recursal/Fanatic-Fandom huggingface dataset:
Pleading Vagrant

**Pleading Vagrant** is an event found exclusively in Act 2. You encounter a homeless beggar who is willing to trade you for your gold.

## Options

* **[Give 85 Gold]** Requires 85 Gold. Obtain a random Relic.

* **[Rob]** Obtain a random Relic. Become  - .

* **[Leave]** Nothing happens.

## Trivia

* This event was named "Addicted", but its name changed to "Pleading Vagrant", possibly to distance itself from the negative connotation and concerns with implied substance abuse.

## Update History

* Weekly Patch 45: Impatience
	+ Some events like Pleading Vagrant did not correctly remove remaining event choices when selecting the leave option.
* Weekly Patch 40: Forethought
	+ Typo Fix on Pleading Vagrant event.
* Weekly Patch 39: We Meet Again!
	+ Addict event reworked.
	+ Addicted event renamed -> Pleading Vagrant.

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

### Effect+

At the start of your turn, trigger the passive ability of your next Orb 2 times.

## Loop

### Description

At the start of your turn, trigger the passive ability of your next Orb X times.

### StackingBehavior

Intensity

**Loop** is an Uncommon Defect Power.

## Strategy

Loop can be seen as a substitution of . Rather than focusing on increasing the number of slots, Loop utilizes the use of a single slot (the “active” orb slot).

 and  Orb benefits the most from this power. For dark orbs, Loop can be used to accelerate the process of gaining damage. And for Plasma ones, every Loop you play will be produced into pure energy.

Loop can also be used with  Orbs in a pinch, as it gives more free block if you need to block a specific attack.

## Update History

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

**Fission** is a Rare Skill for The Defect. It removes all Orbs, granting the player 1  and drawing 1 card for each Orb removed this way. When , it  the Orbs instead of simply removing them--the difference is that the Orbs triggers their effects. **Fission**  on use.

## Strategy

This card is very powerful when , especially in builds that use  or  to add additional Orb Slots. It draws a lot more cards to use and gives you the  you need to fuel them, which can be used to fill your Orb slots back up again.

When combines with , **Fission** can generate tons of energy.

## Update History

* Patch V1.1: The Dealer
	+ Fixed Fission+ evoking Orbs in reverse order.
* Weekly Patch 51: Recursion
	+ Adding beta art for Bane, Charge Battery, Fission, Choke, Corpse Explosion, and Equilibrium.
* Weekly Patch 41: Chill
	+ Fission now costs 0.
	+ Fission+ now Evokes all orbs rather than removing.
* Weekly Patch 39: We Meet Again!
	+ Fission card reworked.
* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.
Shining Light

**Shining Light** is an event found exclusively in Act 1. You find a mass of magical light that compels you to walk inside it.

## Options

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

* **[Enter]**  2 random cards. Take 20% (30%) of your max HP in damage.

* **[Leave]** Nothing happens.

## Strategy

This event is strong because it allows the player to upgrade two cards at once without using a Rest Site. Even if it upgrades two Strikes or Defends, those cards are much more powerful for Act 1, the Act where this event is found. However, do consider your HP and whether you can afford to lose a fairly large amount of it going forward.

## Update History

* Weekly Patch 1: The First of Many!
	+ Cards from Shining Light event are now positioned correctly.

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

**Normality** is a  that limits the player to playing three cards in a single turn while it remains in their hand.

## Strategy

Normality's ability to limit a turn to three cards makes it a particularly deadly Curse. If the player has access to cards that can Discard or  other cards, such as , Normality is a high-priority target.

Drawing Normality instantly puts it into effect; in other words, if the player has already played over three cards and draws Normality, they will no longer be able to play cards for their turn.

A Merchant or a Rest Site with the  should be the player's first priority if they add Normality to their deck.

### Hazards

Copies of cards created by  and cards that are played twice due to cards such as  will count as played cards. This makes Normality difficult to play around if the player is relying on these types of cards. Using expensive or X-cost cards during a turn can limit the effect of Normality as less cards will be played overall.

 will not be able to exhaust Normality after three cards have been played, as exhausting Normality this way counts as a play itself. If Normality is drawn and the player has Blue Candle, they should exhaust Normality before they play three cards.

Drawing Normality while having the  is almost always fatal, especially during Elite and Boss fights.

### Synergies

Normality synergizes well with , as Velvet Choker reduces the total amount of playable cards per turn to six, lessening Normality's effect. This synergy is *very* situational, however; consider looking for alternative synergies, as Normality is dangerous.

## Sources

* Choosing **[I Am Wealthy]** during the Mind Bloom event (2 Normalities)
* another Curse

## Update History

* Patch V1.1: The Dealer
	+ Fixed exploit of playing Normality while already having played 3+ cards.
	+ Fixed Normality card not stopping cards affected by Setup and Forethought.
* Weekly Patch 33: Terror
	+ Normality card's reminder text no longer uses incorrect wording.
* Weekly Patch 6: We're Back!
	+ Clarification for Normality. Per turn -> This turn.
Neutralize

* Standard
* Beta Art

**Neutralize** is a Basic card, meaning the Silent starts with 1 Neutralize in the deck.

## Tips

Neutralize is generally considered the highest priority  for the Silent at the start of the game. Upon , it gives a free 2  for 0 , which can be consistently cycled to keep a single enemy  while your deck is still small.

## Update History

* Weekly Patch 7: Setting Up All the Things
	+ Cloak and Dagger no longer appears in the card match event before it is unlocked, instead there is always a copy of Neutralize.
Genetic Algorithm

**Genetic Algorithm** is an Uncommon Skill card for the Defect. When played, it provides the player one  and permanently increases the amount of Block this copy of **Genetic Algorithm** provides by 2 for the rest of the run, then .

 **Genetic Algorithm** increases the  gain from 2 to 3.

## Interactions

* Obtaining **Genetic Algorithm** early through sources such as Neow and the Merchant can heavily increase its effectiveness. Generally, the later **Genetic Algorithm** is obtained, the worse it is; the more it is played, the better it becomes.
* **Genetic Algorithm** synergizes very well with ; the 50% discard chance means that **Genetic Algorithm** can potentially be played multiple times per combat, further increasing its effectiveness.
* Double-playing **Genetic Algorithm** with an effect such as  permanently boosts this card twice.

## Update History

* Patch V1.1: The Dealer
	+ Fixed Automaton's orbs preventing scaling of Genetic Algorithm and Ritual Dagger.
* Weekly Patch 46: Adrenaline
	+ Fix for proper behavior when duplicating cards like Rampage and Genetic Algorithm with effects like Echo Form.
* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.
Mutagenic Strength

### Flavor

"The results seem fleeting, triggering when the subject is in danger." - Unknown

### Class

All

A relic that can only be obtained through the "Augmenter" event. It starts your combat with 3 , but also 3 Strength Down.

## Synergy

This relic synergizes well with , as the  that you lose at the end of the turn will be negated by the  that it provides, thus letting you keep the  for the rest of combat.

## Update History

* Weekly Patch 44: Chrysalis
	+ Localization: Mutagenic Strength, Meal Ticket, and Abacus now support more flexible descriptions.
* Weekly Patch 40: Forethought
	+ Art added for Mutagenic Strength relic.
	+ Augmenter event will no longer give out duplicate relics on Endless mode.
* Weekly Patch 39: We Meet Again!
	+ Hotfix: Fixed issue where Mutagenic Strength relic was beta only.
Recursion

**Recursion** is a Common Skill for the Defect. It  the Defect's rightmost Orb, then immediately  an identical orb.

## Notes

* The new Orb channeled has the exact same stats as the one that was evoked. In particular, this means that a  will retain its accumulated damage, rather than having it reset.

## Update History

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

Gremlin Leader is an Elite encounter found only in Act 2.

Gremlin Leader can only have a maximum of 3 Gremlin minions at a time.

## Pattern

When there are 0 other enemies, will have a 75% chance of using Rally! and a 25% chance of using Stab.

When there is 1 other enemy:

If the last move was Encourage, will have a 50% chance of using Rally! and 50% chance of using Stab.

If the last move was Stab, will have a 62.5% chance of using Rally! and a 37.5% chance of using Encourage.

The last move could not have been Rally!, since Rally! results in at least 2 other enemies.

When there's 2 or 3 other enemies, will have 66% chance of using Encourage and a 34% chance of using Stab.

Cannot use the same move twice in a row.

 Rally!
 Stab

## Tips

* If you lack considerable damage to burst down the Gremlin Leader, killing the gremlins spawned will increase the likelyhood of her not attacking (Rallying and Encouraging instead), hence giving you turns to continue chipping her health, as well as removing their abilities (such as the Fat Gremlin's ). This also means that the new gremlins spawned do not carry the old gremlins'  buffs.
* Any minion from this fight (i.e. spawned gremlins or gremlins that come in the fight) will retreat and be defeated if the Gremlin Leader is defeated.
* While Gremlin Leader may summon minions continually, it is important to kill Gremlin Wizards; their attacks are very strong. Killing a Fat Gremlin may also help kill the Leader faster due to its  debuff no longer being applied.
* Gremlin Leader continually buffs her allies' , so killing her quickly is important to avoid her attacks from becoming too deadly.

## Trivia

* Gremlin Leader is confirmed to be female by one of the developers.

## Update History

* Patch V1.1: The Dealer
	+ Fixed enemy order issues in Slime Boss, Gremlin Leader, and Reptomancer encounters.
* Weekly Patch 37: Darkness
	+ Gremlin Leader HP lowered. 155 - 164 -> 140 - 148. Asc: 162 - 172 -> 145 - 155.
* Weekly Patch 33: Terror
	+ Gremlin Leader summon used the incorrect RNG, resulting in different enemies for the same seed.
* Weekly Patch 21: Channel Lightning
	+ Gremlin Leader's minion summon is now seeded.
* Weekly Patch 14: Bullet Time
	+ New animations for the Gremlin Leader.
	+ In Fast Mode, Gremlin Leader's minions spawn a lot faster.
* Weekly Patch 6: We're Back!
	+ Little gremlins no longer yell about escaping if they're dead. Corpses don't yell.
Flex

* Standard
* Beta Art

**Flex** is a Skill card for the Ironclad. It grants the user 2 (4)  and applies 2 (4) **Strength Down**, which reduces the user's Strength by 2 (4) when their turn ends. Strength Down is considered a Debuff, and so can be negated by some effects (see Interactions).

Upon upgrade,  and Strength Down both increase from 2 to 4.

## Interactions

* Cards which hit multiple times benefit the most from strength buffs since each hit is given the damage boost, such as  or .  also carries an innate boost from strength.
* The Strength Down effect only removes as much  as the card gives (2 base, 4 upgraded). This means if an upgraded **Flex** is played (+4 strength) followed by  (doubles strength to +8) , the player will still only lose -4 strength at the end of the round leaving a +4 overall strength boost for the rest of combat.
* Since Strength Down is a Debuff, using  or having an active  before use will negate the Strength Down effect while keeping the  boost.

## Update History

* Weekly Patch 24: Potions?!
	+ Flex Power's downside Debuff renamed for clarity.
Mryv'khuf

Mryv' é um dos Emissários do Caos a serviço do Lorde do Caos. É um subordinado direto do lorde Juan Moha'ra, e trabalha disfarçado de caixeiro viajante coletando informações. É o portador da Relíquia do Dragão.

## Magia

### Discípulo(s)

Arisha Trum; Lagrya; Barhend Deslyn; Jurhent Deslyn

### Habilidade(s) ny

Pirogenia; Telecinesia; Supervelocidade; Superforça; Manipulação de energia espiritual
J.A.X.

**J.A.X.** can only be obtained through the "Augmenter" Event.

* Being a constant source of  that does not exhaust, J.A.X. finds use in many Ironclad self-harm related builds and Silent -related builds. However, the Defect does not have enough direct damage cards to make the HP loss worth it in most cases, though it does have some incredible synergy with the cards  and .

## Interactions

* reduces all HP loss to 1, including from J.A.X..
* Runic Cube: Whenever you play J.A.X., draw 1 card.
* : Each time you use J.A.X., decreases  cost by 1.
* : Useful for regenerating HP lost through J.A.X.
* , , : Significantly benefit from .
* : Is triggered every time J.A.X. is used, furthering the  gain.
* : Each  damage is increased by 2 for each J.A.X. used. Since  are easily created in multiples, this adds up quickly.

## Trivia

* The card's name is a play on words referring to "getting jacked", as in getting buff.

## Update History

* Weekly Patch 39: We Meet Again!
	+ JAX card buffed. No longer exhausts.
* Weekly Patch 21: Channel Lightning
	+ J.A.X. Dealer event's cost of J.A.X. updated 100 -> 77 Gold.
* Weekly Patch 8: Ooh Shiny!
	+ Colorless cards can now be upgraded! This was also a good time to re-examine and balance several of the cards.
	+ J.A.X.+. 2 -> 3 Strength gain.
Well-Laid Plans

* Standard
* Beta Art

**Well-Laid Plans** is an Uncommon Power for The Silent. At the end of each of the player's turns, it lets the player choose a number of cards to . This allows them to keep cards in hand until the best time to play them.

Although it allows players to choose ethereal cards, they will not be retained, and will immediately exhaust.

## Update History

* Patch V2.0: The Watcher
	+ Well-Laid Plans card cost increased from 0 -> 1.
* Patch V1.1: The Dealer
	+ Well-Laid Plans card plays slightly faster now.
* Weekly Patch 5: Happy Holidays!
	+ Bird-Faced, Well-Laid, All-Out, Self-Forming gets hyphenated.
	+ Dazed and Clumsy now exhaust even if retained via Well Laid Plans (all Ethereal cards).
* Weekly Patch 3: Balance Balance Balance
	+ Updated wording of Well Laid Plans to be simpler.
	+ Always show confirmation button for Well Laid Plans even if you have "Disable confirm 1 card" on.
	+ Don't prompt for Well Laid Plans if you have Runic Pyramid.
* Weekly Patch 1: The First of Many!
	+ Reworked Well Laid Plans card.
Orb Slots

**Orb slots** are a feature of The Defect, which limits how many Orbs you can have  at once. If you channel more Orbs than you have Orb slots, then the rightmost Orb will be  to make room.

The Defect begins with three Orb slots and considers the rightmost Orb to be the **active Orb**, being the one that will get  first. Other classes begins with 0 Orb slots. They will gain 1 Orb slot once they are able to obtain Defect cards from card reward, usually through  or some game modifier.

Player can increase and decrease the number of Orb slots by playing cards, possessing some relics, or drinking . Losing a slot with an Orb equipped does not  it. A character can have at most 10 Slots. If a character has 0 Slots, Orbs can no longer be . Orb slots do not carry over between combats.

## Related

### Cards

These cards modify the number of the player's Orb slots. Numbers in parentheses are for upgraded versions:

* : Gain 2(3) Orb slots.
* : Lose 1 Orb slot.

### Relics

These relics modify the number of the player's Orb slots, or interact with an empty Orb slot.

* : Gain 1 Orb slot every two turns.
* : Start each combat with 3 additional Orb slots.
* : Channel 1  per turn if there is an empty Orb slot.
* : Start each combat with 1 Orb slot if you are not playing Defect if Base Mod is installed.
No Draw

**No Draw** is a Debuff that limits the draw of cards to your hand.

"Choose a card and add it to your hand" effects, even those that choose from your deck, such as Secret Technique, are not affected by No Draw.

## Sources

* Cards

## Update History

* Weekly Patch 33: Terror
	+ No Draw power now counts as a debuff.
* Weekly Patch 4: Full speed ahead!
	+ Evolve should no longer trigger even if No Draw power is active.
Matryoshka

### Flavor

A stackable set of painted dolls. The paint depicts an unknown bird with white eyes and blue feathers.

### Class

Any

The relic added to the chest by Matryoshka has a 75% chance of being a Common Relic, and a 25% chance of being an Uncommon Relic.

This relic does not spawn beyond floor 40, excluding Endless mode.

## Update History

* Patch V2.0: The Watcher
	+ Relics which gray out are now grayed out using a shader, rather than a grayscale image.
* Weekly Patch 51: Recursion
	+ Matryoshka relic no longer spawns beyond floor 40 (excludes Endless mode).
* Weekly Patch 50: The Final Act
	+ Fixed issue where Nloth's Face relic consumed both relics from Matryoshka.
* Weekly Patch 21: Channel Lightning
	+ Seeds are now utilized for Matryoshka and Mummified Hand relics.
* Weekly Patch 7: Setting Up All the Things
	+ Fixing typo in Matryoshka's flavor text.
* Weekly Patch 3: Balance Balance Balance
	+ Matryoshka's counters are now saved correctly- no longer resets.
Prayer Wheel

**Prayer Wheel** is a Rare Relic. Its effect causes all normal fights to drop two card rewards instead of one.

After ending a normal non-elite/boss fight, it will give two separate card rewards. Both can be activated, effectively doubling the cards the player receives from normal combat. This choice functions just like a normal choice after combat, and functions as expected with  and .

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

## Old Prayer Wheel

Before Patch 25, Prayer Wheel was a common relic that made non-boss chests contain a card reward.

## Update History

* Weekly Patch 51: Recursion
	+ Prayer Wheel relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 25: Building Blocks
	+ Prayer Wheel relic reworked and is now rare. (was common)
* Weekly Patch 6: We're Back!
	+ Prayer Wheel now says that chests also contain cards rather than 'contains cards' to avoid confusion.
Regeneration

is a buff that heals the character's health at the end of the turn. "End of turn" will not be evaluated if you win the battle — if you kill the final enemy,  will not trigger.

 works similar to . The number represents the amount it will heal and the turns left. After each turn, the number decreases by one. When the number reaches 0,  wears off.

Because of its linear decay per turn, multiple  stack quadratically: taking one can restore 15 HP over 5 turns (5 + 4 + 3 + 2 + 1 HP), but taking two in succession and starting off with 10  can restore drastically more than that in the first two turns (10 + 9 + 8 + ... + 1 for a total of 55 HP over 10 turns). It can be improved even further with the assistance of .

## Notes

* Not to be confused with the Awakened One's or buffed elite's  ability, which heals at a flat rate at the end of every turn without decaying.
Philosopher's Stone

Gain 1  at the start of each turn. At the start of combat, each enemy gains 1 .

Can be dangerous on multi-hit enemies (Byrds, Book of Stabbing, etc.)

Philosopher's Stone is a Boss Relic.

## Update History

* Weekly Patch 54: Loop
	+ Fixed issues where some monsters dealt the incorrect damage with Philosopher's Stone on turn 1.
* Weekly Patch 51: Recursion
	+ Reptomancer's Daggers and Philosopher's Stone relic now correctly interact.
* Weekly Patch 49: The Designer
	+ Philosopher's Stone buffed: Enemies gain 2 Strength -> 1 Strength.
	+ Philosopher's Stone wording improvements.
* Weekly Patch 40: Forethought
	+ Spawned Daggers from Reptomancer will now correctly work with Philosopher's Stone, and mods like Lethality.
* Weekly Patch 1: The First of Many!
	+ Adding Relic: Philosopher's Stone (was locked via char 3)
	+ Philosopher's Stone relic wording clarified
Shockwave

* Standard
* Beta Art

Shockwave is a Skill card for the Ironclad. It applies both Weak and Vulnerable for three turns to every enemy. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon upgrade, the amount of Weak and Vulnerable granted increases by 2.

## Update History

* Day 1 Patch
	+ Dropkick, Fire Breathing, and Shockwave portraits weren't rendering in card popup view.
Masterful Stab

* Standard
* Beta Art

**Masterful Stab** is an Attack card for the Silent. It starts at 0 cost, but increases cost whenever you lose HP.

## Mechanics

* The cost increases by the number of times you lose HP, not the amount of HP lost.
* The cost of the card is not limited to 3.
* If this card is created during combat (such as through , , or ), it will start at base cost, ignoring any HP you lost before it existed, unlike .

## Interactions

* : Masterful Stab's cost will be overwritten by .

## Old Masterful Stab

Prior to Weekly Patch 39, Masterful Stab had the following card text: Can only be played if there are no other cards in your hand. Deal 16(21) damage.

## Update History

* Weekly Patch 50: The Final Act
	+ Damage taken per turn checks for cards like Masterful Stab were not correctly resetting.
* Weekly Patch 49: The Designer
	+ Fixed cards like Blood for Blood and Masterful Stab being affected outside of combat.
* Weekly Patch 44: Chrysalis
	+ Effects that trigger on damage like Masterful Stab now interacts properly with damage prevention effects like Buffer.
* Weekly Patch 39: We Meet Again!
	+ Masterful Stab card reworked.
* Weekly Patch 28: The Ritual
	+ Masterful Stab card gets a minor damage buff.
Hello World

## Trivia

* The card is a reference the program archetype consisting of a simple line of code outputting "Hello World", demonstrating a programming language’s syntax.

## Update History

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

Duelo justo é uma tradição milenar em Erys, ainda aceita em diversos lugares. Não se sabe a origem dessa tradição, nem porque ela é conhecida em lugares tão distantes geograficamente. Possivelmente é tão antiga quanto a humanidade, talvez remontando ao povo Ysdin.

## Regras

* Apenas dois lutadores. É expressamente proibida a intervenção de terceiros na luta, de qualquer maneira.
* Os lutadores devem lutar em pé de igualdade. Isso significa que antes do duelo os dois lutadores devem entrar em comum acordo sobre as armas e técnicas utilizadas, bem como se é permitido ou não o uso de magia.
* O duelo justo só é válido se ambas as partes concordarem com os termos.
* O duelo só termina quando uma das partes declara derrota, cai inconsciente ou morre. Não existe empate.
* Não há tempo máximo ou mínimo para a luta. Mas podem ser acertadas tréguas, de tempo indefinido.
* Duelo até a morte: é uma modalidade do duelo justo, a qual só termina obrigatoriamente com a morte de um dos lutadores.
* Duelo sem morte: é uma modalidade de duelo justo na qual a morte de um dos lutadores é proibida. Caso um deles morra, considera-se que o outro violou as regras.
* Se alguém mata outrem em um duelo justo, o primeiro não pode ser acusado de assassinato. A exceção a esta regra é se tiver sido acordado antes da luta que seria um duelo sem morte.

## Punições

A tradição do duelo justo é muito forte a arraigada em Erys. Tanto que violar as regras dele é um ato de extrema desonra, quiçá profano.

* A Irmandade da Luz prevê o duelo justo em seu código moral. Violar as regras dele é considerado crime institucional, passível de multa, prisão, suspensão ou cassação da licença de cavaleiro. Porém, a modalidade duelo até a morte é expressamente proibida.
* Sendo um povo que preza muito pela honra e pelas tradições, violar as regras do duelo justo em Nänt é considerado extremamente desonroso. A punição pode ir desde açoitamento em praça pública até a sentença de morte. Os Sombras Vermelhas, uma guarda de assassinos subordinados ao rei de Kàrv, são encarregados de caçar pessoas que violaram as regras do duelo e fugiram.
* Em Seyron e nas Terras de Tuva, violar as regras é considerado pecado diante dos deuses. A punição é a morte.
* O duelo justo também é considerado sagrado na tradição élfica. Violá-lo é crime punível com exílio ou mesmo pena de morte.
* Entre as tribos bárbaras de Saeth o duelo justo é considerado a melhor forma de resolver contendas. A violação de suas regras é considerado desonroso, punível com a morte.
Perfected Strike

* Standard
* Beta Art

**Perfected Strike** is an Attack card for the Ironclad. It deals 6 damage plus 2 for every card with "Strike" in its name in the player's draw pile, discard pile, and hand. As a Common card, it can be found as a reward after combats.

Upgrading Perfected Strike increases the damage bonus for each "Strike" from 2 to 3.

The bonus damage is added to the base damage of the card, and all the damage is dealt in one shot, meaning strength bonuses are applied only once and not multiple times. In combat, the first line of the card's text is updated to reflect the additional damage.

Each copy of Perfected Strike counts itself as a "Strike".

The eligible cards are:

* **Perfected Strike**

In game modes where you have access to cards of every color, it additionally counts:

### Strategy

* Perfected Strike is one of the most powerful Attacks in early Ironclad decks. Simply dropping one into the starting deck deals 18 damage without an upgrade, and it only increases from there.

* Picking Perfected Strikes early is a reliable strategy. Not only are they strong on their own, but their power grows over time as more Perfected Strikes and other "Strike" cards are obtained.

* As a Common, the card is often sold by the Merchant at a low price, so players looking to build a Strike deck should pick routes that include his carpet.

* When packing Perfected Strikes, avoid the Vampires(?) Event and  Relic, since this will remove your starting  and reduce the card's power.

* Changing the total number of "Strike" cards in your deck, discard pile, and hand during combat affects Perfected Strike's additional damage. This means that its power decreases when "Strikes" are  or put in Stasis by Bronze Orbs, and increases when "Strikes" are created by .
* pairs well with Perfected Strike, as it boosts the damage of Perfected Strike and all the other Strike cards used to boost Perfected Strike.

## Update History

* Weekly Patch 28: The Ritual
	+ Fixed issue where Strike (blue), Thunder Strike, and Meteor Strike weren't used by Perfected Strike.
* Weekly Patch 18: Paranormal
	+ Perfected Strike now counts Strikes from other characters.
* Weekly Patch 1: The First of Many!
	+ Clarified Perfected Strike's wording for new functionality.
	+ Perfected Strike gets an updated description.
	+ Perfected Strike reworked. Now counts ALL cards with the word Strike in its title. Swift Strike, Wild Strike, etc.
Heatsinks

## Heatsinks

### Effect

Whenever you play a Power card, draw 1 card.

## Heatsinks+

### Effect+

Whenever you play a Power card, draw 2 cards.

## Heatsink

### Description

Whenever you play a Power card, draw X cards.

## Update History

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

## Trivia

This card's name is a reference to the webcomic Kill Six Billion Demons, in which "Reach Heaven By Violence", "Seek Heaven Through Violence", and various variations on that theme are a common proverb and a theophilosophical tenet of the organization of the universe. That, in turn, was referencing both Morrowind's "36 Lessons of Vivec" and Vedic texts from which the term is derived.
White Beast Statue

## White Beast Statue

### Flavor

A small white statue of a creature you have never seen before.

### Class

Any

Cannot drop more than 1 Potion each fight.

## Update History

* Patch V2.0: The Watcher
	+ White Beast Statue relic rarity changed from Boss -> Uncommon.
* Weekly Patch 25: Building Blocks
	+ Fixed issue where White Beast relic would still spawn on Brewmaster Daily.
Gold

Gold is a major resource in Slay the Spire. It can be spent at the Merchant for various items and bonuses.

Alternatively, some Events will let you spend certain amounts of Gold for specific rewards.

Gold cannot be gained if you have the  Boss Relic.

## Sources of Gold

The player starts each run with Gold, and Gold drops as a reward from most fights in the game.

### Enemies

* Normal Encounter: 10 - 20 Gold
* Elite Encounter: 25 - 35 Gold
* Boss Encounter: 95 - 105 Gold

### Events

* Face Trader
* Golden Shrine
* Wheel of Change
* Dead Adventurer
* The Ssssserpent
* World of Goop
* Wing Statue
* Knowing Skull
* The Joust
* The Nest
* Mind Bloom
* The Moai Head
* Tomb of Lord Red Mask

## Interactions

### Positive

* makes gold gain from combat greater.
* heals the player every time gold is gained.
* , , and  make shop prices lower.

### Negative

* makes obtaining further gold impossible.

## Update History

* Patch v1.1: The Dealer
	+ Top panel gold icon, health icon, potion slots, and modifiers now scale up when hovered.
* Weekly Patch 49: The Designer
	+ Dead Adventurer event was not giving the gold correctly (just showing the effect).
* Weekly Patch 34: Malaise
	+ Gold gain effect from things like Dead Adventurer is now a localizeable string.
* Weekly Patch 28: The Ritual
	+ Fixed exploit where reloading into a boss room would give you bonus gold.
* Weekly Patch 24: Potions?!
	+ Adjusted position of HP, Gold, and Floor UI in the top bar.
	+ Fixed issue where abandoning on a reward screen could transfer cards/gold to a different character.
* Weekly Patch 21: Channel Lightning
	+ Seeds are now utilized for gold rewards from events, chests, and various rooms.
* Weekly Patch 7: Setting Up All the Things
	+ Maximum gold score bonus now caps at 300 (was unlimited).
* Weekly Patch 6: We're Back!
	+ Looter + Mugger fight no longer allows you to steal back extra gold if you ran out of gold.
* Weekly Patch 5: Happy Holidays!
	+ Removing +X Gold text which appears when gold rains from the sky.
* Weekly Patch 3: Balance Balance Balance
	+ Mugger doesn't give back gold it didn't steal
* Day 1 Patch
	+ Looter only refunds gold that was stolen now.
Power Through

* Standard
* Beta Art

### Strategy

* This card has notable synergy with the Medical Kit relic, allowing you to instantly  the  for free and thus becoming an extremely powerful defensive option.
* Also has synergy with , as the wounds will give you extra draw in the future.
* Can be used to fuel , , and other cards that rely on fodder to exhaust.
Intent

Intents are symbols floating over the heads of enemies that indicate what that enemy will do on their turn.

If the enemy is attacking, the attack damage and number of attacks will be provided. In most cases this is exactly reliable, and is adjusted by debuffs such as  on the player and  on the enemy.

The relic  renders the player unable to see the intent, although cards like  and  still glow yellow if an enemy's intent would trigger their effect.
Rainbow

**Rainbow** is a Rare Skill card for the Defect. It  one of , , and  Orbs in that order for 2 . Rainbow  after being played, but its  removes its Exhaust.

Rainbow is unique in the fact that the upgrade may not be beneficial in specific decks. Having it Exhaust can get it out of the way, but having it not Exhaust can allow for more Orbs to be played and the ability to  3 Orbs over the course of a battle.

## Update History

* Weekly Patch 46: Adrenaline
	+ Adding VFX for Rainbow card.
* Weekly Patch 33: Terror
	+ If cards have too many keywords (eg Rainbow), the tips are shifted up.
* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.
Master of Strategy

**Master of Strategy** is a Neutral Skill card. When played, it will allow you to draw 3 cards. After playing this card, is will be exhausted.

When upgraded, it draws 4 cards instead of 3.

## Update History

* Weekly Patch 8: Ooh Shiny!
	+ Colorless cards can now be upgraded! This was also a good time to re-examine and balance several of the cards.
	+ Master of Strategy+. Draw 3 -> 4.
Parasite

**Parasite** is a . You can end up catching this one from events, or be implanted with a Parasite by the Writhing Mass.

Any method of permanently removing this card from your deck will cause you to lose 3 max HP. Aside from this, it's identical to an  - that is to say, annoying but usually survivable.

## Sources

* Hypnotizing Colored Mushrooms
* Writhing Mass
Living Wall

**Living Wall** is an event found exclusively in Act 1. Three friendly statues emerge from the stonework to offer their assistance

## Options

* **[Forget]** Remove a card from your deck.

* **[Change]**  a card in your deck.

* **[Grow]**  a card in your deck.

## Strategy

There's no price or drawback to any choice. The only caveat is that once the player chooses a statue, they can't change their mind. Be sure to check your deck *before* choosing.

* **[Forget]** This option should almost always be chosen if the player has a removable  (with the possible exception of ) in their deck. Removing the unwanted, detrimental card is a strong option.
* **[Change]** While this option is indisputably the weakest out of the three, it can be useful in decks that have no leaning yet or lack enough decent cards to beat the boss. This option is preferable to upgrading a  but less desirable than simply removing it in most cases.
* **[Grow]** This option should be chosen if the player has a card in their deck that would be significantly stronger when upgraded. This includes cards that scale more when they are upgraded, cards that increase in debuff, buff, or draw, cards that become  or no longer , and the unique .

## Update History

* Weekly Patch 50: The Final Act
	+ Fixed softlock caused if you can't remove cards in: Back to Basics, Cleric, and Living Wall events.
* Weekly Patch 42: Reboot
	+ Adding ambient SFX for Living Wall event.
* Weekly Patch 23: Testing Continues...
	+ Living Wall event's transformed card is now seeded.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Flash of Steel

**Flash of Steel** is a Neutral Attack card. It acts similar to Pommel Strike except it deals less damage and it costs nothing.

When upgraded, it will deal six damage instead.

## Update History

* Weekly Patch 8: Ooh Shiny!
	+ Colorless cards can now be upgraded! This was also a good time to re-examine and balance several of the cards.
	+ Flash Of Steel+. 3 -> 6 damage.
Winding Halls

**Winding Halls** is an event found exclusively in Act 3. You get lost in an ever-shifting labyrinth, all while disembodied whispers drive you into madness.

## Options

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

**[Embrace Madness]** Receive 2 . Lose HP equal to 12.5% (18%) of max HP.

**[Press On]** Become  - . Heals 25% (20%) of max HP.

**[Retrace Your Steps]** Lose 5% of Max HP.

## Update History

* Weekly Patch 42: Reboot
	+ Adding ambient SFX for Winding Halls event.
* Weekly Patch 40: Forethought
	+ Winding Hall Event gets a new option and some text improvements. [Retrace Your Steps] Lose HP.
* Weekly Patch 3: Balance Balance Balance
	+ Winding Halls event reworked.

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

is a Buff inherent to summoned enemies. It has no positive effect, and is used only to indicates the behaviour the enemy that has it.

Gameplay-wise,  abandon combat without their leader. This means that if only enemies with  remain, they will flee or disappear and the combat is won by the player.

Effects attached to keyword  only activates on non-. For example,  only raises Max HP on killing a non-.

When the leader of the  attempts to summon them, their intent will turn  Unknown.

## List of  summoner

* Gremlin Leader
	+ Start the combat with 2 random Gremlins summoned.
	+ May  summon up to 2 them again if one or more are dead.
	+ Can have up to 3 Gremlins present at a time.
		- Fat Gremlin
		- Mad Gremlin
		- Shield Gremlin
		- Sneaky Gremlin
		- Gremlin Wizard
* Bronze Automaton
	+ Starts the combat by  summoning 2 Bronze Orbs.
	+ Will not summon them again.
* The Collector
	+ Starts the combat by  summoning 2 Torch Head.
	+ May  summon up to 2 them again if one or more are dead.
	+ Can have up to 2 Torch Head present at a time.
* Reptomancer
	+ Starts the combat by  summoning 1 (2 18+) Dagger.
	+ May  summon them again throughout the combat until the number of Dagger reaches its limit.
	+ Can have up to 4 Dagger presents at a time.

## Trivia

* Apart from the mechanical Bronze Automaton, all of the enemies that can summon  are female.
Reckless Charge

* Standard
* Beta Art

**Reckless Charge** is an Attack card for the Ironclad.

When upgraded, it deals 10 damage instead of 7.

## Update History

* Weekly Patch 21: Channel Lightning
	+ Reckless Charge card is now Uncommon.
	+ Reckless Charge+ card nerfed damage by 1.
* Weekly Patch 20: Immolate
	+ Reckless charge is now Common and shuffles a Dazed into your draw pile rather than making you Vulnerable.
Hand of Greed

**Hand of Greed** is a rare colorless card which provides 20(25) gold when used to kill an enemy.

While expensive at shops, it does not exhaust and can be used to kill multiple enemies per battle, eventually paying for itself with the right usage. If acquired from a Neow Blessing at the beginning of the run it can provide considerable reward.

The kills must be considered  to provide the gold reward. Not all enemies count as fatal kills (exceptions detailed below).

## Interactions

* will heal 5HP for each  kill by **Hand of Greed** which generates gold.
* The smaller slimes which split off from the Large Acid Slimes and Large Spike Slimes can each count as Fatal kills.

* Minions do not count as Fatal kills. These are recognized by the  icon. For a list of minion enemies, see the Minion page.
* If fighting Darklings reducing the HP of one of them to 0 does not count as a Fatal kill unless it was the final enemy from the batch.
* Defeating the first phase of the Awakened One does not count as a Fatal kill.

## Update History

* Patch V2.0: The Watcher
	+ Fatal keyword added for cards which have effects upon killing a non-Minion enemy.
* Weekly Patch 50: The Final Act
	+ Title capitalization for Hand Of Greed -> Hand of Greed.
* Weekly Patch 46: Adrenaline
	+ Hand Of Greed card buff: 15 -> 20 damage. Hand of Greed+: 20 -> 25 damage.
* Weekly Patch 42: Reboot
	+ Hand of Greed card now gives gold instantly, rather than through VFX (triggered Bloody Idol).
* Weekly Patch 38: Bane
	+ Adding colorless card Hand of Greed.
Glass Knife

* Standard
* Beta Art

**Glass Knife** is a Rare Attack for The Silent. The first time it is played, it deals 8 (12 if ) damage twice, but each time after that it deals 2 less damage with each hit until the damage eventually reaches 0.

## Strategy

At first glance, this card looks bad because it gets worse each time you play it. In practice, the fight will usually end before the damage from this card becomes too low. When upgraded, it deals 24 damage for 1  the first time it's played, which is much better than many other Attacks.

## Update History

* Weekly Patch 24: Potions?!
	+ Glass Knife card description: "Glass Knife's damage" -> "This card's damage"
* Weekly Patch 3: Balance Balance Balance
	+ Glass Knife card buff.
Forgotten Altar

**Forgotten Altar** is an event found exclusively in Act 2. You encounter a forgotten statue that requires an offering.

## Options

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

* **[Offer: ]** Obtain a . Lose .
	+ This option is available only if you have a  to be offered.
	+ In Endless Mode, choosing this option while already having  does not remove , allowing you to finish the event with no effect.
* **[Sacrifice]** Gain 5 Max HP. Lose 25% (35%) of Max HP.
* **[Desecrate]** Become  - .

## Related

* The Act 1 event Golden Idol (Event) gives you the  if you survive the boulder trap guarding it.
* The Act 3 event The Moai Head will alternatively trade the  for 333 gold.

## Update History

* Weekly Patch 5: Happy Holidays!
	+ Forgotten Altar now gives you the Max HP before damaging you. This way you won't die if the damage hits you first.
* Weekly Patch 4: Full speed ahead!
	+ Forgotten altar displays correct HP loss for the Silent now.

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

## Update History

* Patch V2.2: Happy Holidays!
	+ Good Instincts card buffed. Block increased from 5 -> 6.
	+ Good Instincts+ card buffed. Block increased from 8 -> 9.
* Weekly Patch 46: Adrenaline
	+ Good Instincts card buff: 4 -> 5 Block. Good Instincts+: 7 -> 8 Block.
* Weekly Patch 8: Ooh Shiny!
	+ Colorless cards can now be upgraded! This was also a good time to re-examine and balance several of the cards.
	+ Good instincts+. 4 -> 7 Block.
Ornamental Fan

## Ornamental Fan

### Description

Every time you play 3 Attacks in a single turn, gain 4 .

### Flavor

The fan seems to extend and harden as blood is spilled.

### Class

Any

Every time you play 3 Attacks in a single turn, gain 4 .

Ornamental Fan can be activated multiple times in a single turn.

It always gives 4 Block, regardless of .

Ornamental Fan is an Uncommon Relic.
Second Wind

* Standard
* Beta Art

Second Wind is a Skill card for the Ironclad. It  all non-Attack cards in-hand excluding itself, then grants 5  for each card Exhausted. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon upgrade, it grants 2 more Block per card Exhausted.

## Tips

* Second Wind will trigger on  and  cards; allowing it to fit in well in an  deck.
* Each card exhausted counts separately for the effects of  and .

## Update History

* Patch V1.1: The Dealer
	+ Fixed Second Wind doing its effects in reverse and only gaining one instance of block.
Jack of All Trades

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

### Excluded Cards

**Attacks**

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

**Skills**

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

**Powers**

* *(Card effect only)*

## Update History

* Weekly Patch 48: Creative AI
	+ Capitalization fix: Jack Of All Trades -> Jack of All Trades.
* Weekly Patch 44: Chrysalis
	+ All sources of random temporary card generation in combat (like ) can no longer generate cards that provide healing.
	+ New tip added to indicate that healing cards cannot be generated randomly during combat.
* Weekly Patch 14: Bullet Time
	+ Jack of All Trades has correct wording when upgraded.
* Weekly Patch 10: Quality of Life
	+ Shiv and J.A.X can no longer spawn from effects like Jack Of All Trades and Transmutation.
* Weekly Patch 8: Ooh Shiny!
	+ Colorless cards can now be upgraded! This was also a good time to re-examine and balance several of the cards.
	+ Jack Of All Trades+. 1 random card -> 2 random cards.
Pressure Points

**Pressure Points** is a Skill for the Watcher. It inflicts 8 stacks of Mark on an enemy (11 stacks if ), then each enemy who has Mark loses HP equal to its Mark stacks.

## Mark

### Description

Whenever you play Pressure Points, the targeted enemy loses X HP.

## Trivia

* During beta testing for the Watcher, Pressure Points was called Path to Victory. The name change to the current one was suggested by the community in order to make it fit its effect thematically.
	+ Path to Victory itself was reworked once, with the original effect "Draw a card and reduce its cost to 0 this turn. ." and would not Exhaust if Upgraded.
	+ Path to Victory is a reference to the web serial *Worm*, in which the character Contessa has the power to see the steps necessary to succeed at any given task, referred to as "Path to Victory."
Wrath

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

While in this Stance, deal and receive double damage.

* : Deal damage then enter Wrath.
* : Enter Wrath.
* : Enter Wrath.
* : Enter Wrath at the beginning of the next turn.
* : Deal damage then enter Wrath.

These cards have interactions specifically for Wrath:

* : Gain additional  if you are in Wrath.
* : If in Wrath when played, apply  to ALL enemies.
* : Draw cards whenever you enter Wrath.

## Trivia

* While in Wrath, the eye on the Watcher's staff is open and unblinking. The eyeball turns red and slightly, but rapidly, shakes in place.
Orrery

Choose and add 5 cards to your deck. You may pass on any amount of cards.

Provides 5 chances to add cards. Works with  and .

When you acquire Orrery at Act 1, Orrery offers you no upgraded cards (Except for when you have , , or ). When it's Act 2, Orrery's card drops all have a 25% chance of being upgraded like the rest of the card rewards in Act 2.

## Update History

* Patch V2.0: The Watcher
	+ Orrery relic rarity changed from Boss -> Shop.
* Weekly Patch 4: Full speed ahead!
	+ Orrery is a boss relic again.
* Weekly Patch 3: Balance Balance Balance
	+ HOTFIX: Orrery is temporarily removed because it crashes.
	+ Orrery is now an uncommon relic.
Wallop

## Tips

Wallop is useful for protecting oneself while in Wrath, as the block gained will scale to the increased damage. This makes it much better than playing regular Defend cards as well.

Using Wreath of Flame to increase the damage of this card also increases the Block gained from it. Remember that the effect of Vigor is doubled/tripled when in Wrath/Divinity.
Snake Plant

## Malleable

### Description

Upon receiving attack damage, gains X .  gain increases by 1 each time Malleable is triggered. Resets to X at the start of your turn.

## Pattern

Has a 65% chance of using Chomp and a 35% chance of using Enfeebling Spores every turn. Cannot use Chomp three times in a row and cannot use Enfeebling Spores twice in a row.

In Ascension 17+, changes pattern to Chomp > Chomp > Enfeebling Spores after the first time Enfeebling Spores is used.

 Enfeebling Spores

## Tips

* Because of Snake Plant's ability to add an increasing amount of  each time it is attacked per turn, it is recommended to use fewer, harder hitting attacks per turn (if possible). Attacks that hit multiple times will repeatedly trigger malleable but the  is added all at once after the entire attack.
* With its attack being a low damage with multiple hits,  and  reduction (such as , , or ) are invaluable in the fight.

## Update History

* Weekly Patch 42: Reboot
	+ Updating icon for Malleable power.
* Weekly Patch 10: Quality of Life
	+ We updated the animations for several monsters! Affected monsters include: Snake Plant
* Weekly Patch 2: Slimes!
	+ Flame Barrier, Flight, Malleable, and Torii now have more checks to ensure that their effects trigger correctly.
Pointy

Redirect to:

* Masked Bandits
Pointy is an enemy found in Act II. When encountered, the player must choose to either give Pointy and his gang all the money the player currently has, or fight them.

Pointy fights alongside Romeo and Bear.
​

## Update History

* Weekly Patch 24: Potions?!
	+ Adding City Event: Red Masked Bandits