recursal/Fanatic-Fandom huggingface dataset:
Mummified Hand

Whenever you play a Power, a random card in your hand costs 0 until it is played. The description states that it lasts until the end of the turn, but this is not in fact the case. If you play the card, then return it to your hand by whatever means, it no longer benefits from this cost reduction.

Mummified Hand is an Uncommon Relic.

## Notes

* This relic gives rise to a unique archetype for the Defect, the so called powerbuild. Using cards like ,  and  to make crazy combos. This strategy is explained in more detail on the Defect page under Power matters.
* As with other effects that reduce the cost of a random card, Mummified Hand will never "waste" itself by targeting a card that already costs 0. This includes skills affected by , and holds true even when it triggers from playing Corruption itself; the power's effect is applied before Mummified Hand.

## Update History

* Weekly Patch 50: The Final Act
	+ Fix for Mummified Hand relic targeting cards with costs lowered by Setup or Forethought.
* Weekly Patch 23: Testing Continues...
	+ Streamline now correctly reduces cost even when its cost has been lowered to 0 for the turn by something like Mummified Hand.
* Weekly Patch 21: Channel Lightning
	+ Seeds are now utilized for Matryoshka and Mummified Hand relics.
Foresight

Foresight is a simple, but very powerful card. By scrying 3 (or 4 when upgraded) before you draw for turn, you can get all of the cards you don't need out of the way. If you scry just one card into the discard pile that you were never going to use, you effectively drew an extra card that turn. Additionally, it can allow you to dig for a certain card. For example, if you want to draw an , and your deck has 8 cards in it, scrying 3 cards into the graveyard allows you to draw the Eruption 100% of the time. Given it's power, most Watcher decks should want exactly one copy of Foresight.
Mayhem

**Mayhem** will play the top card of your Draw Pile at the start of each turn.

The cost of the played card is ignored, meaning high cost cards can be potentially played for free.

## Interactions

* Playing a  or  card via **Mayhem** will place the card into your discard pile, bypassing end-of-turn negative effects from cards such as  and .
* Cards with X Energy cost that are played via **Mayhem** will be treated as if all of your energy was spent, without actually costing any energy.

* Playing **Mayhem** with  will cause Mayhem's automatically played card to be played twice, rather than allowing you to choose the first card.
* The card is played after you have drawn your hand, which prevents the use of effects like  to set up a particular card for **Mayhem** to play for free, but allows you to play that card at the best point in your turn.

* If **Mayhem** plays an  curse like  or , the card will be placed into your discard pile rather than exhausted.

## Update History

* Patch V2.0: The Watcher
	+ Fixed Mayhem, Havoc, Distilled Chaos, and Omniscience sometimes not playing cards if original target is dead.
* Weekly Patch 51: Recursion
	+ Accuracy power now correctly works with Shivs played from the top of the deck via cards like Mayhem or Havoc.
* Weekly Patch 47: Metamorphosis
	+ Fixed bug where playing Mayhem card would alter your card rewards.
* Weekly Patch 38: Bane
	+ Adding colorless card Mayhem.
N'loth's Hungry Face

**N'Loth's Hungry Face** can be acquired from the Face Trader Event.

If you have  with this relic and find a chest, you will lose a charge and only one relic will be offered. If you have not gotten a Ruby Key, the relic and Key will be linked for the offering.

## Trivia

In future battles, the face of the player will stay the same despite exchanging faces with the Face Trader.

## 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 50: The Final Act
	+ Fixed issue where Nloth's Face relic consumed both relics from Matryoshka.
* Weekly Patch 41: Chill
	+ Fixed naming on N'Loth's Hungry Face to be consistent with other usages of N'Loth's name.
* Weekly Patch 40: Forethought
	+ Face Trader event will no longer give out duplicate relics on Endless mode.
* Weekly Patch 32: Face Trader
	+ Adding event relic N'loth's Hungry Face.
Girya

### Flavor

This Girya is unfathomably heavy. You could train with this to get significantly stronger.

### Class

Any

Adds a "Lift" option to Rest Sites, similar to the effects of the  and  relics.

"Lift" will use up the Rest Site and grant you a permanent +1 .

Lift can be used a maximum of 3 times, after which the option will no longer be available.

Note that mechanically, the bonus granted by the Girya is applied by the Girya itself in each fight; if you later lose the relic for some reason, you will lose any accumulated bonuses from it as well.

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

## Trivia

"Girya" is a Russian word for kettlebell. A common kettlebell of the same type as the relic weighs 1 pood (approx. 16 kg).

## 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
	+ Girya relic no longer spawns beyond floor 48 (excludes Endless mode).
* 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 30: Skewer
	+ Updated asset for Lift option via Girya.
* Weekly Patch 8: Ooh Shiny!
	+ Wording: Campfire -> Rest Site for Girya and Peace Pipe.
Mind Blast

**Mind Blast** is an Uncommon Colorless Attack card. It deals damage equal to the number of cards currently in the draw pile. The card is , meaning it will be in the player's opening hand for maximum effect.

Upon  this card, its  cost decreases from 2 to 1.

## Interactions

* The Hoarder run modifier triples the speed at which the deck grows, allowing this card's damage to scale quickly as the run progresses.
* The Insanity run modifier causes you to start the run with 50 cards, allowing this card to be powerful from the start of the run.

## Update History

* Weekly Patch 49: The Designer
	+ Mind Blast card now correctly works with Controlled Chaos mod.
* Weekly Patch 32: Face Trader
	+ Mind Blast is now always Innate and costs 2. Upgrade reduces cost to 1. (previously upgraded to Innate, always cost 0)
* Weekly Patch 9: Ascension
	+ Mind Blast now shows you how much damage it will deal on the card itself.
* 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.
	+ MindBlast+. Gains Innate.
* Weekly Patch 1: The First of Many!
	+ Fixed rare crash for MindBlastAction.
* Day 1 Patch
	+ Adding Laser Beam VFX to MindBlast card.
Lagavulin

* Asleep
* Awake

The **Lagavulin** is an Elite enemy found only on the first act of the Spire. It hits heavily and consistently, but is found asleep for the first three turns of combat, unless encountered in the Dead Adventurer Event. This allows the player to decide when to start the fight properly, within reason.

## Awakening

The Lagavulin will start with the unique debuff "Asleep", as well as a  buff, preventing it from taking any action, but granting it 8  at the start of every turn. The Lagavulin will awake at the end of its 3rd turn or when any HP damage is taken through the , and will lose its  buff in the process.

When the Lagavulin wakes up by being attacked, it will be stunned for one turn. If the Lagavulin is left unharmed for three turns, it will wake up on its own and begin the fourth turn unstunned.

### Pattern:

Will attack twice, then use the ability Siphon Soul; and repeats this pattern for the duration of the fight.

 Siphon Soul

## Tips

* Use the three turns before the Lagavulin wakes up to prepare for the fight by using Powers, or  as the Ironclad.
	+ Alternatively, on the third turn, it may be more reasonable to deal damage instead of buffs/debuffs if a large amount of damage is possible.
* Try to stay mostly aggressive for the fight; after its Siphon Soul ability is used too many times it will be much harder to defeat it.
* The Defect can be an easier character to fight against Lagavulin with than the others, as its Focus (which dictates how effective orbs are) will not be decreased by Siphon Soul.
* If you have one  charge when Siphon Soul is used, it will block the dexterity debuff since that is applied first.

## Trivia

* Lagavulin comes from Gaelic language '*Lag a’ Mhuilinn'* which means 'hollow of the mill'.
* Lagavulin references a distillery located in Islay, Scotland. A whisky with the same name is produced there.

## Update History

* Patch V1.1: The Dealer
	+ Hexaghost and Lagavulin enemies now pre-cache music so there's no lag when music starts mid-combat.
* Switch Version 1.02
	+ Fixed gameplay pause for Lagavulin and Hexaghost
* Weekly Patch 42: Reboot
	+ Fixed issue where Lagavulin would come out of its shell with Neow's Lament or Preserved Insect.
* Weekly Patch 16: Back to Work
	+ Updated animations for Lagavulin.
Panache

Does not apply retroactively. Upon playing Panache, the counter begins at 5, regardless of how many cards have been played before Panache.

Multiple Panache cards will stack the amount of damage done, without affecting how the effect is triggered.

## Update History

* Weekly Patch 51: Recursion
	+ Fixed Panache Power not exhausting.
* Weekly Patch 42: Reboot
	+ Updating icon for Panache power.
* 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.
	+ Panache+ added. 10 -> 14 damage.
* Weekly Patch 5: Happy Holidays!
	+ Panache card gets nerfed (4 card trigger -> 5 card trigger).
* Day 1 Patch
	+ Panache card wording clarified and made more consistent with similar effects.

## Notes

1. ↑ N of  is 5 by default and decreases by 1 whenever you play a card, but resets back to 5 at the end of your turn. Once it reaches 0, it deals damage and rolls back to 5 again.
2. ↑ Using multiple  only increases its damage. Its N, or card countdown, is always 5.
Necronomicon

### Description

The first Attack played each turn that costs 2 or more is played twice. When you take this relic, become Cursed.

### Flavor

Only a fool would try and harness this evil power. At night your dreams are haunted by images of the book devouring your mind.

### Class

Any

Necronomicon is a Relic obtained through the Cursed Tome Event.

Picking up this relic will give the player a , an unplayable Card that cannot be removed from your deck by any means and cannot be truly . Attempting to  it will simply put it back to your hand.

This relic can be triggered on an X card, so long as it consumes 2 or more . The second play will use the same value for X as the first.

The  counts for  and .

Interestingly, the  will in fact negate the  entirely.

## Trivia

* This relic (especially its appearance) is a reference to the Necronomicon from *Spelunky*, which references the *Evil Dead* franchise, which in turn references the Necronomicon from the writings of H.P. Lovecraft, in which it is an evil tome containing otherworldly secrets that will drive humans to insanity merely from learning them.
* Despite Necronomicon's description,  is scripted to have its existence tied with Necronomicon. Should Necronomicon be removed by any means (possibly via N'loth), Necronomicurse will be removed from the deck as well.
Outmaneuver

* Standard
* Beta Art

**Outmaneuver** is a common Skill card for The Silent. For a cost of 1 , you will gain 2 additional energy at the start of next turn. When , this card generates an additional energy next turn.

This card effectively trades your ability to play cards this turn for an increased ability to play cards next turn.
Metamorphosis

will override the fixed 0-cost when the card is drawn.

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

### Excluded Cards

* *(Healing)*
* *(Healing)*
* *(Potential for the player to exploit its permanent )*
* *(Healing and event-exclusive)*
* *(Event-exclusive)*
* *(Cards effect only)*
* *(Cards effect only)*
* *(Card effect only)*

## Update History

* 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 38: Bane
	+ Adding colorless card Metamorphosis.
Meal Ticket

## Update History

* Patch V2.0: The Watcher
	+ Meal Ticket relic rarity changed from Shop -> Common.
* Patch V1.1: The Dealer
	+ Fixed Meal Ticket not working on Shops from ? rooms.
* Weekly Patch 55: Blur
	+ Meal Ticket relic buffed. Heals 10 -> 15.
	+ Meal Ticket relic no longer spawns beyond floor 48 (unless Endless mode).
* Weekly Patch 44: Chrysalis
	+ Meal Ticket relic buff: Heals 7 HP -> 10 HP.
	+ Localization: Mutagenic Strength, Meal Ticket, and Abacus now support more flexible descriptions.
* Weekly Patch 32: Face Trader
	+ Adding shop relic Meal Ticket.
Paper Krane

**Paper Krane** is an Uncommon Relic.

When the player has this relic, enemies with  will deal 40% less damage rather than 25%, rounding down. This makes it powerful in decks that can continuously apply Weak to enemies.

The enemy's Intent will always show the correct amount of damage.

This relic visually represents an origami paper crane.

## Update History

* Weekly Patch 38: Bane
	+ Paper Krane relic nerf: 50% -> 40% damage reduction.
Offering

* Standard
* Beta Art

Offering is a Skill card for the Ironclad. It grants 2 Energy and 3 card draws, in return for 6 HP. As a Rare card, it can be obtained after defeating a Boss.

Upgrading Offering increases the number of cards drawn from 3 to 5.

### Strategy

* Offering causes HP loss, not damage, and is not reduced by . The life loss downside is mitigated by the Ironclad's .

* The life-loss effect will trigger , adding an additional draw.
* Offering can also trigger  for  gain.

* Offering is exceptionally strong in decks loaded with one- and zero-cost Attacks. In particular,  loads your deck with free Attacks, and  recovers the HP loss. Adding a  stacks up lots of bonus area-of-effect damage.

* Combining Offering with  massively increases both cards' strength. The Top provides extra cards to spend surplus Energy from Offering, prolonging the chain of free draws. With a few  shuffled into the deck, a few , and a few points of , turns with hundreds of damage can be executed pretty reliably.

* Offering also provides the Energy needed to execute expensive combos like  + 2  + .

* While the life loss is a relevant cost, the player should consider that enemies attack most turns. Unless the deck is extremely defensive, ending the combat a turn or two earlier could easily prevent five or more damage.

* Many enemies, particularly bosses, use weak attacks and Debuffs for a few turns before executing an overwhelmingly strong finishing move. Offering enables the player to beat the clock and slay the foe before it can perform the coup de grace.

## Update History

* Patch V1.1: The Dealer
	+ Offering card is now faster in Fast Mode.
* Weekly Patch 46: Adrenaline
	+ Adding VFX for Offering card.
* Weekly Patch 37: Darkness
	+ Offering card nerf: HP Loss increased from 5 -> 6.
* Weekly Patch 34: Malaise
	+ Offering card nerf: Self damage increased from 4 -> 5.
* Weekly Patch 31: Custom Mode
	+ Optional UPGRADE\_DESCRIPTION added for Pummel, Heavy Blade, Offering, and Reprogram
* Weekly Patch 27: Hello World
	+ Fixed issue where playing cost X cards quickly after energy gain cards failed. Offering -> Whirlwind
* Weekly Patch 6: We're Back!
	+ Offering card gets a minor change. HP Loss is now 4. Card draw upgrades from 3 -> 5.
Prostrate

is one of the best active Mantra generators, as getting the free block on cast can make this a fine pick in the early game. However, the low amount of Mantra given (2, or 3 when upgraded) means that it's very difficult to enter Divinity off of just Prostrate alone.

Ultimately, one of the best ways to consider Divinity cards is to consider how many cycles through your deck it takes to achieve Divinity. For example, a card that gives 3 mantra takes 4 deck cycles to reach Divinity, while a card that gives 4 mantra would take 3 deck cycles. Thus, you should ultimately achieve to have your mantra cards give a total of either 5 or 10 mantra each deck cycle.  and  can also help with this. As an example of a great Divinity deck, a deck with an upgraded , a , and a  can easily achieve 10 Mantra in just 2-3 turns.
Red Skull

While your HP is below 50%, you have 3 additional .

Applies the Strength immediately, regardless of whose turn it is.

Removes 3 Strength if you heal above 50% during combat.

Red Skull is a Common Relic.

## Update History

* Weekly Patch 52: Release Date Price Increase
	+ Updated relic asset for Red Skull.
* Weekly Patch 50: The Final Act
	+ Red Skull relic's Strength gain is now correctly applied to the cards in your hand at start of combats.
* Weekly Patch 44: Chrysalis
	+ BUG FIX: Red Skull relic now correctly loses bonus strength when healing above 50% HP.
* Weekly Patch 41: Chill
	+ Red Skull relic should now correctly deactivate when healing in all scenarios.
* Weekly Patch 37: Darkness
	+ Red Skull relic no longer has odd behavior if you heal at the start of combat (Pantograph, etc).
* Weekly Patch 33: Terror
	+ Red Skull relic is now Common.
* Weekly Patch 5: Happy Holidays!
	+ <50% hp logic becomes a bit more consistent, potential fix for Red Skull not triggering.
	+ 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
Pandora's Box

Upon pickup,  all  and . See the Transform page for more details.

Pandora's Box is a Boss Relic. It must be unlocked with the Silent's 4th unlock.

This relic will not spawn if any of the following run modifiers are used: Draft, Sealed Deck, Insanity, or Shiny.

## Interactions

* Positive
	+ ,  and  will cause any cards of the respective types to be upgraded.

## Update History

* Weekly Patch 53: Blizzard
	+ Crash fix when looking at Deck, Map, or Settings after getting Pandora's Box at Neow.
* Weekly Patch 52: Release Date Price Increase
	+ Updated relic asset for Pandora's Box.
	+ Fixed issue where Pandora's Box relic couldn't transform cards to Rare.
* Weekly Patch 50: The Final Act
	+ Daily mods that alter the starting deck like Sealed Deck and Draft now eliminate Pandora's Box as it does nothing.
* Weekly Pact 48: Creative AI
	+ Added logic to remove the Strike tip from Pandora's box (attempt 2).
* Weekly Patch 33: Terror
	+ Obtaining Pandora's Box without Strikes or Defends no longer opens a blank screen.
* Weekly Patch 25: Building Blocks
	+ Game now saves after receiving cards from Pandora's Box and Astrolabe via Neow so your cards don't vanish.
* Weekly Patch 21: Channel Lightning
	+ Adding apostrophe to Pandora's Box.
* Weekly Patch 20: Immolate
	+ Potential fix for Pandora's Box and Calling Bell issues and exploits.
	+ Typo fix in Pandora's Box helper text.
* Weekly Patch 19: Seed
	+ Potential fix for Calling Bell and Pandora's Box edge case issues.
* Weekly Patch 18: Paranormal
	+ Fix for Calling Bell/Library/Pandora's Box exploit.
Flechettes

* Standard
* Beta Art

## Strategy

* Flechettes are great front-loaded single-target damage for later in the game.
* Flechettes are not a great pick in Act 1 due to the high chance that your deck does not generate a lot of card draw yet and will not generally have a lot of skills in hand for Flechettes to take advantage of.
* This card can work well as a late-game damage solution for decks that have good/great manipulation, such as through a lot of draw and/or with  from sources such as  or .

## Update History

* Weekly Patch 1: The First of Many
	+ Fixed rare Flechette card VFX crash.
Master Reality

Master Reality is a Power card for the Watcher. When Master Reality's buff is active, any cards created during combat are automatically upgraded.

Examples of cards affected by Master Reality:

* cards created by  and .
* created by .
* created by .
* created by .
* The card chosen through .
* created by .
* created by , , and .

## Interactions

* Playing an  card after playing Master Reality will produce  (cost reduced from 2 to 1), which in turn will produce  (damage increased from 50 to 60).
* Cards created via the , , and  will be upgraded once the Master Reality buff is active.
* Cards created by Colorless Cards such as , , and  will all be upgraded.
* Cards that are returned from stasis into your hand from killing one of the Bronze Automaton's Bronze Orbs are upgraded by this card.

## Master Reality

### Description

Whenever a card is created during combat, Upgrade it.
Frozen Core

**Frozen Core** is a Boss Relic which can only be obtained by the Defect. It replaces  and  1  if you end your turn with empty Orb slots instead of channeling 1  at the start of combat.

You must possess  for it to appear.

## Interactions

* , , and  give more Orb slots for Frozen Core to utilize.
* ,  and  can  Orbs, making room for new free Orbs.
* Frost Orbs are added at the end of your turn but *before* the orbs trigger, meaning the new orb will add to your defense on that same turn.

* Fast channeling like ,  or  can entirely invalidate Frozen Core, making it only give 1 or even 0 frost orbs.
* reduces the number of orb slots, making it harder for Frozen Core to channel new orbs.

## Update History

* Weekly Patch 44: Chrysalis
	+ WORDING: Frozen Core description coloring is now consistent with other starter replacement boss relics.
* Weekly Patch 33: Terror
	+ Adding relic Frozen Core.
Reflex

* Standard
* Beta Art

The Sentry is featured in the card art.

## Update History

* Patch V2.2: Happy Holidays!
	+ Reflex card buffed. Card draw increased from 1 -> 2.
	+ Reflex+ card buffed. Card draw increased from 2 -> 3.
* Weekly Patch 13: Thinking Ahead
	+ We removed one level of unlocks! Three additional cards are now available by default in the card pool for both The Silent and Ironclad. The following cards are now added to the card pool by default: Underhanded Strike, Reflex, Tactician
Perseverance

**Perseverance** is an uncommon Skill card for The Watcher. By default it grants the player 5 , or 7 if . The card  itself, and whenever this card is Retained its amount of Block increases for the rest of combat.

## Strategy

* This card performs best in longer fights, as it can be  multiple turns in a row to increase the amount of  it grants. In shorter fights, this card is not much better than a  because there are not as many opportunities to Retain it.
Focus

is a buff used only by The Defect.

Each point of  increases the Passive and Evoke effects of Orbs by 1. Focus applies to , , and  orbs, but **not** to  orbs.

## Sources

### Cards

* - 1(2) .
* - 2(3) .
* - 4(5) . Lose 1  every turn.
* - Lose 3
* - Lose 1(2)

## Update History

* Weekly Patch 42: Reboot
	+ Updating SFX for Flight and Focus Powers.
* Weekly Patch 35: Aggregate
	+ Orange Pellets relic no longer has strange interactions with negative Focus.
* Weekly Patch 23: Testing Continues...
	+ Channeled Orbs should now have their value in sync with Focus.
	+ Thunder Strike's damage was affected by Focus.
Flurry of Blows

**Flurry of Blows** is a common Attack card for The Watcher. It costs no  and deals 4 damage. Whenever the player changes , if this card is in their discard pile, it is put into their hand so the card can be played again.

Upon , it deals an additional 2 damage.

## Interactions

* Exiting or entering a  is still considered changing Stance, and will trigger this card.
Mantra

## Mantra

### StackingBehavior

Counter

When you obtain 10 , you will consume 10  to enter .

## Sources

### Cards

These following cards generate :

* - 2 (3)  per use.
* - 3 (4)  per use.
* - 5  per use.
* - 2 (3)  at the beginning of each turn.

### Relic

This following relic generates Mantra:

* - 1  at the beginning of each turn.

## Related

This following card has an interaction with :

* - Increases its damage equal to the amount of  gained this combat.
Metallicize

* Standard
* Beta Art

Metallicize is a Power card for the Ironclad. For every turn after it's played, it will grant 3 Block at the end of the turn. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon upgrade, it grants 4 block per turn.

## Update History

* Weekly Patch 42
	+ Updating SFX for Metallicize Power.
Discovery

Discovery is a colorless Uncommon Skill that that presents you with 3 random cards from the card pool of the character you are playing, from which you may choose one to add to your hand (Adding one is mandatory). The card added to your hand has its cost reduced to 0 for the turn. Discovery then .

 does not affect the variety of colors of the card it generated. It however is affected by Run Modifiers, which could potentially allow it to present you with more than one color of cards.

Upgrading Discovery causes it to no longer .

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

### Excluded Cards

**Attacks**

* *(Healing)*
* *(Healing)*
* *(Potential for the player to exploit its permanent )*
* *(Healing and event-exclusive)*
* *(Event-exclusive)*
* *(Cards effect only)*
* *(Cards effect only)*
* *(Card effect only)*

**Skills**

* *(Healing, as it could generate , and its potion can trigger .)*
* *(Healing, as it can trigger .)*
* *(Healing)*
* *(Event-exclusive)*
* *(Event-exclusive)*
* *(Card effect only)*
* *(Cards effect only)*
* *(Cards, relics, and  effect only)*
* *(Card effect only)*

**Powers**

* *(Healing)*
* *(Card effect only)*

## Update History

* Weekly Patch 55: Blur
	+ Draw, Discard, and Exhaust piles can now be viewed during Codex/Discovery card selection.
* 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 43: Discovery
	+ Can no longer skip cards when choosing a card via Discovery.
* Weekly Patch 38: Bane
	+ Adding colorless card Discovery.
Preserved Insect

### Flavor

The insect seems to create a shrinking aura that targets particularly large enemies.

### Class

Any

**Preserved Insect** is a Common Relic. It causes enemies found in Elite encounters start with 25% less HP. Max HP is not affected, which is relevant for Corpse Explosion. Also works in the Dead Adventurer and The Colosseum (second fight only) events.

## Trivia

* Preserved Insect does not spawn beyond floor 52, excluding Endless mode.
* Enemies found elite encounters will also visually shrink when the player has this relic.
* Non-Elite enemies found in Elite encounters will also be affected by Preserved Insect.

## Update History

* Weekly Patch 51: Recursion
	+ Preserved Insect relic no longer spawns beyond floor 52 (excludes Endless mode).
* Weekly Patch 47: Metamorphosis
	+ Updated description for Preserved Insect for clarity.
* Weekly Patch 46: Adrenaline
	+ Preserved Insect and Sling should now work in all elite combats including elite battles from events (like dead adventurer event).
	+ When using Preserved Insect, affected enemies are rendered 30% smaller.
* Weekly Patch 42: Reboot
	+ Fixed issue where Lagavulin would come out of its shell with Neow's Lament or Preserved Insect.
* Weekly Patch 41: Chill
	+ New Common Relic: Preserved Insect.
Prismatic Shard

Prismatic shard is a relic you can obtain only from a shop, which lets combat reward screens contain colorless cards and cards from other characters.

If you are playing a character that is not the Defect and do not have any game modifier that allow an access to Defect cards, your character will obtain one Orb slot upon picking up .

If using the Diverse game modifier, this relic will not spawn because the game modifier provides the same effect.

## Trivia

* The artwork for this relic is based on a dispersive prism, which breaks up light into the colors of the rainbow, hence this relic giving you cards of different colors.
	+ Its name is also most likely a reference to an item of the same name in Stardew Valley.

## Update History

* Slay the Spire 1.0: Farewell Early Access
	+ Fixed issue where Prismatic Shard can return cards which were not yet unlocked.
* Weekly Patch 56: The Collector
	+ Fixed issue where card rewards via Prismatic Shard could contain duplicates.
* Weekly Patch 54: Loop
	+ Potential fix for Prismatic Shard returning duplicate cards on rare occasions.
* Weekly Patch 52: Release Date Price Increase
	+ Duplicate cards will no longer appear on reward screens with Prismatic Shard.
* Weekly Patch 47: Metamorphosis
	+ Prismatic Shard now sets your max orbs to 1 only if you have 0 max orbs and you aren't the Defect.
* Weekly Patch 43: Discovery
	+ Prismatic Shard now gives 1 empty orb slot to non-Defect characters.
	+ Prismatic Shard relic no longer spawns when the Diverse daily is activated.
* Weekly Patch 42: Reboot
	+ Updating anti-dupe logic for card rewards for Prismatic Shard relic.
* Weekly Patch 41: Chill
	+ New Shop Relic: Prismatic Shard.
Shelly

“Might as well be true to yourself, right?”

**Shelly** is a tiny bird in Tiny Bird Garden.

## Blurb

Shelly loves long walks on the beach. No, really! She loves collecting neat things she finds and sharing them with her friends.

## Favorites

 Starfish
 Purple Sea Shell

## Phrases

* Do you believe in mermaids? I don't believe. I know.
* Have you done anything nice for yourself, today?
* I don't sell sea shells at the sea shore.
* I hope all your dreams come true someday!
* I love to take time to make myself feel pretty!
* I preened my feathers differently today! Cute, right?
* I think my sisters would really like this garden!
* I'm feeling really pretty today! How are you feeling?
* What's something that you really like about yourself?
* You know, there's more to beauty than a pretty beak.

## Mail

* Like a dream, really. I had such a restful, pleasant stay!
* Thank you for letting us Tiny Birds visit this garden! I had such a nice time!
* What a lovely garden! I plan on visiting again really soon, honestly.
Medical Kit

Status cards can now be played. Playing a Status will Exhaust the card.

Playing a Status does not require any Energy.

Medical Kit is a Shop Relic.

## Update History

* Patch V1.1: The Dealer
	+ Fixed certain Status and Curses triggering their end of turn effects by playing them normally with Medical Kit or Blue Candle under specific circumstances.
* Weekly Patch 51: Recursion
	+ Medical Kit relic will no longer cause Slimed cards to glow as if they could be played when you have no energy.
	+ Medical Kit will no longer allow the player to sometimes play Slimed when out of energy.
* Weekly Patch 40: Forethought
	+ Blue Candle and Medical Kit wording changed to better reflect how they work with cards like Slimed.
* Weekly Patch 10: Quality of Life
	+ Fixed issue where Regret/Decay/Doubt/Burn fails to exhaust via Blue Candle and Medical Kit.
* Weekly Patch 7: Setting Up All the Things
	+ Blue Candle and Medical Kit should now work with Choke and Thousand Cuts.
* Weekly Patch 3: Balance Balance Balance
	+ Strange Spoon affects cards exhausted by Medical Kit and Blue Candle now.
	+ After Image now works when playing Curse/Status cards via Medical Kit and Blue Candle.
Feel No Pain

* Standard
* Beta Art

**Feel No Pain** is a Power card for the Ironclad. For the rest of the combat,  a card immediately applies . As an Uncommon card, it appears as a card reward.

Upgrading **Feel No Pain** increases the  gain from 3 to 4.

## Interactions

* cards  themselves at the end of the turn, which triggers **Feel No Pain**. This makes the card a particularly effective counter to accumulated  (Sentries, Chosen), adds flexibility to ethereal attack/skill cards (, ), and grants free  from ethereal curses (, ).
* Combining **Feel No Pain** with  generates high  for one Energy. This in turn can provide heavy damage for .
* synergizes strongly with **Feel No Pain**, granting a bonus 3-4  for every 0 Energy skill card played.
* Using  with **Feel No Pain** can eliminate the need to block for the current turn while allowing maximum damage for Fiend Fire.

* Multiple copies of **Feel No Pain** stack, granting the total  whenever a card is .

* **Feel No Pain** is not affected by  or .

## Update History

* Weekly Patch 23: Testing Continues...
	+ Feel No Pain+ card nerfed: Upgrade is now +1 rather than +2.
* Weekly Patch 21: Channel Lightning
	+ Feel No Pain card nerf. 4 -> 3 block. Upgraded: 6 -> 5 Block.
Choke

* Standard
* Beta Art

**Choke** is an Attack for The Silent that also lowers an enemy's HP by 3 for every card you play after that until the end of your turn.
Upon , enemy loses 5 HP per card played.

Choke damage can stack, so if you play 2 Chokes, every card played that turn will deal 6 HP. The losing-HP effect isn't considered damage, so it bypasses , too.

## Update History

* Weekly Patch 51: Recursion
	+ Adding beta art for Bane, Charge Battery, Fission, Choke, Corpse Explosion, and Equilibrium.
* Weekly Patch 7: Setting Up All the Things
	+ Blue Candle and Medical Kit should now work with Choke and Thousand Cuts.
Reprogram

**Reprogram** is an Uncommon Skill for The Defect, which causes it to gain 1 (2)  and  at the cost of losing 1 (2) . Upgrading **Reprogram** increases the attribute changes (both loss and gain) from 1 to 2.

**Reprogram** can serve as a powerful, reusable source of  and  if you are not using Orbs affected by .

## Interactions

* The focus loss of **Reprogram** is considered a debuff. As such,  will negate the focus loss while still providing the strength/dexterity gains.  and  are reliable sources of Artifacts for The Defect.
* can be used to remove the focus loss, if you have negative focus. While Artifacts will always block Focus Down, it's only considered a debuff for Orange Pellets if you have negative focus. For instance, if you gain one focus from  and then use Reprogram and go back to zero focus, you cannot undo that loss with Orange Pellets, but if you use Reprogram first and then activate Orange Pellets (keeping in mind that powers will activate before Orange Pellets, so powers that give you focus will still cancel it out), the negative focus will be undone.
* orbs are not affected by focus, so  and  work well with Reprogram.
* If you are committed to using Reprogram and don't mind the  loss,  has no downsides.
* can allow you to play several  (or other 0-cost attacks) in one turn, allowing you to benefit from the  gain multiple times.
* The  gained by Reprogram allows  to last longer and yield more  for free.
* Since  applies  multiple times, the  gained from Reprogram applies multiple times as well.

## Strategy

**Reprogram** is a rather powerful Card, although it does ruin orb decks (unless you have either  and many powers or a way of gaining  and/or  and either ending battles fast or being able to gain  steadily for the combat). Due to this, **Reprogram** is the type of card to decide what type of deck you choose (despite there being various types of orb ignoring Defect decks). Note that Plasma is not affected by the Focus loss.

If you somehow manage to obtain **Reprogram** as a character other then the Defect, it is a great card since no other characters can use focus (without other Defect cards).

## Update History

* Patch V2.2: Happy Holidays!
	+ Reprogram card Focus loss decreased from 2 -> 1.
	+ Reprogram+ card changed. Focus loss, Strength, and Dexterity changed from 1 -> 2.
* Patch V2.0: The Watcher
	+ Reprogram card reworked.
* Weekly Patch 31: Custom Mode
	+ Optional UPGRADE\_DESCRIPTION added for Pummel, Heavy Blade, Offering, and Reprogram
* 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.
Biased Cognition

* The continuous  loss is a debuff, and can therefore be prevented by gaining  before using Biased Cognition, or removed by triggering  afterwards. If you have  then this card can easily be four or five  for the price of one.
* can go into the negative with the debuff from this card, meaning it is not favorable to use it in the early turns of long fights like bosses and some elites. Otherwise, you may suffer from minimal to no damage from ,  from , and damage scaling of .

## 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.
Mark of Pain

### Description

Gain 1 Energy at the start of each turn. Start combats with 2 Wounds in your draw pile.

### Flavor

This brand was used by the northern tribes to signify warriors who had mastered pain in battle.

### Class

Ironclad

Gain 1  at the start of each turn. At the start of combat, add 2  to your draw pile.

Wounds are added *after* drawing your initial hand of cards on Turn 1 of a combat, so they will never appear there. However, they are added in relic pickup order; so if you gained a  *after* gaining Mark of Pain, the Wounds can be drawn in the two additional draws. If you gained Bag of Preparation *before* gaining Mark of Pain, the additional two draws will not contain Wounds.  interface is usable after relics have finished triggering, so it will always have a chance to draw Wounds. If your deck contains fewer cards than your initial draw size, you will draw your entire deck and *then* Wounds will be added to your empty draw pile.

Mark of Pain is a Boss Relic.

## Update History

* Weekly Patch 51: Recursion
	+ Updated relic art for Mark of Pain.
* Weekly Patch 3: Balance Balance Balance
	+ Mark of Pain wording improvements.
Cloak and Dagger

* Standard
* Beta Art

**Cloak and Dagger** is a Common Skill for the Silent. It grants 6  and creates 1(2)  in the hand when played.

If your hand is full, sends the  to the Discard Pile.

## Strategy

**Cloak and Dagger** is easy to obtain as a Common card. As such, it is a common source of . Cloak and Dagger gives good block and offense with its low cost. When upgraded and with cards/effects that boost Shivs, Cloak and Dagger can be a powerful offensive tool while granting a bit of block.

## Update History

* Weekly Patch 50: The Final Act
	+ Title capitalization for Cloak And Dagger -> Cloak and Dagger.
* 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.
Necronomicurse

**Necronomicurse** is received when you get the  from the Cursed Tome event. This curse cannot be removed from your deck by any means (unless  is removed, possibly by N'loth). When it is exhausted,  will flash and put another one in your hand.

## Strategy

* Necronomicurse counts for .
* will negate the Necronomicurse entirely, but only if  is acquired first.
* If the Necronomicurse is played with , it will be returned to your hand after being exhausted; while this means you can't escape the Necronomicurse, you can play it as this way as many times as you want, and that interaction can be exploited in a number of ways.
	+ It allows you to take arbitrary amounts of damage in one-damage increments, triggering useful on-damage effects like  or .
	+ Alternatively, the  negates the HP loss, allowing you to keep playing the Curse for free.
	+ Each play still counts as an exhaust, so it will trigger on-exhaust effects like , , and .
	+ Each one counts as a card played, so it can trigger things like  or .

## Trivia

* The  is a reference to *Evil Dead's* Necronomicon Ex-Mortis, which is a reference to the Necronomicon in Lovecraft mythos.
* Despite 's description, Necronomicurse is scripted to have its existence tied with . Should  be removed by any means (possibly via N'loth), Necronomicurse will be removed from the deck as well, however, if the curse was copied (by Duplicator or   for example) only one copy will be removed.

## Update History

* Weekly Patch 1: The First of Many!
	+ Necronomicurse no longer shows up on card removal screens (since it cannot be removed).
Meteor Strike

Meteor Strike is an Attack card for The Defect that deals a huge amount of damage, channels a lot of  orbs, and has a notoriously restrictive  cost.

 Meteor Strike increases its damage from 24 to 30.

## Strategy

* Meteor Strike requires The Defect to generate two extra Energy just to play it! The payoff is worth the effort - big damage, up to 3 , and six Energy to play with the following turn.

* Taking Meteor Strike without high-powered Energy generation can be risky. However, since Energy-generating cards are far more common than Meteor Strike, it is not unreasonable to take Meteor Strike and then immediately start looking for such cards. Keep an eye out for cards like , , , and Energy-generating Boss Relics like .

* Since Meteor Strike provides no defense, expect to take some damage the first time it's played. Subsequent plays will actually generate Energy, since remaining Plasma Orbs will probably be Evoked.

* Plasma Orbs consistently generate Energy each turn, so Meteor Strike stabilizes a single-turn Energy boost like  into an Energy advantage that can last through the rest of the battle.

* Meteor Strike obviously requires Energy generation. Relics are best, but in practice, a combination of Relics and Skills will probably be necessary.  is actually a good choice, as the Plasma Orbs offset 's Energy loss.

* Subsequent Meteor Strikes will likely Evoke some Plasma Orbs and refund their own costs. Add  and  to keep the combo going.

* Playing Meteor Strike with an active  is frankly ridiculous.

* One of Meteor Strike's strongest synergies is . Tempest Evokes the Plasma orbs, enabling a 12-Energy turn. Meteor Strike then Evokes the Lightning Orbs, dealing 45 total damage and restoring the Plasma.

* Because Plasma Orbs aren't affected by , consider playing Meteor Strike alongside .

* can reduce Meteor Strike's cost enough to play without Energy generation. Snecko Eye will also never make a card cost more than 3, making the combo pure upside.

## 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 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.
Iron Wave

* Standard
* Beta Art

**Iron Wave** is an Attack for the Ironclad. It grants 5 , then deals 5 damage (7 Block and 7 damage when ).

## Tips

* Iron Wave is a very efficient card, effectively a  and  rolled into one. While it may not be the best pick when nearing the end of a run, it shines early on and can still carry itself decently once Upgraded.
* Since Iron Wave is an Attack that grants , it can be effective against the Gremlin Nob and the Chosen, who punish the player for using Skills.

## Update History

* Weekly Patch 1: The First of Many!
	+ Fixed rare crash for IronWave VFX.
* Day 1 Patch
	+ Null pointer checks added for IronWave VFX to prevent a crash.
Poison

is a negative status effect (Debuff) that the Silent can apply to enemies.

At the beginning of a Poisoned enemy's turn, they lose HP equal to the # of Poison stacks they have. Then the Poison stack decreases by 1.

This damage will go through an enemy's .

The total possible damage that poison can deal over time can be calculated using the following formula: x\*(x+1)/2, where x is the amount of current poison stacks. However, since fights generally do not last long enough for all the poison to expire, much of the calculated damage will never be realized before the fight ends.

Other characters can access Poison cards through the A Note For Yourself event, , or  (Watcher).

## Effects that add Poison

Cards:

* : 5(7)
* : 3(4)
* : 3 x 3(4)
* : 4(7)
* : 6(9)
* : 2(3) per turn
* : 1 per unblocked attack
* : +1x(+2x) existing Poison.

Potions:

* : 6

Relics:

* : 4 at start of combat.
* : +1 whenever Poison is applied.
* : Equal to dead enemy's Poison.

## Effects that take advantage of Poison

* : Attacks a second time if the enemy is Poisoned.

## Other Interactions

* : Deals 5(7) damage every time Poison is applied.
Ghostly Armor

* Standard
* Beta Art

**Ghostly Armor** is a Skill card for the Ironclad. It grants 10 , but as it's , it will  if left unplayed. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon , it gains 13  per play instead.

## Update History

* Weekly Patch 13: Thinking Ahead
	+ We removed one level of unlocks! Three additional cards are now available by default in the card pool for both The Silent and Ironclad. The following cards are now added to the card pool by default: Ghostly Armor, Carnage, Entrench
Nemesis

The **Nemesis** is an Elite encounter found in Act 3.

Nemesis is a large ghost-like enemy wearing a six-eyed goat skull similar to the Silent's, and wielding a scythe. Smoke billows from the skull's eye sockets.

* The main trick of the Nemesis is their use of , a buff that reduces all damage dealt to it to 1.

## Pattern

Has a 50% chance of using Debuff or attacking on the first turn.

Afterwards, has *approximately*\* a 35% chance of using Debuff, 35% chance of attacking and 30% chance of using Scythe.

It cannot use Debuff or Scythe twice in a row, nor can it use Attack three times in a row.

\*The exact AI of Nemesis is a bit more complicated, but the numbers are still almost completely accurate.

 Attack
 Scythe

## Tips

* The Nemesis is  every other turn starting from the 2nd, giving the fight a clear tempo of attack and defend. The buff switches on/off right after Nemesis acts. All incoming damage (including  and ) is reduced to 1 during the  turn. Players should generally avoid attacking while  is up, but applying  or using power cards is recommended.
* Nemesis' attacks do not increase in power through the fight, but without a source of  the player will eventually be overwhelmed with  cards, so they should take care not to let the fight last too long.
* The Boot bypasses  damage reduction, so all unblocked attack damage dealt will be increased to 5. This is not run-changing, but serves some use in this fight.
* also ignores  and can finish off a severely damaged Nemesis.

## Trivia

* Its resemblance to the Silent may mean that it is the Silent's "Nemesis", likely related to the text in the Sensory Stone event.
* The Pagan imagery of both the Silent and Nemesis hint at ritualistic conflict. Wearing similar ornaments, the Nemesis is revered by the Silent's tribe in some way, possibly a fallen predecessor or mythical enemy.

## Update History

* Patch V1.1: The Dealer
	+ Fixed Nemesis gaining Intangible too early and messing up damage from Thorns.
* Weekly Patch 37: Darkness
	+ Nemesis elite buff: HP increased. 175 - 186 -> 185 - 200.
	+ Nemesis elite buff: Scythe attack damage 40 -> 45.
* Weekly Patch 13: Thinking Ahead
	+ Fixed bug where Nemesis could take more than 1 damage from Thorns, Potions, and relics like Letter Opener.
* Weekly Patch 12: Lunar New Year
	+ Nemesis Rework
	+ Intangible now alternates on/off every other turn.
	+ Moveset is no longer in order but randomized between 3 moves.
	+ Move 1: Triple attack (6 x 3)
	+ Move 2: Triple Burn, cannot be used twice in a row.
	+ Move 3: Scythe (40), has a cooldown of 2 turns
* Weekly Patch 10: Quality of Life
	+ We updated the animations for several monsters! Affected monsters include: Nemesis
* Weekly Patch 5: Happy Holidays!
	+ Nemesis elite HP lowered from 200 -> 175.
* Weekly Patch 4: Full speed ahead!
	+ Level 3 Elite, Nemesis has been reworked.