recursal/Fanatic-Fandom huggingface dataset:
Lizard Tail

When you would die, heal to 50% of your Max HP instead (works once).

Be aware that if the enemy has an attack that hits multiple times, the first hit can kill you and subsequent hits can kill you again, although the damage left over from the killing hit does not carry over after you get healed up.

If the player also has , it triggers first, and Lizard Tail will not activate until you reach 0 HP again.

Since Lizard Tail's effect heals you,  will prevent it from working.

## Update History

* Patch V2.0: The Watcher
	+ Lizard Tail relic rarity changed from Boss -> Rare.
* Weekly Patch 51: Recursion
	+ Muzzle blight was applying twice to Lizard Tail and Fairy Potion.
* Weekly Patch 32: Face Trader
	+ Fixed Fairy Potion and Lizard Tail not triggering with Muzzle blight.
Pen Nib

### Flavor

Holding the nib, you can see everyone ever slain by a previous owner of the pen. A violent history.

## Pen Nib

### StackingBehavior

None

Every 10th Attack you play deals double damage.

Pen Nib gains 1 charge every time an Attack card is played. The charges carry over between fights.

At 9 charges, Pen Nib will grant double damage on the next attack, and then reset to 0.

Pen Nib calculates all damage modifiers (, , ) before the double damage, and is correctly shown in the tooltip before confirming your Attack.

The bonus applies to the entire attack card (so multi-hit cards will get it on every attack.)

However, note that

produces a duplicate card, so in that case the bonus will only apply to one of them. On the other hand, a double-tapped card counts as two plays for the purpose of charging the nib.

Pen Nib is a Common Relic.

## Update History

* Weekly Patch 47: Metamorphosis
	+ Relics with counters like Pen Nib and Girya no longer display the counter offset incorrectly when the player has too many relics.
* Weekly Patch 42: Reboot
	+ Updating icon for Pen Nib power.
* Weekly Patch 5: Happy Holidays!
	+ Pen Nib and Double Damage (Phantasmal Killer) now stack as they're separate powers.
	+ Pen Nib power gets a new icon (temporary).
Pummel

* Standard
* Beta Art

**Pummel** is an Attack card for the Ironclad. It deals 2 damage 4 times, then  itself. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

When this card is , it hits an additional time.

## Interactions

* As a multi-hit attack, it benefits from  four times (five if upgraded).
* Each individual hit benefits from , which increases the damage dealt per hit from 2 to 5.

## Update History

* Weekly Patch 31: Custom Mode
	+ Optional UPGRADE\_DESCRIPTION added for Pummel, Heavy Blade, Offering, and Reprogram
Happy Flower

**Happy Flower** is a Common Relic that gives you 1 extra  every 3rd turn. The number near the relic shows how many turns have passed since last activation.

## Interactions

* The turn counter is conserved between rooms, so that means if you won the last battle in 2 turns, you will start with 1 extra energy in the next battle.

## Trivia

* This image and functionality of the relic are a reference to the Sunflower from the Plants vs. Zombies series.
* This relic is a possible reference to the Paper Mario series, in which there is an equip-able badge of the same name with similar function.
Membership Card

* The discount applies to everything in the shop, including the Card Removal Service (which, additionally, now only increases by 12.5 gold per use).
* The discount applies immediately, so you can buy the card and then buy other things in the same shop at the discounted rate.
* If the price before is an odd number, the price afterwards rounds up (249 → 125).
* Holding both Membership Card &  still gives an overall discount of just 50%.

## Update History

* Weekly Patch 44: Chrysalis
	+ Membership Card relic nerf: Only applies a discount now. (used to increase chance of shops appearing)
	+ Saving and Loading with Membership Card relic no longer generates a new map.
* Weekly Patch 40: Forethought
	+ Membership Card relic's discount buffed.
* Weekly Patch 21: Channel Lightning
	+ Membership Card relic no longer incorrectly lowers ? room chance.
Potion Belt

**Potion Belt** is a Common Relic. It grants the player two additional slots for Potions upon pickup.

## Trivia

* If Potion Belt is removed by N'loth, the player will keep the potion slots.
* This relic does not spawn beyond floor 48, excluding Endless mode.

## Update History

* Weekly Patch 51: Recursion
	+ Potion Belt relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 30: Skewer
	+ Fixed X button icon overlapping floor number in controller mode with Potion Belt.
* Weekly Patch 26: Controller Support Testing
	+ Entropic Potion now works properly with Potion Belt as intended.
* Weekly Patch 25: Building Blocks
	+ New common relic Potion Belt.
Headbutt

* Standard
* Beta Art

**Headbutt** is an Attack card for the Ironclad. It deals 9 damage, then prompts the player to select a card from their discard pile, which will then be the next card drawn. As a Common card, it can be found as a reward after combats.

## Interactions

* Combined with any ability to draw more cards, it's possible to play a desired card twice in one turn: just play it once, use **Headbutt** to retrieve it, then play it again.
	+ If for some reason you wanted to, you could also use **Headbutt** to retrieve **Headbutt**, then use it again to retrieve another **Headbutt**, and so on.
* Pairs well with  to place a high-cost card on top of the draw pile and play it for less total energy.

* Doesn't pair well with , as the card retrieved is drawn before Mayhem's effect happens.

## Update History

* Weekly Patch 10: Quality of Life
	+ Discard/Draw panels can be viewed during screens such as Survivor, Headbutt, and Gambling Chip now.
* Weekly Patch 6: We're Back!
	+ Cards now teleport instantly (logically, not visually) fixing race conditions with Headbutt and Unceasing Top.
Molten Egg

**Molten Egg** is an Uncommon Relic. Whenever you add an attack card into your deck, the chosen card will be upgraded already.

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

See also  and  as relics with related effects.

## Update History

* Patch V2.0: The Watcher
	+ Egg relics now update card rewards in reward screens upon pickup.
	+ Egg relics update card previews on Pandora's Box confirmation screen.
	+ Fixed egg relics not upgrading card received from A Note To Yourself.
* Weekly Patch 53: Blizzard
	+ Fix for Egg relics causing an issue with cards in the Library event screen.
* Weekly Patch 51: Recursion
	+ Egg relics no longer spawn beyond floor 48 (excludes Endless mode).
* Weekly Patch 40: Forethought
	+ Gremlin Match and Keep event now has cards upgraded correctly.
* Weekly Patch 32: Face Trader
	+ Buying an egg relic in the shop will now correctly show cards in the shop upgraded.
* Weekly Patch 31: Custom Mode
	+ Match and Keep cards are now viewed as upgraded w/ Egg relics.
* Weekly Patch 27: Hello World
	+ Egg relics now show pre-upgraded cards for Sensory Stone event's choices.
* Weekly Patch 24: Potions?!
	+ The three egg relics will now show the cards they are affecting as upgraded in card reward screens and shops.
* Weekly Patch 13: Thinking Ahead
	+ Egg relics (Toxic, Molten, Frozen) can now appear at Neow and some other scenarios.
* Weekly Patch 10: Quality of Life
	+ All 3 Egg relics (Molten/Toxic/Frozen) are now reworked. New eggs are Uncommon.
	+ Molten Egg: Whenever you add an Attack card to your deck, it is Upgraded.
* Weekly Patch 1: The First of Many!
	+ You can no longer cancel out of the selection screen for Egg relics.
	+ Molten Egg is now Common (was Uncommon)
Phantasmal Killer

* Standard
* Beta Art

**Phantasmal Killer** is a Rare Skill for The Silent. It causes all Attacks played *next turn* to deal double damage. Note that this only affects attack damage and not damage from other sources.

## Interactions

* Combos well with  and
	+ After having Well-Laid Plans, save Skewer until after Phantasmal Killer is laid

## Update History

* Patch V2.2: Happy Holidays!
	+ Phantasmal Killer card buffed. Cost reduced from 2 -> 1.
	+ Phantasmal Killer+ card buffed. Cost reduced from 1 -> 0.
* Weekly Patch 42: Reboot
	+ Updating icon for Phantasmal Killer power.
* Weekly Patch 5: Happy Holidays!
	+ Pen Nib and Double Damage (Phantasmal Killer) now stack as they're separate powers.
* Weekly Patch 2: Slimes!
	+ Phantasmal Killer now correctly stacks.
Omamori

### Flavor

A common charm for staving off vile spirits. This one seems to possess a spark of divine energy.

### Class

Any

The **Omamori** is a Common Relic that negates the next 2  you obtain, preventing them from being added to your deck.

This relic negates *any* Curse, including but not limited to the  and . It is the only way to get the  and  relics without incurring their respective curses.

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

## Interactions

* Positive
	+ Numerous Events
* Negative
	+ and  both benefit from getting Curses.

## Tips

* During daily challenges, consider skipping this relic to try and get the Curses! score modifier.
* Picking up a Grotesque Trophy during **Endless Mode** will neutralize any charges that **Omamori** has, leaving the remainder as  added to your deck.

## Update History

* Weekly Patch 51: Recursion
	+ Omamori relic no longer spawns beyond floor 48 (excludes Endless mode).
Orb Walker

**Orb Walker** is an Act 3 Monster. It can be found alone as a normal enemy, or it can be found in the Sphere event paired with an additional Orb Walker.

## Pattern

Has a 60% chance of using Laser and a 40% chance of using Claw every turn. Neither move can be used three times in a row.

Shuffles 1  into the draw pile and adds another into the discard pile.
 Claw

## Tips

The best strategy to defeat the solo Orb Walker is to be very aggressive. Consider blocking if your attacks in hand are subpar. Because of its buff, the Orb Walker can snowball very quickly. As with most heavy-hitters,  can be a very powerful asset to buy you more time. The  is also effective as the three  will lessen damage every single turn, and the Orb Walker always attacks.

In its Event encounter, focusing on one and then the next is typically the best strategy. Area of Effect damage or cards such as  are also immensely helpful.

## Trivia

* Though this monster bears resemblance to a Sentry and seems to be man-made, it doesn't have the  Buff.
* The Orb Walker's resemblance to the Repulsor seems to have no clear connection, apart from that they are both robotic monsters.
* Two Orb Walkers used to be an Act 3 Elite encounter until it was replaced by the Reptomancer.

## Update History

* Weekly Patch 50: The Final Act
	+ Awakened One and Orb Walkers were not shuffling their status cards into the player's draw pile, but into a fixed position.
* Weekly Patch 46: Adrenaline
	+ Double Orb Walker elite encounter removed from the game.
	+ The Mysterious Sphere event in Act 3 now uses the Double Orb Walker combat.
* Weekly Patch 25: Building Blocks
	+ Mysterious Sphere event enemies now attack in the correct order
* Weekly Patch 17: Patched in the Face
	+ Fixed issue where Shield Gremlin and Orb Walker had upped values in the wrong Ascension Level.
* Weekly Patch 10: Quality of Life
	+ We updated the animations for several monsters! Affected monsters include: Orb Walkers
* Weekly Patch 6: We're Back!
	+ For the 2 Orb Walker encounter they now attack left -> right.
* Weekly Patch 2: Slimes!
	+ Double Orb Walkers migrate to the elite pool.
* Day 1 Patch
	+ Updating y position of orb walker for dual Orb Walkers combat.
Peace Pipe

Peace Pipe is a Rare Relic that allows the player to remove cards from their deck at Rest Sites.

Using "Toke" will use up the Rest Site, preventing the player from choosing options such as Resting or Smithing, similar to  and .

"Toke" cannot be used on Necronomicurse, nor can it be used on Bottled cards.

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

## Update History

* Weekly Patch 52: Release Date Price Increase
	+ Fixed issue that caused Shovel, Girya, and Peace Pipe to incorrectly spawn when they should not.
* Weekly Patch 51: Recursion
	+ Peace Pipe relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 30: Skewer
	+ Peace Pipe relic cannot get rid of Bottled cards anymore.
* Weekly Patch 19: Seed
	+ Fix for Peace Pipe sometimes causing the wrong effect to happen if you cancel.
* Weekly Patch 8: Ooh Shiny!
	+ Wording: Campfire -> Rest Site for Girya and Peace Pipe.
* Day 1 Patch
	+ Toking at a campfire is now cancellable like Smithing.
Juggernaut

* Standard
* Beta Art

	+ : an active Metallicize will trigger damage at the end of every turn. However multiple Metallicize cards will still only trigger **Juggernaut** once per turn.
* Relics

## Update History

* Patch V2.0: The Watcher
	+ Fixed Juggernaut damage not changing targets if original target is dead.

* Weekly Patch 54: Loop
	+ Tingsha, Sword Boomerang, Bouncing Flask, Rip and Tear, Thunder Orbs, Havoc, and Juggernaut now utilize seeded enemy target randomization.

* Weekly Patch 42: Reboot
	+ Updating icon for Juggernaut power.

* Weekly Patch 37: Darkness
	+ Juggernaut+ card buff: Upgrade amount 1 -> 2.

* Weekly Patch 34: Malaise
	+ Juggernaut card buff: Damage 3 -> 5. Upgraded 5 -> 6.

* Weekly Patch 18: Paranormal
	+ Juggernaut was not working properly. Fixed.

* Weekly Patch 3: Balance Balance Balance
	+ Juggernaut card nerf.

* Weekly Patch 1: The First of Many!
	+ Juggernaut's description gets simpler.
	+ Juggernaut power's value is now colored blue.
Maw Bank

### Description

Whenever you climb a floor, gain 12 Gold. No longer works when you spend any Gold at the shop.

### Flavor

Surprisingly popular, despite maw attacks being a regular occurrence.

### Class

Any

**Maw Bank** is a Common Relic. It causes the player to gain 12 Gold for each new floor they visit, until they spend money at the Merchant.

## Interactions

* Positive
	+ heals every floor with Maw Bank.
	+ ,  and  makes the money more well spent at shops.
* Negative
	+ disables gold gain entirely, making Maw Bank useless.

## Trivia

* Maw Bank does not spawn beyond floor 48, excluding Endless mode.
* Maw Bank will also not spawn at the Merchant.
* Maw Bank's visual design is based on The Maw.

## 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 52: Release Date Price Increase
	+ Maw Bank relic will no longer spawn at Shops.
* Weekly Patch 51: Recursion
	+ Maw Bank relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 34: Malaise
	+ Adding common relic Maw Bank
Noxious Fumes

* Standard
* Beta Art

**Noxious Fumes** is an Uncommon Power for The Silent. At the start of each of your turns, it applies  to each enemy. This effectively causes  stacks to increase each turn instead of decreasing. Very powerful because The Silent has a tendency to have long fights.

## Update History

* Weekly Patch 42: Reboot
	+ Updating icon for Noxious Fumes power.
Heel Hook

* Standard
* Beta Art

**Heel Hook** is an Uncommon Attack for The Silent that effectively deals "free" damage if an enemy is . Upgrading Heel Hook increases the damage from 5 to 8. It's Silent's version of .

## Strategy

Heel Hook is generally a poor choice. Without a Weak enemy, it's an even less effective . In the best case, it's a slightly stronger .

To make the most of Heel Hook, ensure that at least one enemy can remain consistently , and use a small deck to increase the chances of chaining one Heel Hook into another.

Generally, you should look for more powerful and consistent Attacks instead of picking Heel Hook.

Heel Hook can be built around to make an infinite deck.

## Synergies

Heel Hook obviously needs many cards that inflict .

The card becomes stronger with , , and other cards that encourage playing many cards each turn.

Reducing Heel Hook's cost to 0 using , , or similar effect will gain you one , increasing the odds of your being able to play the card you just drew.

## Update History

* Patch V2.0: The Watcher
	+ Heel Hook card now resolves its actions in order of its description.
* Patch V1.1: The Dealer
	+ Heel Hook+ card buffed. 7 -> 8 damage.
* Weekly Patch 4: Full speed ahead!
	+ Fixed rare crash for HeelHook card.
Plated Armor

### Description

At the end of your turn, gain X . Receiving unblocked attack damage reduces Plated Armor by 1.

### StackingBehavior

Intensity

Plated Armor is a buff that adds  to a character at the end of the turn. Every time the character receives unblocked damage from an attack, one level of Plated Armor is lost.

**Sources of Plated Armor**

* : Relic that grants the player 4 Plated Armor at the beginning of combat.
* : Potion that grants the player 4 Plated Armor.
* : When this card is played, the player may choose to gain Plated Armor.

**Enemies with Plated Armor**

* Shelled Parasite: Starts with 14 Plated Armor.

## Update History

* Patch V2.0: The Watcher
	+ Plated Armor power now caps at 999.
* Patch V1.1: The Dealer
	+ Plated Armor power description is more accurate now.
* Weekly Patch 51: Recursion
	+ Plated Armor power wording improved when enemies have the power.
* Weekly Patch 42: Reboot
	+ Updating SFX for Plated Armor Power.
* Weekly Patch 2: Slimes!
	+ Plated Armor no longer decrements from non-attack damage (like thorns).
* Weekly Patch 1: The First of Many!
	+ Plated Armor wording improvements.
Fossilized Helix

The **Fossilized Helix** is a Rare Relic. At the start of each combat, it gives 1 stack of the  buff, preventing the first time the player loses HP.

## Interactions

* Positive
	+ Large single-hit enemies like Transient can be shut down entirely for one turn.
	+ Negating the first instance of damage can buy time at the start of a fight to set up.
* Negative
	+ , , , , , , , , and Corrupt Heart's Beat of Death can waste the Fossilized Helix on 1-3 HP instead of a bigger attack.
	+ , , , , , , and  will not activate when HP loss is prevented.

## Trivia

The appearance and name of this relic may reference the Helix Fossil from the *Pokémon* series.

## Update History

* Weekly Patch 51: Recursion
	+ Fixed Self-Forming Clay relic triggering incorrectly off of prevented damage from Buffer power.
* Weekly Patch 49: The Designer
	+ Painful Stabs power will no longer give wounds if the damage was prevented by Buffer.
* Weekly Patch 44: Chrysalis
	+ Effects that trigger on damage like Masterful Stab now interacts properly with damage prevention effects like Buffer.
* Weekly Patch 41: Chill
	+ New Rare Relic: Fossilized Helix.
Hypnotizing Colored Mushrooms

**Hypnotizing Colored Mushrooms** is an event found exclusively in Act 1. The player encounters a field of dangerous fungi.

This event only appears on floor 7 and above.

## Options

* **[Stomp]** Anger the Mushrooms.
	+ The player has to fight 3 Fungi Beasts.
		- The fight always rewards the player with , a Relic exclusive to this event.

* **[Eat]** Heal 25% HP. Become : .

## Strategy

Both options are painful - Fungi Beasts can deal some serious damage, and  will inevitably lose you some HP. The choice is mainly determined by how much HP the player has, and whether they can survive the battle and clear the Act.

The combination of Fungi Beast boosting their  and applying  on death make it very likely that the player will have to deal with very high incoming damage numbers when taking them out one by one. A safer approach can be to equally lower the HP of each Fungi Beast and then finish them all at once with cards like ,  or  once they are low enough.

Like all battles, the Fungi Beasts award Gold, card selection, and points in addition to the , a very useful relic against enemies that utilize .

If your HP is low, eating the mushrooms both prevents the Fungi Beasts battle and restores some HP.  will need to be removed later, but it's preferable to death by mouse-mushroom ambush. You may also consider this option if you have, , or .

## Update History

* Weekly Patch 44: Chrysalis
	+ Mushroom event now correctly shows card preview for Parasite curse.

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

Whenever you add a Power card to your deck, it is Upgraded.

This does **not** include cards created during combat.

Frozen Egg is an Uncommon Relic.

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

See also  and  as relics with related effects.

## Update History

* Patch V2.0: The Watcher
	+ Egg relics now update card rewards in reward screens upon pickup.
	+ Egg relics update card previews on Pandora's Box confirmation screen.
	+ Fixed egg relics not upgrading card received from A Note To Yourself.
* Weekly Patch 53: Blizzard
	+ Fix for Egg relics causing an issue with cards in the Library event screen.
* Weekly Patch 51: Recursion
	+ Egg relics no longer spawn beyond floor 48 (excludes Endless mode).
* Weekly Patch 40: Forethought
	+ Gremlin Match and Keep event now has cards upgraded correctly.
* Weekly Patch 32: Face Trader
	+ Buying an egg relic in the shop will now correctly show cards in the shop upgraded.
* Weekly Patch 31: Custom Mode
	+ Match and Keep cards are now viewed as upgraded w/ Egg relics.
* Weekly Patch 27: Hello World
	+ Egg relics now show pre-upgraded cards for Sensory Stone event's choices.
* Weekly Patch 24: Potions?!
	+ The three egg relics will now show the cards they are affecting as upgraded in card reward screens and shops.
* Weekly Patch 13: Thinking Ahead
	+ Egg relics (Toxic, Molten, Frozen) can now appear at Neow and some other scenarios.
* Weekly Patch 10: Quality of Life
	+ All 3 Egg relics (Molten/Toxic/Frozen) are now reworked. New eggs are Uncommon.
	+ Frozen Egg: Whenever you add a Power card to your deck, it is Upgraded.
* Weekly Patch 1: The First of Many!
	+ You can no longer cancel out of the selection screen for Egg relics.
	+ Frozen Egg is now Common (was Uncommon)
Pain

**Pain** is a .

While in hand, lose 1 HP when other cards are played, bypassing any . A deadly curse, even worse than , as minimizing its damage is not often practical. This curse becomes a mixed blessing when used with self-harm cards including , , ,  and .

Since the HP loss is dealt in increments of 1, it is completely negated by , however, if the player has any stacks of  they will lose them, because Buffer triggers before Tungsten Rod.

## Sources

* Choosing **[Rummage]** during the Ominous Forge event
* Any source of a random
Force Field

## Force Field

### Effect

Costs 1 less  for each Power card played this combat.Gain 12 .

## Force Field+

### Effect+

Costs 1 less  for each Power card played this combat.Gain 16 .

## 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.
Rebound

Rebound is an Attack card for The Defect that combines good damage with a unique deck-manipulating effect. As a common card, Rebound is often offered as a post-battle reward and can be purchased inexpensively from The Merchant.

Upgrading Rebound increases its damage from 9 to 12.

### Strategy

* It's easy to accidentally draw the Rebounded card with zero energy left, or to Rebound the wrong card. Carefully sequence the turn, anticipating next turn's draws and enemy Intents, to squeeze the most power out of Rebound's unique effect.

* Take special care to consider your enemies' attack sequences. You don't want to draw a fifth attack card when you really need to , or a defensive card if the enemy is .

* If you just want to play Rebound for damage and don't need to place any cards on your deck, simply make it your final play before ending your turn.

* Upgrading Rebound marginally increases its power level and is not recommended.

* Rebound's effect speeds up the progression of  and , and can help combine  with a Power card. It techs against -heavy foes like Chosen and Book of Stabbing by guaranteeing at least one good draw in the following turn. It also interacts well with  and  to rapidly fill your orb slots.

* Cards that are consumed when played, such as Power cards, cards with , and cards duplicated by  are not placed on top of your deck by Rebound, but they *will* consume the Rebound effect.

* It is possible to get two copies of the Rebound effect by playing it with an active . This will cause the following two cards to be Rebounded, and both stacks will wear off at the end of the turn.

* The Rebounded card is placed onto the draw pile before its effect resolves, so cards like  will immediately draw themselves. This is particularly strong with , which lays down 18 damage and draws a card for just one Energy. Avoid following Rebound with , which will immediately discard itself.

* Rather counterintuitively, Rebound *cannot* set up a free play of a specific card with , as Mayhem triggers *after* you draw your cards, including the card at the top of your Draw Pile.

## Update History

* Patch V2.0: The Watcher
	+ Fixed Rebound card not working with Strange Spoon relic.
* Weekly Patch 51: Recursion
	+ Rebound card no longer puts Burns on top of your deck.
* Weekly Patch 34: Malaise
	+ Rebound card buff: Damage 8 -> 9. Upgraded 11 -> 12.
* 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.
Regret

**Regret** is a .

At the end of your turn, lose 1 HP for each card in your hand. Because this isn't technically considered damage, the HP loss bypasses , and even if you manage to play all the other cards in your hand you'll still lose 1 HP any time you are left feeling regret. The inexorable leeching of your limited health is quite dangerous.

## Sources

* Golden Shrine
* Big Fish

## Update History

* Patch V1.1: The Dealer
	+ Fixed Regret causing less HP loss than normal if other cards played themselves first.
* Weekly Patch 50: The Third Act
	+ Regret card wording improved to clarify interactions with cards like Rupture.
* Weekly Patch 10: Quality of Life
	+ Fixed issue where Regret/Decay/Doubt/Burn fails to exhaust via Blue Candle and Medical Kit.
Golden Idol (Event)

**Golden Idol** is an event found exclusively in Act 1. The player can claim the powerful  for a price, or safely walk by.

## Options

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

* **[Take]** Obtain . Trigger a trap, sending a huge boulder rolling towards the player.
	+ The player must choose how to defend themselves.
		- **[Outrun]** Become  -
		- **[Smash]** Take damage equal to 25% (35%) of Max HP
		- **[Hide]** Lose 8% (10%) Max HP

* **[Leave]** Nothing happens

## Strategy

The  is used for Events in future Acts. It's also a strong Relic in its own right, granting 25% more Gold from battles. It's generally a good idea to **[Take]** it.

**[Outrun]** is mostly a poor choice. Curses (even ones that do nothing besides be a curse like ) make your deck quite a bit worse, especially in act 1 where your deck does not have many cards. The extra gold can make it easier to afford a remove at a shop, but then you effectively have one less remove throughout the run as well as the money spent.

**[Smash]** option is also often a bad choice. The damage hit often means either avoiding an Elite or taking an extra rest at a Rest Site instead of an upgrade, reducing the total strength your deck leaves act 1 with by quite a lot.

Sacrificing max HP via **[Hide]** is often the safest option. The max health penalty often does nothing immediately, and only starts to harm you later on in the run, by which point the extra gold from the  has helped you become stronger.

## Related

* Not to be confused with the event Golden Shrine.
* The Act 2 event Forgotten Altar will trade the  for a  and avoid negative options.
* The Act 3 event The Moai Head will trade the  for 333 gold.

## Trivia

* The grinning golden statue protected by a rolling boulder trap is a reference to the opening scene of the first Indiana Jones movie, *Raiders of the Lost Ark*.

## Update History

* Weekly Patch 40: Forethought
	+ Events: Falling, Secret Portal, Knowing Skull, Golden Idol, and Scrap Ooze receive ambient BGM.
* Weekly Patch 7: Setting Up All the Things
	+ Golden Idol Event options are slightly harsher. 20% -> 25% damage and 5% -> 8% Max HP loss.

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

This relic does not trigger when it gets picked up and then entering the card reward screen.

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

## Interactions

* Positive
	+ , , , and  let you see more card rewards.
	+ , , and  make more cards appear upgraded.
	+ makes more rare cards appear.
	+ 's downside is partially mitigated, by making future card rewards 2 cards instead of 1.
* Negative
	+ adds a separate option to card rewards that can not be used at the same time as Question Card.
	+ Vintage drastically reduces the amount of card rewards.

## Trivia

* This relic is likely a reference to the item "There's Options" from *The Binding of Isaac: Rebirth*, which has a similar appearance and function.

## Update History

* Weekly Patch 51: Recursion
	+ Question Card relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 28: The Ritual
	+ Removing non-keyword gold text on Question Card relic description.
* Weekly Patch 21: Channel Lightning
	+ Question Card indicates it works on future card rewards as it's no longer a boss relic.
* Weekly Patch 18: Paranormal
	+ Question Card relic is now Uncommon. (was Boss).
* Weekly Patch 15: Surprise Patch
	+ Question Card wording now accurately reflects what it does when accounting for other effects like Binary.
Masked Bandits

**Masked Bandits** is an event found exclusively in Act 2. You encounter a group of bandits wearing large red masks.

## Options

**[Pay]** Lose ALL of your Gold and skip the fight.

**[Fight!]** Enter a combat against three bandits (Pointy, Romeo, and Bear). Defeating them rewards you with cards, 25-35 gold, and the relic .

, ,  and  have **no effect**.

Pointy

HP
3034 7+

In Party With
* Romeo
* Bear

Debut Act
Act 2

Powers
None

Move

 Deal 6 x 2 2+ damage.

Romeo

HP
35-3937-41 7+

In Party With
* Pointy
* Bear

Debut Act
Act 2

Powers
None

Move

 Agonizing Slash
 Cross Slash
 Deal 17 2+ damage.

Pattern
Always starts with  Mock, then alternates between  Agonizing Slash and  Cross Slash.
On  Ascension 17+, starts with  Mock, then cycle in order of  Agonizing Slash,  Cross Slash,  Cross Slash.

Bear

HP
38-4240-44 7+

In Party With
* Pointy
* Romeo

Debut Act
Act 2

Powers
None

Move

 Lunge
 Maul
 Deals 20 2+ damage.

Pattern
Always starts with  Bear Hug, then alternates between  Lunge and  Maul.

## Dialogue

 Mock

## Related

* Act 3's Tomb of Lord Red Mask event rewards 222 gold should you obtain a  from this fight.

## Gallery

Romeo as seen in the Distraction card art.Bear seen in the A Thousand Cuts card art.
## Update History

* Weekly Patch 40: Forethought
	+ Ascension 17 Bear's  debuff lowered from 5 to 4.
* Weekly Patch 24: Potions?!
	+ Adding City Event: Red Masked Bandits

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

### Description

Shuffle 1  into your Discard Pile each time you receive unblocked attack damage.

### StackingBehavior

Intensity

An enemy Buff that adds a  to your deck every time you take unblocked attack damage. It is possessed innately by the Book of Stabbing, and gained by the Corrupt Heart after its third use of its Buff ability.

## Tips

This power can be dangerous, since both enemies that have it are capable of doing several attacks per turn and potentially giving you several  at a time. However, you can exploit the fact that the enemy's damage is split across several attacks by reducing the enemy's strength with cards like  or . You can also deal damage back to the attacker with  or .

If you're playing as the Ironclad, you can even take advantage of the  that you get.  negates the draws you waste by drawing ,  gives you even more draws for each  you draw, and one or more  cards will deal damage back to the attacker every time a  is drawn. If you're not playing as the Ironclad or if you don't have these cards, you can get rid of the  by using cards to  them, or by using the  relic.
Relics

**Relics** are permanent items that provide a passive bonus for the rest of the run. Most relics are available to all characters, with some exceptions (indicated for each relic). The Ironclad and Silent each have access to 11 unique relics while the Defect and Watcher only have 9 apiece.

Starter Relics are granted upon starting a run with the corresponding character.

Common, Uncommon, and Rare Relics can be found from a variety of sources. Usually, the odds of getting a particular rarity of relic is 3:2:1 (50%/33%/17%). Chests have their own rarity chances, which result in the chances of getting each rarity being (49%/42%/9%).

Boss Relics can only be found from Bosses (or in Neow's starting choice, traded for Starter Relic).

Event Relics can only be found from specific event outcomes.

Finally, Shop Relics can only be purchased from the Merchant.

**The table below can be opened for a longer view of the relics.**

## Collection

### Uncommon Relics

Stronger relics which appear less often than common relics.

### Rare Relics

Unique and powerful relics which are rarely seen.

### Shop Relics

Relics which can only be purchased from the Merchant.

### Event Relics

Relics which can only be obtained through events.

### Special Relics

Relic which only appears if you have every other relic in a relic pool. You can have more than one. It is not listed in the in-game Compendium and has no effects.
Meat on the Bone

If your HP is at 50% or below at the end of combat, heal 12 HP.

Meat on the Bone is an Uncommon Relic.

## Update History

* Weekly Patch 6: We're Back!
	+ Black Blood, Burning Blood, and Meat on the Bone no longer heal you if you are dead.
* Weekly Patch 5: Happy Holidays!
	+ Meat on the Bone, Red Skull, Slime's Split, and Berserk all trigger on less than or equal to 50% HP and desc are updated to reflect this
* Weekly Update 3: Balance Balance Balance
	+ Meat on the Bone relic buff. (9 -> 12 HP)
Ink Bottle

The **Ink Bottle** is an Uncommon Relic. Each time the player has played 10 cards (including cards that are copied to play twice), they immediately draw 1 card.

The 10-card counter is tracked between combats; for instance, if the player ends a combat having played 9 cards, then they will draw a card after playing their first card in the next combat.
Pride

**Pride** is a  which has three effects:

* : It always starts in your first hand of the combat.
* On play (1 ):  it.
* At end of turn, if it's still in your hand: Add another copy of it to the top of your Draw Pile.

Therefore, if you choose to spend 1 energy to Exhaust Pride, it will be removed. If you choose not to Exhaust it, it will create another copy.

## Obtaining

Internally, Pride has "Special" rarity, meaning it cannot be obtained the same way other  are obtained.

Pride can only be obtained from the  Blight, which is only available when playing an Endless run in Custom Mode.

## Updating History

* Weekly Patch 31: Custom Mode
	+ Pride curse will no longer appear from Calling Bell and a few other sources.
Louses

## Red Louse

 9-12 17+

### Pattern

Has a 25% chance of using  Grow and a 75% chance of using  Bite. Cannot use the same move three times in a row.

On  Ascension 17+, it cannot use  Grow twice in a row and cannot use  Bite three times in a row.

## Green Louse

### In Party With

**Act 1*** 1 other Louse
* 2 other Louses
* 1 Cultist
* 1 Looter
* 1 Blue Slaver
* 1 Red Slaver
* 1 Jaw Worm
* 1 Fungi Beast

### Powers

 3-7 4-8 7+

 9-12 17+

## Curl Up

### Description

Louse gains X  upon first receiving attack damage.

### Pattern

Has a 25% chance of using  Spit Web and a 75% chance of using  Bite. Cannot use the same move three times in a row.

On  Ascension 17, it cannot use  Spit Web twice in a row and cannot use  Bite three times in a row.

## Notes

* Despite its description,  will not activate until a Louse takes all hits from a multi-hit attack such as .

## Gallery

Red Louse as seen in the Skewer card art.Red Louses as seen in the Reach Heaven card art.Red Louses as seen in Through Violence card art.
## Update History

* Patch V2.0: The Watcher
	+ Adding SFX for  Spit Web attack by Louse enemy.
* Patch V1.1: The Dealer
	+ Fixed  Spit Web move's VFX appearing from wrong spot in high resolutions.
* Weekly Patch 46: Adrenaline
	+ Adding VFX for  Spit Web attack by Louse enemy.
* Weekly Patch 44: Chrysalis
	+ BUG FIX: Curl Up power on Louse was displaying incorrect text.
* Weekly Patch 42: Reboot
	+ Updating icon for Curl Up power.
* Weekly Patch 9: Ascension
	+ Updating description for Curl Up power to clarify it only triggers once.
Flame Barrier

Flame Barrier is a Skill card for the Ironclad. It grants 12 Block and returns 4 damage per hit taken that turn. The damage this card returns per turn is functionally identical to Thorns, with the exception of only lasting one turn. As an Uncommon card, it appears both in the shop and as a reward for combat, although less often than Commons.

Upon upgrade, it grants 4 more Block per play and deals an additional 2 damage per hit taken.

## Update History

* Weekly Patch 44: Chrysalis
	+ WORDING: Improving consistency for Flame Barrier and Thorns wording.
* Weekly Patch 42: Reboot
	+ Updating SFX for Flame Barrier Power.
* Weekly Patch 40: Forethought
	+ Flame Barrier card gets a new SFX.
* Weekly Patch 36: Power Through
	+ Thorns and Flame Barrier powers are made consistent.
* Weekly Patch 5: Happy Holidays!
	+ Card FlameBarrier+ gets buffed. Deals 2 more damage back.
* Weekly Patch 2: Slimes!
	+ FlameBarrier, Flight, Malleable, and Torii now have more checks to ensure that their effects trigger correctly.
Match and Keep

**Match and Keep** is an event that can appear in Act 1, Act 2, and Act 3.

You are forced to play a card matching game. You get 5 attempts to match cards. Any cards you match, you add to your deck, regardless of whether you want the card or not. The following cards will be available for matching:

* 1 pair of Basic colored cards (, , , or ).
* 1 pair of Common colored cards
* 1 pair of Uncommon colored cards
* 1 pair of Rare colored cards
* 1 pair of a random
* 1 pair of Uncommon Colorless cards
	+ Replaced by an additional pair of  on Ascension 15 or higher

The color of each colored card will be dependent on which character you are playing as.

## Strategy

* If you don't want to add any cards to your deck, you can just pick the same 2 cards 5 times and not add any cards to your deck
	+ However, you could pick 2 matching cards initially, though the odds of this are somewhat low.

* Be wary of the Curses that the game offers. On Ascension 15+, the second pair of curses can be the same curse as the first pair, so be more careful when on high ascension levels, unless you seek curses.
* The Rare card offered is most likely to be beneficial to your deck, so try to see which card it is to decide whether or not to match it.

## Update History

* Weekly Patch 40: Forethought
	+ Gremlin Match and Keep event now has cards upgraded correctly.
* Weekly Patch 31: Custom Mode
	+ Match and Keep cards are now viewed as upgraded w/ Egg relics.
* Weekly Patch 26: Controller Support Testing
	+ Fixed issue where if you fail to match cards in the Card Match event, a card can stay large.
* Weekly Patch 21: Channel Lightning
	+ Match and Keep event is now seeded.
* 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.
* Weekly Patch 6: We're Back!
	+ Match and Keep event now has art.
* Weekly Patch 4: Full speed ahead!
	+ Fixed typo where a quote mark was blue for match and keep event.

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

## Strategy

Fusion, as one major source of , is a card requiring much strategy to utilize.

* Using this card is just like “storing” your  in a bank. You used 2 energy, and gain it back when evoked. As for the “interest”, you gain one extra energy at the start of every turn. Sounds great, but it's actually not that good.
	+ The reason is that you can't do much in the turn you play Fusion because you have already consumed 2 energy. On the other hand, your energy will likely to be wasted on the turn you evoke the orb, because you can't use it all up. All in all, unless you can control you deck very well, don't use Fusion in most cases.
	+ It's usually not worth it to put some of your energy to later use, especially when Fusion and one of your critical cards (, , etc.) are both on your hand.

* Instead, try upgrading it as soon as possible, because lowering one energy cost gives Fusion a completely different character. It becomes an agile card which allows spending your extra energy for later and brings almost immediate profit.

## Trivia

As seen in this picture art,  seem to be made of a fusion of the three other Orbs, **Lightning**, **Frost** and **Dark**.

## Update History

* Weekly Patch 47: Metamorphosis
	+ Fusion card works better for modders now
* 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.
Mysterious Sphere

**Mysterious Sphere** is an event found exclusively in Act 3. You come across a treasure encased in a sphere of bone, with automatons guarding it.

## Options

**[Open Sphere]** Fight against 2 Orb Walkers. The rewards are one Rare Relic, 45-55 Gold, a card choice and potentially a potion.

* Though it is a fairly hard fight, it is not considered an Elite fight, thus , ,  and  all have no effect.

**[Leave]** Nothing happens.

## Gallery

Bony sphere holding a mysterious glowing object.The sphere, broken.
## Update History

* Weekly Patch 46: Adrenaline
	+ The Mysterious Sphere event in Act 3 now uses the Double Orb Walker combat. (was Orb Walker and 2 Shapes)
* Weekly Patch 31: Custom Mode
	+ Clarified relic rarity on Mysterious Sphere event.
* Weekly Patch 25: Building Blocks
	+ Mysterious Sphere event enemies now attack in the correct order
* Weekly Patch 8: Ooh Shiny!
	+ Minor wording improvements for the Mysterious Sphere event.

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

* Standard
* Beta Art

**Rampage** is an Attack card for the Ironclad. It deals 8 damage, then 5 more for every time Rampage is played in a combat. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon upgrade, the amount its damage increases by per-play is increased to 8.

Notes:

* In early phase of the run, a deck is likely to be quite small, so Rampage can be a good source of damage.
* Rampage requires a Long-term duration ability, so Rampage deck easily transits to Block-based deck, such as Body Slam or Barricade deck.

## Update History

* Weekly Patch 46: Adrenaline
	+ Fix for proper behavior when duplicating cards like Rampage and Genetic Algorithm with effects like Echo Form.
* Weekly Patch 34: Malaise
	+ Rampage card's ramp increased from 4 -> 5. No change to upgraded version.
Prepared

* Standard
* Beta Art

**Prepared** is a Skill for the Silent. When played, you draw 1 card, then discard 1 card of your choice.

When , you draw 2 cards and discard 2 cards instead of 1.

## Strategy

* Prepared is a low-risk pick. Even though it is a net disadvantage in terms of card quantity, this is only a problem if you are sure you can play every card in your hand most of the time. However, be wary of taking too many copies of Prepared, as multiple uses in a single turn will unnecessarily discard more than is likely necessary.

* Upgrade to Prepared+ as soon as possible. The additional draw lets you see more cards and assemble stronger plays, and the additional discard enables cards like  and  more effectively.

## Synergies

Prepared is a key component of any discard deck - it draws you closer to the relevant cards, enables them, and lets you discard cards at will, all while leaving your entire Energy reserve available.

Prepared is especially strong with , , , and , efficiently drawing and enabling them in one move.
Shackled

Regains X  at the end of the turn. Effects that apply Shackled are accompanied by lowering Strength for an equal amount.

For example, dealing 8 damage to the Transient will give it Shackled 8 and Strength -8.

Both the shackled and the negative strength effects will disappear at the end of the affected enemy's turn.
Reptomancer

The **Reptomancer** is an elite encounter fought in Act 3. Her ability to summon Daggers quickly, especially on high Ascension levels, makes her a formidable opponent. Cards that affect more than one enemy, such as  and , are key to defeating the Reptomancer.

## Pattern

Always uses Summon on the first turn.

After the first turn, has a 33% chance to use any of her 3 moves. If 4 or more Daggers are present, 67% chance of using Snake Strike and 33% chance of using Big Bite.

* Cannot use Snake Strike twice in a row, cannot use Big Bite twice in a row, and cannot use Summon 3 times in a row.
* Maximum of 4 Daggers.

 Snake Strike
 Big Bite

## Dagger

### Powers

None

A minion spawned by the Reptomancer.

### Pattern

Uses Stab as its first move. Uses Explode as its second move.

Dagger is not buffed at all in any Ascension stages.

 Explode

## Update History

* Patch V1.1: The Dealer
	+ Fixed enemy order issues in Slime Boss, Gremlin Leader, and Reptomancer encounters.
	+ Fixed Reptomancer not triggering some important logic after death.
	+ Reptomancer no longer creates daggers with more HP than intended.
* Weekly Patch 54: Loop
	+ Removed flame VFX that appeared when Reptomancer was defeated.
* Weekly Patch 51: Recursion
	+ Reptomancer's Daggers and Philosopher's Stone relic now correctly interact.
* Weekly Patch 49: The Designer
	+ Reptomancer enemy was receiving the Ascension 18 boost at Ascension 17.
* Weekly Patch 46: Adrenaline
	+ Reptomancer has been buffed and designated as an elite monster.
	+ The elite encounter featuring 2 orb walkers have been removed from the elite pool and are the new guards for an Act 3 event.
	+ Reptomancer and her daggers receives various buffs and is now an Elite encounter.
	+ Reptomancer's heal move is replaced by a high damage attack.
* Weekly Patch 41: Chill
	+ Reptomancer enemy was sometimes not spawning new daggers.
* Weekly Patch 40: Forethought
	+ Reptomancer enemy is now only in the strong enemy pool instead of being in the weak and strong pools for ACT 3.
	+ Reptomancer combat will now start to correctly show up as Reptomancer instead of Flame Bruiser in the run history screen for new runs.
	+ Spawned Daggers from Reptomancer will now correctly work with Philosopher's Stone, and mods like Lethality.
* Weekly Patch 37: Darkness
	+ Reptomancer enemy is now affected by Ascension 2 and Ascension 7.
* Weekly Patch 35: Aggregate
	+ Reptomancer enemy now gives Weak instead of Vulnerable.
* Weekly Patch 33: Terror
	+ Adding enemy Reptomancer.
Limit Break

* Standard
* Beta Art

**Limit Break** is a Rare Skill card for the Ironclad. It doubles the player's current , then . When , Limit Break does not Exhaust and can be played multiple times per combat.

## Interactions

* Limit Break works well with Strength-boosting Relics such as , , , and .
* can be used to provide an initial +2 Strength, which can then be doubled with Limit Break.
* and  provide some Strength and an equal amount of the Strength Down debuff. Using the Flex Potion/playing Flex and using Limit Break during that same turn will double the Strength added without affecting the Strength Down debuff, keeping a large amount of extra Strength.
* can return Limit Break+ to the top of the deck, allowing Limit Break to be used on multiple turns quickly.
* can get back a non-Upgraded Limit Break for an extra use.

* **Limit Break** requires an existing Strength modifier to have an effect (as 2 times 0 is still 0). Without any Strength buff or debuff, Limit Break does nothing.

* Negative Strength, such as from Lagavulin's Siphon Soul debuff, will also be doubled by Limit Break.

## Update History

* Weekly Patch 36: Power Through
	+ Limit Break card now also doubles negative strength.
* Weekly Patch 5: Happy Holidays!
	+ Keywords for cards now cleared on upgrade (Limit break was showing exhaust tooltip post upgrade).