Created for more urgent circumstances, the Wickless granted me this bomb for an emergency supply of wax on detonation. Having no need for it, I ended up giving it to the Waxers to increase their chances of survival.*

## History

*See: Version History*

 1.0.10
Chain of Gems

Apply **Damage Shield 2** to the first friendly unit summoned each turn.

**Chain of Gems** is an Artifact of the Umbra  in Monster Train.

## Lore

*I constructed this as a gift to Penumbra for his help with the Covenant. The necklace is made out of the finest gems found in the Crucible. For whatever reason, Penumbra tossed it aside, perhaps considering it too gaudy.*
Crucible Warden

1

**Gorge:** Gain **Damage Shield 1.**

**Crucible Warden** is a Banner Unit of the Umbra . It has a Gorge ability, meaning it can be used as a front line unit that consumes morsels.

## Lore

*The dreaded patrols of the Crucible Mines, wandering the long pathways in search of slacking Morsels and idle researchers. Though originally a mark of their lowly status, the Void that protrudes from their shadowed torso serves as a useful guard against worker uprisings.*

## Strategy

Generally, this unit is best used as a front line tank, due to its Gorge ability. This can be coupled with units that provide more morsels, such as a Morselmaker, or attackers with low health, such as an Animus of Will.

This unit can also be used on the 2nd or 3rd floor, since it can take down units that make it past the first floor, while still being able to build up damage shields. It's considerably effective to feed it Jeweler or Magma Morsels, due to their Eaten abilities providing Damage Shields or extra attack power respectively.

## History

*See: Version History*

 1.1.2
Energy Siphon

0

Apply **Spell Weakness 1** to an enemy unit.

**Energy Siphon** is a Stygian Guard  Card in Monster Train.

## Lore

*Lodestones require direct operation to absorb the energy gained from any living beings around them. Through mechanisms I've not been able to understand, the energy retrieved is many times the source's power.*
Bog Chrysalis

1

**Shell 5**.
**Hatch:** Summon 2 **Bog Fly** units.

**Bog Chrysalis** is a Banner Unit of the Wurmkin . It has **Shell** 5, and summons 2 Bog Flies when all **Shell** is removed. These bog flies inherit all upgrades and stat changes applied to the original egg.

## Lore

*The Wurmkin do not breed. At least, not anymore. Upon their decision to remain hidden, they created thousands of eggs, ready to hatch on command, eschewing the need for further reproduction. What a shame.*

## Strategy

Bog Chrysalis is an egg that hatches into two Bog Flies after it hatches that inherit the egg's stat changes and upgrades, effectively acting as two units in one. Since all upgrades and stat changes are applied to both bog flies after the egg hatches, their value is effectively doubled.

However, the above relies on one being able to actually hatch the egg. Thus, one needs to be able to remove 5 **Shell** while protecting the egg with 1 at base. Hardened Hull helps directly in both tasks.

Bog Chrysalis fits very well behind Infector Spine Chief. The Infector's **Strike** ability generates charged echoes which not only helps to hatch the egg, but after that will also power up the Bog Flies' attack. Especially against the boss's relentless, if the chief can survive a few turns, the flies' attack will be supercharged to a very high level.

Bog Chrysalis also works very well behind Corruptor Spine Chief. The Hatched Bog Flies represent 2 more attacks for the Chief to buff, and upgrading the Chrysalis' with Multstrike increases the attacks to 4, since the upgrade applies to both hatched units. Since the Bog Flies also scale with echoes themselves, they can scale their attacks to game winning levels.

## Suggested Upgrades

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

Since all upgrades, including Unit Essences, pass down to the hatched units, Infusions with **Summon** effects happen 3 times total after the egg is hatched, and scaling effects happen to 2 units after hatching. Since **Hatch** effects kill the egg unit, **Extinguish** also trigger when the Chrysalis hatches. However, do note that Status Effects applied after the Chrysalis is placed do not pass down, and anything including stat changes on the hatched units do not affect the egg itself.

For example, Bounty Stalker's essence's effect only applies its permanent  when the Egg dies or Hatches, and not when the Bog Flies die. (The **Extinguish** ability on the flies fizzles to no benefit, they being **Cardless** units.) However, the bog flies still benefit from the permanent attack when the egg hatches.

For another example, Welder Helper's essence on Bog Chrysalis allows the **Summon** ability to be triggered by both the egg and each fly, adding 10 **Armor** to the floor when the egg is summoned, and adding 20 more **Armor** to the floor when the egg hatches. However, the 10 **Armor** applied to the egg itself is not passed down. (The hatched flies get their own 10 **Armor** from inheriting the essence, so they end up with 30 Armor each.)