recursal/Fanatic-Fandom huggingface dataset:
Crucible Extension

2

+1 on this floor.

**Crucible Extension** is an Umbra  Card in Monster Train.

## Lore

*The number of Morsels within the Crucible seems to be endless, making the work they accomplish proceed near instantaneously. Should I need to do future work on the Boneshaker, I will remember to take this into account.*

## Strategy

**Crucible Extension** is primarily used to add more space for placing morsels or Morselmaker/Morselmaster behind a frontline unit. This spell is generally used as an alternate to choosing the room size upgrade after Daedalus/Fel.
Gnarled Root

Friendly units get +1 per stack of **Spikes**.

**Gnarled Root** is an Artifact of the Awoken  in Monster Train.

## Lore

*The roots of the Wildwood spread farther than just their own Ring, but the farther they travel from the center of the wood, the more likely they are to wither and die.*

## History

*See: Version History*

 1.2.5
Shadesplitter

1

Add a common or uncommon Morsel unit to your hand.

**Shadesplitter** is an Umbra  Card in the Base  Starter Deck. You begin with 3-5 of them depending on your Covenant Rank.

## Lore

*While the Umbra Shroud cannot do any physical labor on its own, it can create Antumbra Morsels to follow simple instructions and extract the full value of the Crucible. The splitting of the Shroud is like nothing I've ever seen before, and, frankly, prefer not to see again.*
Train Steward

1

**Train Steward** is a Clanless  Unit Card in the Starter Deck. All Starter Decks begin the game with 4 of them.

If the player has Advanced Prototype, all Train Steward units gain +5, +5, **Damage Shield** 2, and **Multistrike** 1.

## Lore

*The Boneshaker has little need for defense, but in the unlikely event that it does, I've designed several sentient guards to protect it from harm.*

## Strategy

**Train Steward** is a filler unit in the early game, able to block damage for your important units in the early game while being able to kill backline enemies and Collectors. They quickly become irrelevant later, and are mostly just able to block a hit or two before dying (and taking up precious  otherwise), and are a very high purge priority in most runs.

## History

*See: Version History*

 1.0.10
 1.1.2
 1.2.5
Steelworker

1

**Resolve:** Apply **Armor 5** to friendly units.

**Steelworker** is a Banner Unit of the Hellhorned .

## Lore

*Along with a team of imps, these demons are responsible for the creation of all Hellhorned armors and weapons. While not usually on the front lines, their centuries of working metal gives them a comfortable tendency towards combat.*

## Strategy

**Steelworker** applies Armor to all of your units every turn, building up the defensive strength of the floor over time and fortifying backline units against Sweep and Spikes that enemies may have.

As with all units that apply a benefit to all units on a floor, **Steelworker** is at its best when floor overstacking is used - the more units occupying its floor, the more potent its Resolve effect is.

Apex Imp is especially able to take advantage of the Armor provided by also getting Rage as well as armor when benefitting from this effect.

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

**Steelworker** is usually drafted for its Resolve effect, and since it is preserved in full when its essence is fused into another unit, it is usually fused into a different unit rather than the other way around.

Occasionally, **Steelworker** is simply your bulkiest unit, and you need it to be taking hits. In that case, units that provide additional bulk can be good units to fuse into **Steelworker**.

## History

*See: Version History*

 2.0.0
Seraph the Diligent

*For the major boss, see: Seraph*

*"The end is near. The Great Traitor will **devour your spells**. You better bring more of them if you hope to succeed."*
— Combat Description

**Seraph the Diligent** is a boss combat that can appear in Ring 8.

In this combat, The first spell you play each turn Consumes. 3 Vengeful Shards are also shuffled into your deck. The combat also features Purifiers to trash your deck further.

Like all Seraph combats, Seraph places a Lightwings on the train every turn.

## Strategies

* Make sure to have enough "filler" spells to play, so you don't have to Consume your important spells.
	+ However, do not completely flood your deck with these spells, as they will still take up your draw.
	+ It takes 8 turns for Seraph to enter Relentless, and 10 turns for him to reach the top floor. Thus, the combat gimmick will Consume up to 10 spells. However, this includes spells played on the final shuffle, where the consume does not matter (because you won't get to draw those spells back anyways).
* Alternatively, you can use spells that Consume anyways.
* Either Vinemother, Thornfruit, or Cursed Vines can completely nullify the Consume gimmick.
* Impish Scholar, Broken Memories, Wurmkin Etchings and Repeater Echowright can return consumed spells to your deck, which can help mitigate the Consume gimmick.
* Diligent is much less threatening against Wurmkin, and the Consume gimmick can even be an advantage sometimes, as they can take advantage of the Consume with their powerful Etch effects and many ways to return Consumed spells.
* Make sure to have backline removal with at least 10-damage regularly, as the Purifiers are a significant threat. With the DLC, this threshold is increased to 30 on some waves.

## Trivia

* Like all Seraph combats, a Steelwings appears on the 2nd to final wave.
* Unlike other Seraph combats, Seraph does not place a Lightwings on the first turn. Instead, he takes his turn to shuffle Vengeful Shards into your deck.
Sacred Wicks

0

**Consume.**
**Reform** 2 random units.

**Sacred Wicks** is a Melting Remnant  Card in Monster Train.

## Lore

*While a soul of the Melting Remnant can be reformed in waxen molds, they are not truly reborn until they are given a new wick. The Reformed treat the practice of this ritual as highly sacred and secretive and I've been able to record little of its specifics.*
Divine Temple

**Divine Temple** is an Overworld Event.

Accept Pact Shards in exchange for upgrading spells or combining units.

Here, you may take to left upgrade for +10, take the right upgrade for +15, or engage the Pact for +25.

* Truestone: +10 **magic Power** and **Piercing**
 Right Upgrades (15)
* Valuestone: -2
* Extremestone: +30 **Magic Power**

## Engage Pact

You can sacrifice one unit to infuse its essence into another unit, for +25.

This option can only be used once per Temple, and a non-champion unit can only be infused with up to one essence. The essence of the first chosen unit will be applied to the second chosen unit. Mechanically, the first unit will be purged from the deck with all upgrades on it and only the essence will be added to the second chosen unit. The second chosen unit will receive an updated visual indication of pink shards on the lower half for visualizing that it has been merged with another unit.

Table of Unit Essences
Mine Collapse

X

Deal 3 damage to an enemy unit.
**Slay:** Gain 2.

**Mine Collapse** is an Umbra  Card in Monster Train.

## Lore

*While Morsels seem to be quick workers in their mine, they do not appear to be the most intelligent and have been the cause of many easily avoided accidents. I can only hope this will not be the case aboard the train.*
The Self-Made Harpy

**Relentless.** **Multistrike 4.**

###

0
4x5
500

1
4x5
700

4
5x5
700

14
5x5
720

22
5x5
740

## Pact Shard Upgrade (DLC)

+5 (every 5),
 +1 (every 50),
 (Cov 10-25): +40 and gain 1 **Multistrike** (every 35)

**The Self-Made Harpy** is a Boss and a Clipped in Monster Train, that may appear on Ring 5.

## Lore

*Created with no wings, she's taken to scavenging Clipped ones and fastening them to her multiple arms. This gives her some reduced ability of flight, but only for moments at a time.*

### Battle Quotes

* *What do you think of my wings?*
* *One day I will be Winged too.*
* *Raaawww!*
* *Raaawwr!*
* *RAAAWWW!*
* *My Wings hurt more than the Winged's do!*
* *I can't really fly...*
* *Four arms of power!*
* *You won't make it any farther!*
* *These? I made them myself!*
* *You've still a long way to go Hellborne!*
Mold Braces

Friendly units gain '**Extinguish**: Apply **Armor 5** to the front friendly unit'.

### Type

Melting Remnant

**Mold Braces** is an Artifact of the Melting Remnant  in Monster Train.

## Lore

*Not all who enter the mold do so willingly. The need for restraints, while I consider it cruel, has been effective in solidifying these participants' will to reform or, sometimes, to melt for the sake of others.*
Clipped Defender

**Armor 50.**

###

All
0
10

**Armor 80.** **Thorns 2.**

###

All
0
60

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

They appear in all Ring 4 and 5 combats, as well as on Ring 9. More specifically, they appear in the following combats:

* Clipped Infiltration
* Protectors of the Clipped
* Clipped Guard
* Clipped Tormenters
* The Sycophants of Seraph
* The Harpy's Guard
* Hidden Assault
* Harvesters of Death
* (DLC) The Last Divinity: Divine Intervention

## Lore

*These massive Clipped strongmen use slabs to protect those behind them. Their quiet nature lends itself well to hiding behind the steel wall.*
Shadowbox

When you play your 20th Morsel unit of the battle, deal 150 damage to all enemies on all floors.

### Type

Umbra

**Shadowbox** is an Artifact of the Umbra  in Monster Train.

## Lore

*Supposedly, these crystal “Shardsouls” once contained sacrificed souls and were created by the Exiles in a gambit to save Heaven, Hell, and Human. Now empty, the crystal’s remains house many Morsels. This may confirm my theory that the Umbra Shroud is made of pure soul.*

## Strategy

* Morsels created by Morselmaster do count for this artifact.
* Morsels created by Morselmaker do count for this artifact.
The Harpy's Guard

*"Heavy-hitting Clipped Warriors will protect this Harpy at any cost. They will gain more power with any foe slain, so make sure to defeat them before they thin out your defense."*
— Combat Description

**The Harpy's Guard** is a combat that can appear in Ring 5. This combat features Masters of Light, whose sweeping attacks can grow stronger for every unit they slay.

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

 6

The Ring 5 Boss can be either the Sower of Sorrow, The Self-Made Harpy, or The Crystalcloak, regardless of the combat.

## Trivia

* Despite both the name and description directing mentioning the "Harpy", The Self-Made Harpy is not guaranteed to appear in this combat.
Bog Wurmling

**Trample**.
**Etch:** +10 and +10.

**Bog Wurmling** is an unobtainable Wurmkin  Card in Monster Train and a creature hatched from Bogdeep Cocoon.

## Lore

*Erth was the name posthumously given to the Bogwurm — a name of function. The Wurm’s remains have seeded much of the life now buzzing in its bowels. The dead Titan’s bones — another peculiarity for a usually boneless creature — create the structure the Wurmkin inhabit while the flesh decays just above. Even in death, there’s still some latent power in the Wurm as it has created spawn in its own likeness.*
Iron Dropcage

Whenever you play a spell that would **Ascend** or **Descend** an enemy unit, also apply **Dazed 2**.

### Type

Clanless

**Iron Dropcage** is a Clanless  Artifact in Monster Train.

## Lore

*As invasions of the Boneshaker have become more frequent, I’ve devised a number of traps and devices to subdue any unwanted guests. These cages should hold them back temporarily when they board the train.*

## Strategy

**Iron Dropcage** applies Dazed 2 to enemies when a spell that Ascends or Descends them.

Its value is situational, as you may or may not have spells that Ascend or Descend units. Obviously, if you do not, this Artifact has no value, making other Artifacts or 25 preferable.

Even if you do, Ascend or Descend effects are often at their best when used on your own units for Floor Overstacking, so this Artifact may still not be worth it. However, this Artifact can be a useful part of your strategy if you apply Keepstone to cards with such effects (or have a small deck, or for some other reason are able to play cards with these effects many times), as it means that you'll have plenty of opportunities to use ascend/descend spells on Support-class enemies or even weakened Heavy-class enemies by ascending them to the Pyre or ascending/descending them to another dangerous floor, or just incapacitating enemies that give you Scourges like Purifier while they ascend your train if you set up on higher floors.

### Additional Information

**Iron Dropcage** works even if the Ascend/Descend effect doesn't actually work on its target, such as when they are Rooted, on the bottom floor when Descended, on a pre-Relentless flying boss on the 3rd floor, or The Last Divinity.

## History

*See: Version History*

 1.1.2
Proclamation

0

**Attuned. Extract 2.**
Deal 50 damage to the front enemy unit.

**Proclamation** is a Wurmkin  Card in Monster Train.

## Lore

*I was quite literally pulled into the Bogs on my first encounter with the Wurmkin. They’d long been aware of my explorations in their Ring and decided it was time they revealed their purpose. Something regarding “breaking the loop.” Well, I’ve yet to understand that purpose or to leave these wretched wastes, but I can’t say the sheer insanity of it all doesn’t excite me.*
Sacrificial Resurrection

0

**Consume** cards in hand to add a **Draff** unit to your hand and apply +10 for each card consumed.

**Sacrificial Resurrection** is a Melting Remnant  Card in Monster Train.

## Lore

*When new wax is unavailable to reform a fallen Waxer, the more selfless Reformed choose to donate a portion of their own form to the resurrection.*

## Strategy

As Sacrificial Resurrection consumes a lot of cards in the deck, while leaving the player to control which cards are consumed, it is a card that can prepare an Infinite.

Sacrificial Resurrection consumes all other cards in the player's hand, regardless of their type. It can therefore be used as an efficient way to remove Scourges and temporarily remove Blights, including those that cannot normally be consumed or purged. Since cards in the consumed pile still count as part of the player's deck, effects that check the number of Blights in the player's deck, such as the summon trigger of Dante the Deceptive, will still count cards consumed by Sacrificial Resurrection.

As consumed cards and dead units share a pile, unit cards consumed with Sacrificial Resurrection can be reformed.
The Steel Slate

**Relentless.** **Spikes 2.**

###

0
3
120

1
3
200

4
4
200

14
4
210

22
4
220

## Pact Shard Upgrade (DLC)

gain 5 **Armor** (every 5),
 +1 (every 35),
 (Cov 10-25): gain 1 **Spikes** (every 20)

**Spikes 2.**

###

12?
?
?

25
5
500

## Pact Shard Upgrade (DLC)

gain 5 **Armor** (every 5),
 +1 (every 20),
 (Cov 10-25): +40 and gain 1 **Spikes** (every 30)

**The Steel Slate** 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

*To further improve the shield he bears, the Slate melts down and reforges after every battle using whatever metal remains of the fallen. Once his shield shuts in protection, it's almost impossible to open again. Almost.*

### Battle Quotes

* *Fear the Slate!*
* *This will not end well for you.*
* *Stop now.*
* *This is the end for you.*
* *You stop here.*
* *You've got some good metal there.*
* *Turn back now.*
* *I am unbreakable!*
Cursed Vines

At start of turn, add a **Vine Grasp** spell with **Purge** to your hand.

**Cursed Vines** is an Artifact of the Awoken  in Monster Train.

## Lore

*Not all the Edge Priory endeavors have been successes. Their attempts to return to the physical form of an Animus have been met with countless failures. The vines they've used in these experiments wither with the unstable energy that's cursed them.*

## Strategy

**Cursed Vines** is quite useful early in the game, allowing you to consistently clear out back line enemies every turn.

**Cursed Vines** is also helpful for Floor Overstacking strategies with several bulky units, as you can play the Vine Grasp spells it produces on your own units to pull them to the front, allowing you to spread out damage across the whole floor. It can also allow you to play big units on a different floor, use a spell to ascend/descend that unit, then use Vine Grasp to move it to the front of the floor.

### Additional Information

**Cursed Vines** does not work if you have 10 cards in hand after drawing cards at the start of your turn. This can be a problem with Lost Luggage, certain Mutators, and cards that increase card draw such as Rootseeds, Sting, or Invigorating Solution.

## History

*See: Version History*

 2.0.0
Steel Pulleyclaw

2

**Consume.**
**Ascend** an enemy unit to the Pyre room. Apply **Dazed 3.**

**Steel Pulleyclaw** is a Clanless  Card in Monster Train.

## Lore

*Found in an abandoned train yard, this Steel Pulleyclaw was used to assemble the trains themselves. With minimal adjustments, I was able to modify it for a more combative purpose.*

## Strategy

Cards that apply dazed are usually good against flying bosses, especially Seraph the Patient. But be careful to not ascend bosses when they are in relentless mode.
Lady of the House

1

**Burnout 3.**

**Lady of the House** is a Banner Unit of the Melting Remnant .

## Lore

*In a cruel joke, the souls trapped as Remnants retained their wealth, or lack of it, from their previous life, making Hell either very comfortable or very punishing. Some of the more generous Remnants decide to fund the Votive Houses scattered throughout the Ring, though I have long suspected that their motives are less than selfless.*

## History

*See: Version History*

 2.0.0
Echoes of the Past

1

Apply +6 per . Clear .

**Echoes of the Past** is a Wurmkin  Card in Monster Train.

## Lore

*I cannot remember its entirety, but here are the pieces I’ve put together: in the beginning there were Three Divinities. Father, Mother, Child. They created the world for sport, to placate an idle Child needing distraction. Father created the structure of space and time while the Mother provided life as pieces. So, the Realm spun on for the Child, with life created and tossed aside just as plainly. Even the thinnest of these facts will drain the purpose out of the most willful; I understand the Wurmkin's decision to keep our meaningless creation a secret.*
Penitent Remains

When summoned friendly units get +2 for every **Blight** card in your deck.

**Penitent Remains** is an Artifact in Monster Train that can be found in the Concealed Caverns.

## Lore

*I have yet to hear of a sinner from Hell released from the confines of Penance. It seems that the Winged have a skewed sense of morality when it comes to those outside their kind.*

## History

*See: Version History*

 1.4.0
Shard Channeler

1

**Spikes** on friendly units deal +1 damage per stack.

**Shard Channeler** is an Awoken  Card in Monster Train.

## Lore

*Rather than nurture and care for the growth of the Wildwood, some Channelers choose to defend and protect it by channeling the power of the Pyre shards embedded throughout the forest, using a method I developed for them.*
Petrified Skull

0

**Purge.**
Kill a non-boss unit.

**Petrified Skull** is a Clanless  Card in Monster Train. It is one of the cards that can be obtained in Armageddon Battlefield. If this card is still in your deck after 2 battles, you will obtain the Hope for Peace artifact, giving it **Consume** instead of **Purge**.

## Lore

*Through my time here, I've learned that Hell's resolve is unmatched. Even with the Pyre extinguished, the last shard provides a glimmer of hope to defend this horrible treachery.*

## Strategy

**Petrified Skull** is a very strong spell in just about any deck, removing a unit of your choice.

You should avoid using the spell before you obtain the Hope for Peace artifact so that you will be able to use it for the rest of the run, if there is any way to avoid doing so.

Note that in the The Last Divinity: Divine Intervention (The Last Divinity (DLC) only) fight, this spell is very potent - it can remove the Ring 1 and Ring 2 bosses that do not have Relentless that appear in waves 4 and 7, one of the major threats in that fight.
Animus of Speed

1

**Quick.**

**Animus of Speed** is a Banner Unit of the Awoken .

## Lore

*Newly formed, this Animus is no longer protected by its steel armor, making it quicker and deadlier. It is possessed by the soul of the Wildwood and the Channelers who guard it, often making my conversations with it obtuse and pointless.*

## Strategy

**Animus of Speed** is a solid damage-dealing unit that wants to be behind other units, much like Horned Warrior. Compared to Horned Warrior, **Animus of Speed** has -1 and -5 but has the *Quick* affix (and is also in a different clan). So it is justifiable to take **Animus of Speed** simply for the damage if that is what your setup requires.

It is quite hard to use the *Quick* that **Animus of Speed** has, as 25 is well short of damage thresholds required to kill front line enemies, and *Quick* does not do much if **Animus of Speed** is unable to kill. It can still get some occasional utility if **Animus of Speed** is placed on upper floors and allies on lower floors, or spells, are able to soften up the front line enemies first. A few setups may be able to scale **Animus of Speed** to the point where it can kill front line enemies, but this will likely take several turns. Finally, *Quick* attacks can be useful if you have ways to manipulate enemy positioning, such as Vine Grasp or Cursed Vines.
Titanstooth

3

**Offering.**
Deal 5 damage to enemy units and apply **Frostbite 10.**

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

## Lore

*Ceremonial spears are given to the Stygian Guard to aid them in their protection of the Unnamed’s resting place. Originally just part of tradition, these spears have recently become essential in our defense of Hell.*

## History

*See: Version History*

 1.2.5
Secret Sentinels

The Secret Sentinels were a covert military operation acting during WW2

## Origin

Sent to destroy a rogue Nazi occult sect led by Amos Page; the team were a short lived venture into early super heroics. They succeeded in their mission; but were scattered through time in the process. Their actions became highly classified to almost everybody as a way to protect global interests.

## Secret Sentinels

### Members

* Peacebringer
* Smasher
* Destined Duke
* Illusionist
* Araignée
Lady of the Reformed

1

**Burnout 3.**
**Revenge:** Friendly **Burnout** units gain **Burnout 1.**

**Lady of the Reformed** is a Banner Unit of the Melting Remnant .

## Lore

*In a move towards self fulfillment, these Waxers have become part of the Reformed, seeking wealth in the spirit. Despite their high spiritual ranking. I can't say that they are the most welcoming of Hellborne*

## Strategy

As she has a revenge trigger it is important to have Lady of the Reformed in the front of a floor. If she takes damage mostly every turn, you will not need any other cards to lengthen your burnout on the backline units, but it is important that she has enough sustain to not die, has endless or gets reformed often. If your units behind have quick, they might kill all units without triggering her revenge which can be dangerous. Spells, such as Torch, can be played on her to trigger her revenge trigger.
Preserved Thorns

1

**Consume.**
Add 3 **Sting** spells to your hand.

**Preserved Thorns** is an Awoken  Card in Monster Train.

## Lore

*Through my research, I've learned that Wildwood sap can extend the efficacy of thorns. This has led to my preservation of thorns in sap for later use.*

## Strategy

It is particularly good in combination with Incant Units.

## History

*See: Version History*

 1.3.0
Mortal Entrapment

3

**Attuned.**
Deal 25 damage and apply **Dazed 3** to an already damaged unit.

**Mortal Entrapment** is a Melting Remnant  Card in Monster Train.

## Lore

*While molds are used in the resurrection of Waxen, the invasion of Hell has forced the Waxen to repurpose these molds for a more deadly effect. They are now positioned to trap unsuspecting targets who’ve already been injured, making them easier to encase in the hot wax.*

## History

*See: Version History*

 1.2.5
Morsel-Made

2

**Hunger:** Feed on units with **Eaten.**
**Gorge:** +2 and +2.

**Morsel-Made** is a Banner Unit of the Umbra .

## Lore

*As the mines of the Crucible twist farther into the depths of Hell, Morsels find themselves safe from the Shroud in their solitude. In the furthest reaches of the Crucible, the Morsels have banded together to create singular entities that further increases their collective chances of survival.*

## Strategy

Morsel-made can dramatically shift the strategy for run, because it does not require a large amount of space for morsels. Its Gorge ability is fairly mediocre, but because you can feed it as many morsels as you can produce the cards for from a single capacity space on its floor, it can allow decks which focus very aggressively on high morsel production. It pairs well with a Morselmaker (which produces two morsels per turn) or especially a Morselmaster (which doubles the effect of every morsel card played without the usual limitation of filling space). Morsel-made pairs much better with Primordium than Penumbra, as Penumbra works best with a large supply of morsels and will thus compete with Morsel-made while Primordium can, given enough space, provide additional food for a morsel-made because each trigger of Hunger can use one stack of Buffet.

Because the Morsel-Made evades the space limitation of other gorge units, it can make decks viable which produce too many Morsels for consumption without it. As such, cards like Antumbra Assault, Plink, Packed Morsels, and Retch, which produce multiple morsels from a single low-cost card are highly valuable.

### Suggested Upgrades

In any deck that makes optimal use of Morsel-made, it will be a powerhouse expected to deal and take most of the damage for the whole roster. As such Frenzystone is a very good choice for an upgrade to allow it to double the boosts to its damage and kill two enemies per turn. If available, a unit essence to grant multistrike or trample can be a major boon, allowing it to wipe out large groups of weak enemies. static bonuses to health and attack are near useless, as properly supplied Morsel-Made can gain much more by eating enough morsels.
Spine Chief

0

**Spine Chief** is the Original Champion  of the Wurmkin .

His Starter Card is Fracture.

## Lore

*For all of their obsession with knowledge and Titanlore, the Wurmkin are focused to a fault, worrying only about the study in front of them. As such, they’ve appointed a Chief as both protector and leader. This Chief’s experience with combat is limited, but his wits must be sharp to have kept the clan hidden for so long. Thankfully, Wurmkin claws are as deadly as they are functional, so should the Chief ever really need to fight it won’t be totally unprepared.*

### Battle Quotes

* *Tkkt tkkt.*
* *Tkkt tktkt tk.*
* *Tkkt.*

## Upgrades

**Inspire:** Apply **Reap 2** to enemy units.

**Inspire:** Apply **Reap 3** to enemy units.

 The Corruptor

Friendly units have +5 per .

Friendly units have +10 per .

 The Infector

**Strike:** Gain 1.

**Multistrike 1**.
**Strike:** Gain 1.

**Multistrike 2**.
**Strike:** Gain 1.

## Strategy

### The Decayer

You can use The Decayer Spine Chief as a tank in front of your carry unit, or place it in its own floor to clear Backline units. As reap benefits on Multiple floors, you may wants to set up on a lower floor and fill all floors with Charged Echoes if possible. With enough sustain and echoes, Decayer Spine Chief can kill most units throughout the level, leaving you to scale freely on top floor for relentless.

### The Corruptor

Put as many units as you can on the floor with The Corruptor Spine Chief. Note that the maximum number of friendly units on a floor is 7. Multistrike units benefit greatly, so do 1 space units or the ability to ascend and descend units onto the floor. You can increase your charged echoes for extra damage and the buff will stay during relentless. Some interesting builds include adding Morsels onto your floor to attack, using Imps or other 1 capacity units with Multistrike and stacking several eggs behind Corruptor (not that you will need to hatch the eggs very quickly)

### The Infector

The Infector Spine Chief can act as either a carry or tank due to its high health. Use it with Inspire units, hatch eggs, or Extract spells. Inspire will trigger multiple times per turn.

## History

*See: Version History*

**Inspire:** Apply **Reap 2** to enemy units.

**Inspire:** Apply **Reap 3** to enemy units.

 The Infector (2.0)

**Strike:** Gain 1.

**Multistrike 1**.
**Strike:** Gain 1.

**Multistrike 2**.
**Strike:** Gain 1.

 2.1
* The Infector Spine Chief attack progression increased 20/20/20 to 25/25/25.
Scorched Steel

Friendly units enter with **Armor 5**.

**Scorched Steel** is an Artifact of the Hellhorned  in Monster Train.

## Lore

*Steel hammered in the heat of the Scorched Plains is easily recognized by its banding. After the freeze, the steel became in short supply, but I've still been able to stockpile a small amount for defensive enhancements.*

## Strategy

**Scorched Steel** gives all units Armor 5, boosting their longevity.

**Scorched Steel** is very similar to Hammered Chestplates, and just like it, **Scorched Steel** works well with frail backline units like Branded Warrior and Horned Warrior, helping them survive more Spikes and Sweep. **Scorched Steel** is often slightly better than Hammered Chestplates for Hellhorned runs, as it has a few interactions with things like Battering Ram and Fortify, making them better on turn 1, and it helps Apex Imp (The Last Divinity (DLC)) with an initial attack boost as well.

**Scorched Steel** is overall a solid medium-impact relic that also has a few synergies with cards that appreciate consistent Armor application, as it ensures that Armor will be available from the start of the match.
Transcendimp

2

When played, repeat all **Summon** effects triggered so far this battle.

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

## Lore

*When a demon dies under the weight of their horns, they are reborn as impish infants, restarting their molting cycle. These imps are quite possibly the most powerful Hellhorned in existence - seeing that all has come before and all that will come after. While this power is lost upon their first molting, they've been crucial in my research of their Ring.*

## Strategy

**Transcendimp** is one of the few cards that enables Infinites.

While Transcendimp's ability obviously synergizes well with other Imps, it also resolves **Summon** abilities of non-Imp units, such as Awoken Hollow or Penumbra's Architect path. Any such ability treats Transcendimp as though it had the ability (e.g. copying an Awoken Hollow's summon effect gives Transcendimp maximum health, not the Awoken Hollow.)

Transcendimp's ability is not itself a **Summon** ability. Furthermore, **Summon** effects triggered by playing a Transcendimp do not count as **Summon** effects. Together, these rules mean that multiple Transcendimps--while potentially very powerful--do not directly amplify each other's effectiveness, and that Ashes of the Fallen will result in each previous **Summon** ability resolving twice when Transcendimp is played, not four times.

Transcendimp also pairs extremely well with effects that return creatures from the Consume pile, such as the Melting Remnant's Reform mechanic. These can not only be used to repeatedly return Transcendimp but also to repeatedly return units with Summon abilities. Each time such a unit is summoned, they will add their Summon ability to the list for Transcendimp to trigger again. Reform is especially good because a Reformed non-burnout unit will die quickly the first few times it reforms before it builds up to a workable number of Burnout stacks.

## History

*See: Version History*

 2.1
Collector

**Extinguish:** Gain 50 / 75 / 100.
**Resolve:** Flees from battle if not **Rooted** or **Dazed.**

###

0
0
1/3

12
0
1/3/5

## Pact Shard Upgrade (DLC)

**Collector** is an Enemy and a Winged in Monster Train. It appears on a random floor each second wave in Ring 1,2,4,5 and 7, or all Rings that do not feature a major boss.

## Strategy

* Avoid Silencing as its Extinguish trigger will result in it not giving the player money upon death when silenced.
* Playing Intent on Death on **Collector** will result in you gaining their gold, and you can still defeat them to get it again!

## Lore

*These entrepreneurial Winged scavengers don't subscribe to the traitorous ways of their flying brethren, but that doesn't mean they don't intend to profit off of it! They often find their way onto out train, looking for loose valuables, but if we trap them inside they'll give up whatever they've found.*

### Battle Quotes

* *Mine, MINE!*
* *This is all just junk, really!*
* *I must've gone through the wrong door...*
* *Oh, don't mind me!*
* *I'm not supposed to be here...*
* *I'll just be on my way.*
* *Maybe I can find something **shiny**!*
* *Oh this? It's nothing!*
* *Uhh, don't mind me!*
The Gathered Clergy

*"Angry hordes are swarming your train! Thin their numbers before they reach your Pyre."*
— Combat Description

**The Gathered Clergy** is a combat that can appear in Ring 1. It features waves entirely of Clergymen, featuring the most enemies in a Ring 1 combat by number.

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

 4

The Ring 1 Boss can be either Discipled Inquisitor or Chains the Sighted, regardless of the combat.

## 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.
Last Knight of the Disciples

**Relentless.**

###

0
7
110

1
7
190

4
8
190

14
8
200

22
8
210

## Pact Shard Upgrade (DLC)

+5 (every 5),
 +1 (every 25),
 (Cov 10-25): gain 1 **Rage** (every 10)

**Armor 50.**

###

?
?
?

25
2
490

## Pact Shard Upgrade (DLC)

+5 (every 5),
 +1 (every 20),
 (Cov 10-25): gain 1 **Rage** (every 60),
 (Cov 10-25): +100 and gain 1 **Multistrike** (every 80)

**Last Knight of the Disciples** 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

*The Knights of the Disciples were the first humans to charge into battle when our Covenant was broken. Now only one remains to uphold their ancient creed.*

### Battle Quotes

* *My Creed is resolved to ending you!*
* *You stop here.*
* *I am not the last of my creed because I am weak.*
* *Turn back now.*
* *Hmmmmph.*
* *I'd rather not fight, but I will if I must.*
* *My Creed allows it!*
* *I have not survived this long to be stopped here.*
* *This is the end for you.*
* *Seraph, forgive me.*
* *This will not end well for you.*
* *Stop now.*
Queen's Impling

1

**Summon:** Deal 10 damage to the front enemy unit.

**Queen's Impling** is a Hellhorned  Card in the Exile  Starter Deck. You begin with 3-5 of them depending on your Covenant Rank.

## Lore

*In these dreams, the Shardtail has shown me the result of her Exodus: the first cycling imps in the Scorched Plains. I've never encountered these sharded imps in Hell, but their resemblance to those I have met is uncanny. Perhaps these dreams are something more...*

## Strategy

Queen's Impling, like most starter cards, tends to be of limited use past the early game. As an Imp with a **Summon** trigger, it benefits from the same synergies as other Imps and other **Summon** units, but, aside from those synergies, its usefulness falls off quickly.

Playing an Impling at the front of a floor will allow it to resolve its trigger, block a hit for a more useful unit, and die, removing itself from the player's deck.
Shard of Divinity

Your Pyre starts each battle with **Armor 100**.

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

## Lore

*When the Divinities come back, and they will, you must accept the Pact they put forth. It will make things harder. It may make time act...strange. But each Shard given out of their gratitude is a piece of Divinity itself and will offer some protection. This will buy you time, and that’s all it seems I am fit to provide anymore. But, perhaps, that will be enough.*

## History

*See: Version History*

In the public Beta before release of The Last Divinity (DLC), **Shard of Divinity** used to be an artifact that is always gotten when facing The Last Divinity. However, The Last Divinity used to attack the pyre every round as well.
Legion of Wax

2

**Extinguish:** Summon 2 **Twin of Wax** and apply this unit's upgrades and stat changes.

### (DLC)Unit Essence

+8, +8, and '**Revenge**: Summon 1 basic copy of **Mote of Wax**.'

## Twin of Wax

**Extinguish:** Summon 2 **Mote of Wax.** **Enhance** them with all enhancements and card upgrades on this unit.

## Mote of Wax

**Legion of Wax** is a Banner Unit of the Melting Remnant .

## Lore

*When Waxers are reduced to almost nothing, but still cling to what life is left within, they will sometimes band together for protection. This creates a new form that is collectively controlled by this collection of dying Waxers.*

## Strategy

Taking the Waxer Snuffer artifact allows Legion of Wax to last an incredibly long time, and to create what is effectively a damage buffer. This synergizes awkwardly with burnout, if you reform the legion, as half of your buffered units will not form, due to the 7 unit limit in rooms. However, this can also be beneficial for clearing rooms and for ensuring maximum damage output towards a group of enemies.

The Resin Block also synergizes well with Legion of Wax (assuming you can reform it), as stat changes apply to children too. This can maximize damage output of your legion, provided you can kill its first stage, and clear the floors again fast enough. Wicked Blaze is a good choice to reform it for similar reasons.

If you have the capacity and the necessary cards, you may also want to place it behind a tankier unit and kill it, and potentially the twins of wax as well, yourself. This can allow you to maximize the effectiveness of any damage boosts without the child creatures being exposed directly to attacks. A Subsuming Blade that has killed one unit deals enough damage to kill an unupgraded Legion of Wax, leaving any armor or shield intact to be inherited by the Twins of Wax, and will get a permanent damage boost when doing so.

Essences which provide an extinguish or summon ability, such as Queen's Impling, can be extremely potent as well, as between being summoned and the last Mote dying a Legion of Wax will trigger its summon and extinguish abilities 7 times, or even more with Ashes of the Fallen or Waxer Snuffer. They make excellent fodder for Harvest abilities for the same reason, and if an essence which grants a summon ability is used, they can also prove an incredibly effective way to power up a Transcendimp.

## History

*See: Version History*

 2.0
 2.1
Purifier

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

###

All
3
10

**Strike:** Apply **Sap 5** to the attacked unit.
**Resolve:** Add a **Self-Mutilation** card to the top of your draw pile.

###

All
9
30

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

It appears in the following combats:

* The Penitent
* Seraph the Diligent

## Lore

*The Winged have come to the strict belief that peace can only be obtained through severe penance and punishment. Their propensity for prescribing pain has made them feared amongst all of us in Hell and even other Winged.*
Precious Plating

Your Pyre gets +40.

**Precious Plating** is a Clanless  Artifact in Monster Train.

## Lore

*I can use this alloy to fortify the Pyre brace in the Boneshaker and make it stronger. But I need to remember to use this material economically, as it is hard to come by.*

## Strategy

**Precious Plating** gives you +40 and gives you +40 Max.

Its value in a run is situational - it can be great if your current  is running low, giving you a margin for error. However, even with the increase in maximum, it does not contribute much to your run's survivability in the later rings, as leaked enemies can easily deal 40+ damage to your Pyre in later Rings, and failing to kill a Boss will still likely end your run.

It's generally worth taking over +25, but barring an immediate need for , it's not the most impactful Artifact.
Overcharged Tank

**Harvest:** Gain **Armor 10.**

###

0
5
65

1
5
85

7
6
85

23
6
95

**Harvest:** Apply **Armor 10** to their units.

###

0
10
130

1
10
150

7
11
150

23
11
160

**Overcharged Tank** is an Enemy and a Clipped in Monster Train.

They appear in the following combats:

* Hidden Assault
* Harvesters of Death
* Fel, the Wings of Light: Eternal Crest
* Archus, Darkness Incarnate: Sin of Darkness
* (DLC) The Last Divinity: Divine Intervention

## Lore

*Further additions to the Light armor worn by these Clipped has made the crystal within it very unstable. To combat these effects, the Clipped have strapped on even more armor to contain the decay.*
Molten Encasement

1

**Extinguish:** Apply **Stealth 2** to friendly units.

**Molten Encasement** is a Melting Remnant  Card in Monster Train.

## Lore

*If a Waxer gutters too quickly, a rare phenomenon can occur where the wax trapped inside is still molten. Over time, the heat generates an enormous amount of pressure and steam. When the host's exterior has finally cracked, the steam bursts out and engulfs all those around it.*

## History

*See: Version History*

 1.1.2
Preserve

0

**Permafrost.**
Apply **Frozen** to a card in your hand.

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

## Lore

*Many precious artifacts of Hell were frozen when the Pyre was destroyed. Thankfully, this did not diminish their power, but only rendered their energy dormant until I am able to release them from their icy prison.*

## Strategy

Preserve is really good in combination with Titan's Claws
Siren of the Sea

1

**Incant:** +2 and +2.

**Siren of the Sea** is a Banner Unit of the Stygian Guard .

## Lore

*While most of the Stygian Guard is magic focused, these Sirens form a melee contingent of the clan. I've still helped them to enchant their blades to reap the benefits of the Titan's power.*

## History

*See: Version History*

 1.1.2
Light Harnesser

**Resolve:** Gain +3.

###

All
2
35

**Regen 10.**
**Resolve:** Gain +3.

###

All
8
70

**Light Harnesser** is an Enemy and a Clipped in Monster Train.

They appear in the following combats:

* Clipped Guard
* (DLC) The Last Divinity: Divine Intervention

## Lore

*Few clipped have been trusted with shard's of Seraph's Light. Those that have harnessed its energy to grow stronger with each passing moment and further hinder our mission to restore Hell.*
Light's Gift

Apply **Dazed** to enemy units when they enter the floor below the Pyre Room.

**Light's Gift** is a Clanless  Artifact in Monster Train.

## Lore

*Our time together was brief, but our bond was unbreakable. However, when the Covenant was broken, my hope for what was unbreakable was shattered as well. I keep her gift close to my heart to remember what we had and what was lost.*

## Strategy

**Light's Gift** applies Dazed 1 to normal enemies and Relentless bosses when they Ascend to the 3rd floor for any reason, meaning that they will not be able to attack units that you place on the 3rd floor. This means that these units will rarely be attacked in most combats prior to the boss arriving there.

**Light's Gift** is very strong if you set up on the 3rd floor, mostly negating the need for defense until the boss arrives on that floor and allowing you to focus on boosting your units up offensively instead (though some defensive scaling is generally required for bosses). If offered early in a run, **Light's Gift** should be strongly considered, and it should usually be taken if you are setting up (or can set up) on the 3rd floor regardless of when it is offered. If you are offered it later in a run but setting up on the 3rd floor is not feasible, **Light's Gift** doesn't do much and should be passed. In a few runs, you may want your units to die on the 3rd floor, in which case you definitely should not take **Light's Gift**.

Although **Light's Gift** protects your 3rd floor units in most combats, you will eventually need to prepare for the few combats in which it doesn't, if those combats are present on your run:

* Spikes on enemies can still damage your units (be wary of taking Retribution if your 3rd floor is too frail)
* The Crystalcloak can still be a threat if you don't eventually scale your units' defense, as **Light's Gift** will only cancel out 1 of his Stealth
* Talos, the Architect attacks pre-relentless, and **Light's Gift** will not daze her then
* Seraph the Chaste can sometimes cleanse Dazed from enemies after they arrive on the 3rd floor
* Seraph the Patient attacks pre-relentless, and **Light's Gift** will not daze him then
* The Last Divinity (DLC only) is never dazed by **Light's Gift**, attacks the 3rd floor every turn, and has Sweep on the 3rd floor

## History

*See: Version History*

 1.1.2
Power of Knowledge

2

Deal 15 damage for each spell in the Consume pile.

**Power of Knowledge** is a Wurmkin  Card in Monster Train.

## Lore

*“Echoes are remembered knowledge,” as stoneform dictates. The collective knowledge of the Realm is contained in these crystals and at the disposal of the Wurmkin. They use the Echoes as a sort of library, taking and restoring knowledge at will to solve the work at hand. It is true that knowledge is powerful, but even this much knowledge, on the truth of what happened, is too much for any being to bear. Do not mistake my cowardice for heroism.*
Overworld Events

*For the randomized overworld mechanics, see: Rings of Hell*

## Unstable Vortex

Select and remove up to 2 cards from your deck. You can remove 1 or 0 cards and come back later if needed.

## Hellvent

Duplicate any card except your Champion.

Duplicating a unit with an essence will also give +15.
Duplicating a spell with upgrades from a Divine Temple will also give : +5 for each(?) left upgrade and +10(?) for each(?) right upgrade.

## Unit Banner

Gain a Primary or Secondary clan Banner Unit from a selection of 2-3.

Two unit banners cannot appear on the same side. The same type of unit banner cannot appear on both sides of the Rail.

HellhornedAwokenStygian GuardUmbraMelting RemnantWurmkin (DLC)

## Herzal's Hoard

Gain an artifact. Can be declined (Skip) for +25.

## Dark Forge

*Main: Champions*

Upgrade your Champion. You can upgrade your Champion from a choice of 2 out of 3 upgrade paths that get randomly picked at every forge. The upgrades you pick are guaranteed to appear in later forges, which means you'll be locked out of getting all 3 upgrades on your Champion in any given run.

## Merchants

*See: Merchants*

Two merchants cannot appear on the same side. The same type of merchant cannot appear on both sides of the Rail.

## Divine Temple

*See: Divine Temple*

(DLC Exclusive)

Accept shards in exchange for upgrading spells or combining units.

Here, you may take the left upgrade for +10, take the right upgrade for +15, or engage the Pact for +25.

## Divine Boons

(DLC Exclusive)

Gain 100 for 10.

## Divine Hoard

(DLC Exclusive)

Gain an artifact for 15.

You may choose from 3 Artifacts, or skip for +25.
Kindle

X

**Consume.**
Gain 2.

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

## Lore

*The Umbra Shroud mines the depths of the Crucible, creating more vents to the surface above. These allow the ember below to burn ever more fiercely, and when applied to the Boneshaker, the same technique has allowed us to increase our fuel efficiency for short amounts of time.*

## Strategy

**Kindle** works particularly well with X cost spells, such as Shroud Spike.