recursal/Fanatic-Fandom huggingface dataset:
Bloodtear Alchemist

Core

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## Description

**Opening Gambit**: Deal 1 damage to an enemy.

## Strategy

Bloodtear Alchemist is one of the most widely used Neutral cards in Duelyst. Its cheap cost and useful effect helps to fill out many decks' otherwise poor early game. Because it costs 1 mana, Bloodtear can be played for "free" by capturing a Mana Spring with it. This allows for players to both build a board and subdue enemy threats at the same time. To add to its useful effect. Bloodtear has a favorable statline. At two attack, it can trade with most 2-drops (ping+attack).

## Balance Changes

v. 0.0.1 - Added: Bloodtear Alchemist 2 mana 2/1 Opening Gambit: Deal 1 damage to the minion in front of itself.

v. 0.0.4 - Change ability to "Opening Gambit: Deal 1 damage to ANY minion."

v. 0.61.0 - Now costs 1 mana. Changed text to Opening Gambit: Deal 1 damage to an enemy minion or General.

## Animations

Idle

Breathing

Running

Attack

Death
Battle Panddo

Denizens of Shim'Zar

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## Description

Whenever this minion takes damage, deal 1 damage to all enemies.

## Interactions

* Battle Panddo's AoE counts as damage inflicted by the minion. This enables special interaction with cards such as Deathstrike Seal and Lionheart Blessing.
* The Battle Panddo and Deathstrike Seal interaction, however, does not kill minions with Rebirth or Forcefield either making the respective minion turn into an egg or the forcefield temporarily dissappearing.
* When a General equipped with Morin-Khur is attacked by or is attacking a Battle Panddo and there is an egg controlled by this General on the battlefield, the egg takes damage from the Panddo but at the same time it hatches, yielding an undamaged minion.

## Strategy

Battle Panddo has found a home in many Songhai decks due to its devastating boardwide ping and to this end, Battle Panddo becomes fairly useful in eliminating 1 health and 3 health minions. While it controls the board in such a manner, the minion also gradually damages the enemy General. For these reasons Kaleos Xaan players use Battle Panddo extensively. In concert with his Bloodbound Spell, Battle Panddo can find a prime target to strike for its effect to trigger. In addition, its synergy with Deathstrike Seal enables full board clears (excluding Forcefield and Rebirth minions) earning it the nickname "Poison Panddo". Along with this combo, Songhai players regard Battle Panddo with high esteem.

## Gauntlet Strategy

This card is fairly decent in Gauntlet because it provides pings. However, you will probably lack the Deathstrike Seal synergy.

## Balance Changes

v. 1.7.1 - Added: Battle Panddo 3 mana 2/4 - Whenever this minion takes damage, deal 1 damage to all enemies.

## Animations

Idle

Breathing

Running

Attack

Death
Blood Echoes

Ancient Bonds

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## Description

Destroy all friendly minions and resummon them on random spaces at end of turn.

## Interactions

* Minions' abilities, which trigger at the end of the turn (e.g. Bonereaper), won't get activated in the same turn Blood Echoes is used.
* Opening Gambits are not triggered by Blood Echoes (they are not triggered by any spell).

## Balance Changes

v. 1.81 - added with the Ancient Bonds expansion.

## Animations

Active

Actionbar
File:Blood Echoes effect.gif

Effect
Blood Baronette

Denizens of Shim'Zar

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## Description

**Opening Gambit**: Double a nearby Wraithling's Attack and Health.

## Notes

This doubles only Wraithling stats, and will double an already boosted stat.

## Strategy

Blood Baronette is an interesting consideration for Swarm decks. In conjuction with buffs such as Void Steal, Shadow Reflection and Deathfire Crescendo, Blood Baronette can buff a Wraithling to deal double digit damage. However, it is a combo piece, and as such is often sitting in one's hand. Moreover, its mana cost makes these 1 turn combos rather hard to pull off. Finally, Lilithe players will find it difficult to keep a Wraithling alive long enough to turly benefit from Baronette's effect. Thus, while a useful card, Baronette rarely sees play. Lilithe players look to more reliable cards to push a win condition.

## Balance Changes

v 1.71 - Added: Denizens of Shim'zar Expansion

## Animations

Idle

Breathing

Running

Attack

Death
Chapter 13: The Dawn of the Vetruvians

Among the disparate groups who fled the Aestari Mandates was a band of pilgrims, visionaries, and explorers who travelled directly east. They discovered the lush and stunning coastlines of the continent of Akram.

They established the city of Kaero, which one day would become the capital of their new nation. The interior of the country was mostly arid desert, but moving down the coast they encountered the calmer waters of the reef-sheltered bays, and discovered vast nodes of copper, tin, iron, and other metals.

Amid the Dunes of Ma'or, they discovered subterranean sources of pristine water, erecting massive Pyramid Towers to extract the pure water from deep underground. They established cities like Tyvia, which became home to the finest weaponsmiths, as well as Pyrae and nearby Murani, which became home to the finest artisans and craftsmen.

Most of the Alcuin Loremasters moved to Kaero, setting up The Ostracon, a sister institution to the Seventh Sanctum. In time, the Ostracon became a prominent University and bastion of learning, the epicenter of academic and arcane knowledge on Mythron where the best and brightest scholars would learn from peerless Aestari sages -- respectful of the finite supply of crystal energy, but unfettered by the Aestari Mandates.

Despite the scarcity of water, Akram’s plentiful metals attracted the best Aestari craftsmen. The metallurgic arts flourished, producing advances that soon outstripped Aestari technologies. From among this new breed of craftsmen emerged one particularly brilliant Aestari: Atar.

With unparalleled speed, he swiftly ascended the Ostracon’s ranks, earning the titles of Grand Loremaster, High Artificer, and Prime Arcanyst. He was also a tireless explorer who would one day learn that Akram had as-of-yet undiscovered resources more precious than anyone could have previously imagined.
Chapter 1: The Age of Disjunction

Thousands of years before the dawn of the modern age, a stellar alignment sent a star seed from the depths of space colliding into the planet Mythron, forever transforming the world and its inhabitants. Mythron’s single supercontinent shattered into seven new ones, each twisted and torn into a new terrain of jagged mountains, crystalline lakes, and storm-swept islands.

The vast, temperate continent of Celandine would become the home of the Lyonar Kingdoms. The lush, perilous continent of Xenkai would become the home of the Songhai Empire.

The arid, desolate continent of Akram would become the home of the Vetruvian Imperium. The shattered, broken chasms of Styxus would become the home of the Abyssian Host.

The primordial, volcanic continent of Magaari would become the home of the Magmar Aspects. In the far reaches beyond the Whyte Mountains, Halcyar would become the home of the Vanar Kindred.

And Aestaria, the central continent, was now marked by two concentric rings of colossal mountains thrust up by the cataclysmic impact. At its very center, a thousand miles across, was God’s Heel, the star seed’s impact crater.

The collision transformed Mythron’s climate as well. Vast storms swept across the reshaped planet, unleashing torrents of acid rain and devastating lightning. Maelstroms hundreds of miles wide churned the oceans. Temperatures fluctuated wildly between blistering heat and frigid cold, causing most of Mythron’s myriad life forms to perish.

Those few resilient creatures that survived found sanctuary underground or adapted to the unforgiving hellscapes of Mythron’s volcanic pits. But while the cataclysm wiped out countless species, it ushered in a new one as well. At the center of the impact crater, the star seed sent its cosmic roots into the very core of the planet, drawing on the magical energies it found there and transforming into the Great Tree of Eyos.

And that would bring changes of an even greater magnitude.
Chapter 23: The Rise of Ziros Starstrider

22,905 - 22,915 AE

'When the enemy is relaxed, make them toil. When full, starve them. When settled, make them move.' -Sun Tzu, The Art of War

Among the thousands of Vetruvian refugees fleeing the Aestarian onslaught was a Tyvian teenager named Ziros Starstrider. A descendant of Atar Startstrider, he had been raised in the desert by the sisterhood of Aymara Healers. Along the journey south toward the Aymara Canyons, Ziros joined with the resistance, skillfully skirmishing with their Aestari pursuers and effectively harrying Rasha’s army so that the women and children could reach safety.

Ziros proved to be a natural strategist, leading many successful forays against the Aestaris. Between his tactical prowess and his vast knowledge of the canyons, cliffs and desert water mines — and the slaughter of the other Vetruvian leaders along the way — by the time the refugees arrived at the edge of the Aymara Canyons, young Ziros had become the de facto leader of the Resistance. Ziros brought the civilian refugees through the El-Gamesh desert, sending them to Pyrae and Petra before returning to the Aymara Canyons, where he would lead a last stand against the marauding Aestaris.

Outside of the coastal city of Tyvia, Rasha’s forces were unfamiliar with the terrain and thus unprepared for the searing, desiccating heat of Vetruvia’s deserts. They didn't have the resources or the supply lines to take Pyrae and Petra, not with Ziros’ resistance fighters picking them off along the way. Ziros realized that even with a small measure of assistance from the Songhai or the Lyonar, they could defeat Rasha and end the Aestari aggression once and for all. He sent messages to both nations, describing the situation, asking them for help, warning them that they would be Rasha’s next victims.

As the Aestaris assembled at the edge of the canyon and prepared for their next advance, Ziros received his replies from the Lyonar and the Songhai. They both said the fight was between Vetruvia and Aestari. Neither nation would come to their aid. Ziros vowed he would never forgive them, swearing an oath on the blood of his ancestors that he would not assist them in their time of need.

He then came up with another plan.
Archon Spellbinder

Core

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## Description

Your opponent's non-Bloodbound spells cost 1 more to cast.

## Interactions

Archon Spellbinder's effect is stackable, so for every copy of it on the battlefield the opponent's spells cost 1 mana more.

## Strategies

A staple in an older version of Duelyst, Archon Spellbinder rarely sees play. Despite it boasting strong stats for its cost, players find it too slow and too ineffectual to include in a deck. Further, its effect is only marginally useful: it does not increase the cost of the enemy General's Bloodbound Spell. This prevents Archon from consistently and thoroughly disrupting enemy turns. Such a glaring hole in Spellbinder's effect limits the card's defensive capabilites significantly, wavering players' faith in the card.

## Balance Changes

Pre-Alpha - Added: Archon Spellbinder 6 mana 6/6 "Your opponent's spells cost 1 more to cast.

v. Unkown - Stats changed to 7/9.

v. 0.0.22 - Now an Arcanyst.

v. 1.63 - Stats changed to 7/7. Ability specifies that it does not affect Bloodborn spells.

## Animations

Idle

Breathing

Running

Attack

Death
Autarch's Gifts

Ancient Bonds

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## Interactions

It always pulls 2 DIFFERENT Artifacts. However, you can still get a duplicate of an artifact that you already had previously equipped.

## Strategies

In the beginning Autarch's Gift was a great card because the pool of artifacts it drew from was pretty small and therefore easier to get what you wanted. With the latest expansions new Vetruvian artifacts got introduced and diluted the card pool for Autarch's Gift. Because of that this card doesn't see that much play anymore. It can still be a potential game winning card though with the right amount of luck.

## Balance Changes

v. 1.78 - added with the Rise of the Bloodborn expansion

## Animations

Active

Actionbar
File:Autarch's Gifts effect.gif

Effect
Abyssian Host

## Description

As Abyssian, you excel at removing big threats and can **generate many small Minions**, while also having great late game threats. Deathwatch can power up your Minions, deal damage while healing you, or generate Wraithlings. Wraithlings are 1/1 tokens that can be used as sacrifices for powerful spells and cause more deaths on the battlefield to fuel Deathwatch effects. You can also create Shadow Creep, which deal damage to the opponent if they are standing on that tile by the end of your turn, along with many ways that you can grow plenty of it, and many spells that can affect enemies or allies on the shadow creep. And lastly, you boast a wide range of removal spells. Although you are **high on damage and battlefield control**, your creatures are not very efficient.

## Lore information

The Abyssian Host is a weird humanoid offshoot coming from reptiles instead of mammals, living in deep underground caves, aggressive and obsessed with becoming the apex life form on Mythron. In this species, the males and females follow very different paths of physical evolution and behavior. For more information, see Lore.

## Strengths

* Your battlefield advantages can be quickly converted into damage with Deathwatch.
* Numerous damage spells allow you to be play very agressively.
* You possess many different forms of Minion removal.
* Moderate amounts of "vampire" healing that damages your opponent.
* You can use a variety of different deck archetypes and strategies.
* Shadow Creep threatens enemies from stepping on it, allowing for battle field control.

## Weaknesses

* Difficult to come back after you have no more Minions on the battlefield.
* Your removal is expensive, requiring a sacrifice of your own Minions or a lot of Mana.
* Your Minions are not very efficient and rely on Deathwatch to gain effectiveness.
* Difficulty against Dispel; your Deathwatch and **Shadow Creep** are both Dispellable.
* Low cost creatures that fuel Deathwatch are very frail and survive mainly by **outnumbering your opponents**, causing Area of Effect damage to be highly effective against you.

## Trivia

* Abyssian was once called Magmar and Magmar was called Abyssian. The devs decided their names suited each other more than themselves and switched the names.
Achievements

In Duelyst there are several hidden achievements that can be completed to earn special rewards including spirit orbs, gold, and cards.

These achievements cannot be tracked in the user interface and will only appear and grant their rewards once the hidden objectives have been completed.

Here is a complete list of all hidden achievements and associated rewards.

## Quests

**"Journeyman Questor"**

* Complete your first quest.
* Reward: 1 Random Neutral Epic

**"Epic Questor"**

* Complete 5 quests.
* Reward: 1 Random Neutral Epic

**"Legendary Questor"**

* Complete 13 quests.
* Reward: 1 Random Neutral Legendary

**"Indomitable Spirit"**

* Complete 100 quests.
* Reward: 100 Gold

## Number of games

**"Helping Hand"**

* Play your first 10 games.
* Reward: 100 Gold

**"Entering The Gauntlet"**

* Play 20 games.
* Reward: 1 Gauntlet Ticket

**"The Art of War"**

* Play 50 games.
* Reward: 100 Gold

## Social

**"Best of Friends"**

* Play a game with a friend.
* Reward: 1 Spirit Orb

## Factions

**"World Explorer"**

* Play 1 game with each faction.
* Reward: 1 Random Faction Legendary

## Collecting

**"Collector Supreme"**

* Collect at least 1 of each common card (Core Set)
* Reward: 1 Random Neutral Epic and 1 Random Neutral Rare

**Unlock Faction Sisters**

* Collect 6 full set of Faction Rares (a set is 3 copies of a card)
* Reward: A full set of that Faction's Sister card

**Unlock Neutral Sister**

* Collect 6 full sets of Neutral Rares (a set is 3 copies of a card)
* Reward: A full set of Sworn Sister L'Kian
Chapter 36: The Floating of the Monolith

AE 23,205

With construction nearing completion and the potent buds swelling on the Weeping Tree, Draug grew increasingly paranoid and dissatisfied with the protection the Monolith would provide. Throughout its construction he had been constantly revising his design, requiring more materials, more magical energy. Now, he directed his builders to dig even deeper underground, extending the Monolith's walls far below the surface and inclining them inward, to surround the tree as fully as possible. When the builders excavated under the tree to do so, however, they found its roots withered, broken, and dead.

But the tree itself was somehow alive — in fact it was preparing to bloom. Draug realized it was surviving on starlight alone, untethered to the planet's core, and he had an idea how to finally render the tree inaccessible to anyone but him. it would exhaust his vast stores of magical energy, but once accomplished, it would pay off a thousand times more. Draug sent his builders back under the weeping tree to fully encapsulate it, even across the bottom. It was an incredible feat of advanced engineering and powerful magic. Many workers died in the process. And when they were done, when the Monolith was finally completed, Draug killed the rest of them to protect his secret.

Finally, concentrating all the power of his remaining crystals in a single blast of magical energy unparalleled in Mythron's history, Draug raised the entire Monolith and secured it permanently in the sky. The waves of magical disturbance this released caused a Great Disjunction that rocked the planet to its core, destabilizing the continents and setting them in motion. Weakened and spent, Draug was nonetheless awestruck by what he had achieved. All he had left to do was wait for the tree to bloom once more — and he would be infinitely more powerful than ever before.

Unfortunately for Draug, that was when Aq'Toth, leader of the Inxikrah host, ordered the attack on Aestaria.
Avalanche

Core

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## Description

Deal 4 damage to everything on your starting side of the battlefield and **Stun** them.

**Avalanche** is a basic Vanar spell.

## Effects

Deal 4 damage to ALL minions and Generals on your starting side of the battlefield and Stun them.

## Strategy

Avalanche works well if played in a deck that focuses on playing around the enemy side of the board. Pressuring the opponent with strong Infiltrate effects or a possible Glacial Fissure forces enemies to retreat to the Vanar player's side of the board. Once cast, Avalanche has a long lasting effect. It freezes opponents, preventing them establish a wide board and also threatens future Avalanches.However, Avalanche is highly conditional; it requires quite a bit of setup. In most cases, the card is useless in hand. This coupled with its fairly high mana cost makes Avalanche rarely included in decks.

## Gauntlet

Avalanche is in a peculiar spot in Gauntlet: it's a highly rare occurrence that you manage to cast the spell without hitting your own general (and ideally, your own minions), but if you do, you've basically won the game on the spot. Being unable to choose trades for a whole turn is devastating in Gauntlet; letting your opponent stabilize and posture their board is nearly as bad. However, it is highly conditional, and is best taken as a one-of "panic button", but only if you're confident in ever meeting the conditions at all.

## Animations

Active

Actionbar
File:Avalanche effect.gif

Effect
Card Stats

All units (minions and generals) in Duelyst have an attack stat and a health stat. All minions (but not generals) also have a Mana cost stat. Spells and artifacts have only a Mana cost stat.

## Notes

* Stats can be affected by spells, artifacts, and units' abilities.
* Usually, a stat that has been boosted will be shown in red or green.
* Stats affected in this way can be returned to normal by dispelling the affected unit.
* Some effects (e.g. the spell enfeeble) "transform" units' underlying stats.
* In this case, the new number is displayed in white.
* "Transform" effects like this cannot be dispelled.

## Health

When a unit's health stat is reduced to zero (or below), it dies.

* Magically boosted health stats are displayed in green.
* Injured units' health stats are displayed in red.
* Note that boosting a unit's health is not the same as healing it.
* Heals cannot be dispelled, but health boosts can.
* This can result in unit which had its health boosted and then took damage being destroyed when it is dispelled.

## Attack

A unit's attack stat is the amount of damage it deals to an opponent when it attacks or counterattacks.

* Magically boosted attack stats at disposed in green.
* Magically reduced attack stats are displayed in red.

## Mana cost

A minion's Mana cost of the number of Mana crystals it takes to simple that minion onto the Battlefield.

* Reduced Mana costs are displayed in green.
* Increased Mana costs are displayed in red.
* Card events that refer to a card's Mana cost generally refer to the base Mana cost of the card, not the amount of Mana actually paid by the player. Magesworn's effect is one exception.
Alcuin Loremaster

Core

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## Description

**Opening Gambit**: Put a copy of the most recently cast spell into your action bar.

## Notes

* Will bring back an enemy's spell if it's the last one to be casted.
* Can bring back Bloodbound Spells.
* If it brings back an abjudicated spell, the new spell will NOT have the mana discount.

## Strategies

Along with Abjudicator, Alcuin Loremaster has a remarkably unique effect. However, Alcuin's effect is less dependable. Decks that use Alcuin Loremaster attempt to recycle cheap spells for value generation or Arcanyst synergy. The problem with this plan is the requirement of two specific cards in hand that must be played in succession. If one waits to play Loremaster on the next turn, it is unlikely to recycle the intended spell. Moreover, Alcuin Loremaster shares Abjudicator's weak statline.

## Gauntlet Strategies

Alcuin Loremaster is a reasonable choice in Gauntlet. It almost always recycles itself; however its real strength is in the versatility it provides your deck. It can duplicate removal, BBS, and buffs, allowing for explosive turns, or to edge an advantage over your opponent whilst expending no resources of your own beyond mana. The power of playing two instances of BBS can also be explosive, particularly for Reva, Argeon, and Vaath.

## Balance Changes

v. 0.0.1 - Added: Alcuin Loremaster 3 mana 3/1 Arcanyst Opening Gambit: Put a copy of the most recently cast spell into your action bar.

## Animations

Idle

Breathing

Running

Attack

Death
Battle Pet

## Battle Pets' Behaviour

1. If there are enemies within immediate attacking range, a Battle Pet will attack the closest one without moving. If there are multiple such enemies, it will attack one at random. Enemies on the same row or column as the Battle Pet are prioritized over enemies diagonal to it. Screenshot

2. If there are no enemies within attacking range even after moving, a Battle Pet will move towards the closest enemy. If there are multiple enemies that share the closest distance, it will move towards one at random. Screenshot 1

3. This rule is the one most likely to trip someone up! If there are enemies **within attacking range but only after moving**, a Battle Pet will move towards the enemy that requires the **least number of tiles** **to reach** for the attack. If there are multiple such enemies, it will choose one at random. Then as above, it attacks the closest enemy, prioritizing enemies on the same row or column. **Note that this is different from moving towards the closest enemy; two enemies may have different distances but require the same number of tiles to reach.** Screenshot 1 Screenshot 2 Screenshot 3

4. A Battle Pet will always take the shortest path towards its target. If there are multiple shortest paths, it will choose one at random. Screenshot

5. A Battle Pet with Ranged moves the same way as if it did not have Ranged (if it moves at all), and attacks the closest enemy. This makes its ranged effect not very useful as it does not keep its distance. Screenshot 1 Screenshot 2

6. A Battle Pet with Flying behaves as above, except there is almost never a case where there are no enemies within attacking range.

7. If a player controls multiple Battle Pets when their turn begins, they act in the order they entered the battlefield. If a Battle Pet hatches from an Egg or comes into play from a Transform, it is considered to have entered the battlefield after Battle Pets that were already there. Nature's Confluence places Battle Pets onto the battlefield from left to right, bottom to top.

## Guides

* Cards creating random Battle Pets
* http://9moons.gg/a-few-thoughts-on-pet-openings/

## Token cards

These Token Battle Pets can only be seen when randomly generated from Cards creating random Battle Pets.

## Related Cards

"Battle Pet" is a Tribe and cards affecting it will also affect Ghoulie
Chapter 29: The Second Vetruvian Wars

23,092 - 23,105 AE

Draug established a base on the Ixan peninsula closest to Aestaria, calling it Shar. Bolstered by the crystals from Ixus, the Vermillion Army mushroomed in both number and power. Draug grew stronger, too. Combined with the dark arts of the Crimson Flame, the new supply of crystals rendered him all but immortal. Draug’s forces were eminently prepared for a frontal assault on Vetruvia, and General Ziros, oblivious to their new power, never saw the attack coming. The Vermillion Legion and their Storm Rooks tore through Petra Fortress like dry paper, battering through the ancient walls of the once formidable citadel. Ziros and his army fought valiantly, but they were severely outmatched.

Draug and his army were unstoppable, sweeping virtually unimpeded over Vetruvia. Ziros nobly sacrificed himself, remaining behind to delay Draug’s forces by activating a blockade of protective Obelysks while what was left of the Vetruvian army fled through the plains of El-Gamesh. Draug brought Ziros’ head and shattered Sand Shield back to Aestaria and proclaimed himself Conqueror Draug, ruler of the Eternal Empire, the Second Empire foretold by the Prophecy of Ages. While the other nations kept silent, in awe and in fear, the Lyonar Kingdoms finally took a stand against Draug’s aggression. Alone, they were no match for the Vermillion Army, and in a matter of days both Windcliffe and the longstanding Opaline Gates were toppled by Draug’s superior forces. The Lyonar fell back past the Forbidden Steppes through Agenor’s Pass, where General Trajan from Sunforge took their last stand — but Lyonar itself was no more.

Through military defeat or preemptory surrender, the other continents soon fell to Draug as well, all except Magaari. Vaath led an assembled host of powerful Leviathans, long-range Spirit Harvesters, fearless Phalanxars, and a devoted Veteran Silithar force as it landed in an epic clash that left tens of thousands dead. Known as the Battle of Serpent’s Coil, the battle lines pitched back and forth, at times approaching, but never reaching, the Amberhorn Citadel deep in the continent. Eventually, Vaath’s combined forces pushed the Vermillion Army back to the foothold where they Khahad first landed, a place henceforth known as Draug’s Landing. On a final day of battle as ferocious as the first, Vaath’s forces drove the Vermillion Army back onto their warships — and out of Magaari — for now.
Animus Plate

Immortal Vanguard

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## Description

Your General gains +2 Attack.
Whenever your General attacks or counterattacks, give all friendly Vespyr minions +2/+2.

## Interactions

This buff takes place BEFORE new Vespyr Night Howlers are spawned by Reliquarian's Howling Relic.

## Balance Changes

v. 1.92 - added with the Immortal Vanguard expansion.

## Animations

Active

Actionbar
Blood Taura

Core

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## Interactions

* Blood Taura’s mana cost is definite and can’t be adjusted by anything.
* All mana reduction cards (Flash Reincarnation, Darkfire Sacrifice, Arcane Devourer) will not change the cost of Blood Taura.
* Taura will uniquely progress the Hideatsu the Ebon Ox trial as the only 25 cost minion, regardless of it's cost reduction, but post destiny will deal damage equal to the mana spent to cast it.

## Strategy

Blood Taura is the epitome of desperation. It can be expected to be playable when the player is close to dying. Otherwise, it is a dead card in hand. Even when it can be played, opponents will have little problem removing it to win the game. For these reasons Taura sees only play in meme decks.

Blood Taura is most effective when the deck has the following:

* cards that produce immediate value from Taura's high stats such as Spirit of the Wild or Corporeal Cadence.
* ability to lower health quickly with cards such as Flameblood Warlock.
* cards that prevent lethal at low health such as Concealing Shroud or Eternal Heart.

## Animations

Idle

Breathing

Running

Attack

Death
Altairian Observatory

## General

The Altairian Observatory is an Altairian Module commonly found in Altairian Outposts. They have significant Collateral Damage.

## Strategy

When Attacking an Altairian Outpost, make sure to target these modules in order to maximize the collateral damage dealt such that you will have an easier time destroying the rest of the Outpost.

## Trivia

* This is the Altairian equivalent of the Alien Energy Capacitor.

## Gallery

* Altairian Observatories surrounding the Altairian Citadel.
Aspect of the Wyrm

Core

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## Description

Transform ANY minion into a 4/4 Whyte Drake with **Flying**. Nearby friendly minions gain **Flying**.

**Aspect of the Wyrm** is an epic Vanar spell.

## Effects

* Gives your minions Flying even if casted on an enemy minion.

## Strategy

* Can lead to a surprise attack and help to bypass Provoke minions.
* Aspect of the Wyrm occasionally sees use in Midrange Vanar lists. The ability to transform a faraway minion or wall into a flyer is quite useful. In desperation, this spell can be cast defensively to remove enemy threats. Its mana cost, however, limits its viability. Most players sacrifice Drake's global threat generation for Aspect of the Ravager's cheap cost.

## Balance Changes

v. 1.87 - Name changed from Aspect of the Drake to Aspect of the Wyrm.

## Animations

Active

Actionbar
File:Aspect of the Wyrm effect.gif

Effect
Alabaster Titan

Unearthed Prophecy

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## Description

**Opening Gambit**: If you have no spells in your deck, equip a full set of equipment.

## Interactions

* Alabaster Titan's effect can still activate in a deck using spells as long as all spells have been played or discarded during a match. This is a risky strategy, however, as the player cannot guarantee that all spells will be out of the deck by the time Alabaster Titan can be played.
* If an Opening Gambit damages a minion protected by Halo Bulwark the Forcefield will disappear. But if the minion moves then out of Halo Bulwark's range and the general moves next to this minion again, it will get Forcefield back.

## Balance Changes

v. 1.87 - added with the Unearthed Prophecy expansion.

## Animations

Idle

Breathing

Running

Attack

Death
Borean Bear

Core

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## Description

Whenever you summon a Vespyr minion, this minion gains +1 Attack.

**Borean Bear** is a common Vanar vespyr minion.

## Abilities

Whenever you summon a Vespyr minion, this minion gains +1 Attack.

## Strategy

* If used with other verpyr minions (especially Bonechill Barrier) this minion can trade cost-effectively or inflict considerable amount of damage to enemy General without dying.

## Balance Changes

v. 0.0.22 - Added: Borean Bear 2 mana 1/3 Vespyr "Whenever you summon a Vespyr minion, this minion gains +1 Attack."

## Animations

Idle

Breathing

Running

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Death
Abjudicator

Core

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## Special Interactions

* Abjudicator belongs to the Arcanyst tribe.
* Discounted spells that are replaced retain the Abjudicator discount.
* Spells cannot be discounted below 0 mana.

## Strategy

Abjudicator's unique effect is mirrored by its unique place in only one deck type--combo. This card shines in combo decks. For instance, it is played in an Aggro Reva combo variant which uses combo pieces such as Mirror Meld, Saberspine Seal, and Tusk Boar to OTK an opponent. In such a deck, Abjudicator plays a key role in discounting spells, allowing for explosive turns. Outside of combo decks (which are a very rare sight in Duelyst), it does not see regular play. Its effect, while nice to have in conventional decks, does not make up for its weak statline.

## Gauntlet Strategy

Gauntlet decks tend not to run very many spells, so it often becomes a 3-mana 3/1 that, on average, discounts a spell or two. Its Arcanyst tag makes it work well with Owlbeast Sage, but it is overall extremely weak.

## Animations

Idle

Breathing

Running

Attack

Death
Chapter 38: The Battle of God's Heel

AE 23,205

For one joyous moment, the Bloodbound watched the Monolith illuminate the sky. Then the light revealed the Inxikrah army, assembling in the distance. Valknu was stunned. How had they mobilized so quickly? Had the somehow known the Weeping Tree was blooming? Before he could for a guess, a small band of lithe women-warriors approached from the rear. The Bloodbound turned to engage them, but their leader quickly said, "We come in peace. We come to help." They were exquisitely beautiful, but not human, their skin as pale as moonlight, theit eyes and hair a vivid green. "Who are you?" Valknu demanded. "We are Abyssians, from Ixus," said their leader, pointing her Vetruvian-crafted Tyvian sword towards the Inxikrah. "We were once like them; we know they must be stopped." She described the brutality of the Inxikrah, explaining in great detail how they ritually consumed their victims to gain access to their memories and powers. Valknu now realized how the Inxikrah knew the Weeping Tree was blooming, and that the stakes of this battle would be far higher than he had ever imagined.

Valknu assembled the Bloodbound away from the Abyssians and shared what they had told him. He reminded them they were foremost the guardians of the secret location of the Great Tree Aperion. If any of them was killed and consumed, the Inxikrah could find the Great Tree. Hordes of them would sweep across Mythron, empowered by the Blood of Aperion. To win the battle ahead they must not only keep the Inxikrah from the Monolith, but they must do so without losing a single Bloodbound warrior. They must protect their comrades at all cost.

Then the Inxikrah charged.

The Abyssians and the Magmar fought alongside the Bloodbound, whose peerless magic countered the Inxikrah's debilitating clouds of toxin. Throughout the night, Good's Heel seethed with clashing combatants, a cacophonous cauldron of violence bathed in the extraordinary light streaming from the Monolith. As dawn approached, the Inxikrah finally broke under the combined might of Mythron's champions, and so begun their retreat over the blood soaked ground, littered with the twisted bodies of their fallen. Valknu was torn: should he chase them down to secure Aperion's clandestine location and risk leaving the Monolith vulnerable? Then, to his astonishment, he discovered not a single Bloodbound or Magmar or Abyssian had been lost. The Weeping Tree was safe – and so was the secret of Aperion's location. The was was over.
Aspect of the Ravager

Core

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## Description

Transform ANY minion into a 3/3 Ravager with no abilities.

**Aspect of the Ravager** is a basic Vanar spell.

## Effects

Transform ANY minion into a 3/3 Ravager with no abilities.

## Interactions

If you summon a minion with Rush and then transform it with Aspect of the Ravager, the minion will not be exhausted on that turn.

## Strategy

Aspect of the Ravager is seen in many Vanar lists. While not the cleanest removal, it deals with large threats in the cheapest manner available in Duelyst. This allows Faie to slowly chip away at the enemy General with her BBS and for Kara to establish an unbeatable board state. As well as being fantastic removal, Aspect of the Ravager can activate walls. For example, a Vanar player can transform a Bonechill Barrier into a usable minion with the help of Aspect of the Ravager. This versatility coupled with its low mana cost makes it a frequently played card.

## Balance Changes

* v. 0.0.22 - Added: Aspect of the Fox 2 mana "Turn ANY minion into a 3/3 Ravager with Celerity."

* v. 0.0.26 - Cost changed to 1. Removed Celerity. Text changed to: "Turn ANY minion into a 3/3 Ravager with no abilities."

* v. 1.87 - Name changed from Aspect of the Fox to Aspect of the Ravager

* v. 1.92 - Mana cost changed from 1 to 2.

## Animations

Active

Actionbar
File:Aspect of the Ravager effect.gif

Effect
Aymara Healer

Core

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## Strategies

One of the strongest cards available to Vetruvians. This minion has a balanced, well-statted body. This in conjunction with its Provoke effect makes the card in controlling the board. Most importantly, its Dying Wish effect produces a massive swing on the health pools of the opposing generals. Though dispels are useful to play around the card and prevent this health swing, Aymara is still a solid body to deal with. Being the strongest late game threat Vetruvian has to offer, Aymara Healer is included in many Vetruvian decks. But it has a weakness to Transform effects, so in a meta with a lot of transform spells Aymara Healer doesn't see that much play.

## Animations

Idle

Breathing

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Death
Algol

**Algol** is a merchant, who previously worked for the VEGA Federation. He is insane, deranged, often muttering nonsense. He is part of the markets and the only known individual to destroy Blood Amber.

## History

Little is known about him, but he has sent an anonymous message to the rebels warning them that Blood Amber must be destroyed and that it is a curse.

He appears to heavily detest Larus and is spreading rumours about him to the rebels. In Face Off event, he almost won rebel support over Larus but was ultimately rejected in the end. However, Bishop mentions later that Algol is a criminal. Algol eventually returns at one point and continues to offer help to rebels who are finding Larus increasingly incompetent by the day.

He is absolutely terrified of the Alien fleets, having met them before.

During the 4th Alliance War, it was revealed that he was worshipped by the Marauders as a prophet, most notably the Marauder Clan known as the Golden Wolves.

He also confessed to Rhea Dage, that he was responsible for implanting the rogue directives in Sybil, causing Sybil to go rogue and frame her.

Algol has since locked himself in an airlock to protect himself from Rhea Dage as she was about to vent her frustration. He begged her to listen to reason, although what he says seems to be incoherent, speaking about the "Voice" needing Rhea, hence why he framed Sybil so he could get ahold of Rhea Dage.

After Rhea calmed down, she took a closer look at the symbols and carvings he made in his quarters, which spoke of some sort of device.

After assembling it, the device resonated with the Blood Amber, as well as Algol, and thus caused worm like creatures to emerge from his body. Rhea and Skoll quickly reacted to destroy the device as well as the worms, although Algol was left in a critical condition. Skoll is watching over him.

## Profile

Bald, thin with constellations of stars tattooed all over his skin. Algol has a bizarre appearance and unstable mental state. At times, he often babbles incoherently in agitation. He does have periods of sanity where he purchases Blood Amber and destroys it. He speaks in a whispering, foreboding hiss at times.

## Trivia

* Algol's name means "The Demon", in Arabic, which might explain his look or intentions. There is also a star known as Algol in the constellation Perseus.
Aegis Barrier

Core

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## Description

Choose a friendly minion. It can't be targeted by enemy spells. Draw a card.

## Notes

Does not protect the minion from tile-based effects or spells which effects all minions. Only protects minions from targeted spells. Chromatic Cold, Plasma Storm or Frostburn, for example, are effective against Aegis Barrier.

## Strategies

On first glance, one would assume that Aegis Barrier would be played regularly: its effect is powerful and cheap, and the card cycles itself. The problem with Aegis Barrier is its permeability: many effects can get through its protective buff. Vanar's Chromatic Cold, Lyonar's Sun Bloom, Magmar's Plasma Storm, and Ephemeral Shroud penetrate Aegis Barrier's protection. Absent from this list is Songhai. For this reason, Aegis Barrier is used as a tech card against Songhai. Most Songhai removal is targeted: Juxtaposition, Onyx Bear Seal and Phoenix Fire are all targeted spells. Thus, an Ironcliffe Guardian buffed with Aegis Barrier can outright win the game against some Songhai decks.

## Gauntlet Strategies

Gauntlet decks tend not to run very many spells, so Aegis Barrier is often "draw a card for 1 mana", making it a mediocre Gauntlet card.

## Balance Changes

v. 0.0.1 - Aegis Barrier: 3 mana "Give ALL friendly minions Forcefield."

v. 0.0.14 - Reworked: Cost lowered to 1 mana. Text changed to "Give a friendly minion Anit-Magic Field."

v. 0.0.22 - Text changed to "Choose a friendly minion. It can't be targeted by enemy spells."

v. 0.61.0 - Added "Draw a card."

## Animations

Active

Actionbar
File:Aegis Barrier effect.gif

Effect
Blister Rounds

## General

Blister Rounds boost Explosive weapons by increasing their health damage. It can be used only on Demon Corps Hulls.

## Strategy and Setup

### Advantages

Blister Rounds are particularly effective against Iron Star Company Hulls and cruisers which often have heavy armor equipped. They also excel against modules with limited shield capacity.

While they have a mass requirement that is similar to the health damage bonus, the fact that most weapons become less mass-efficient at higher levels merits the use of this special to improve the efficiency of your weapons.

### Disadvantages

Blister Rounds are not useful against shielded enemies because they do not give a shield damage bonus.

AM Warheads are more suitable for your weapons overall because they cost less mass and have the ability to multiply damage with the extra splash radius. However, Blister Rounds are still popular on weapons with small AoE such as Manifold Missiles.

## Trivia

* This is the first armor damage weapon boost ever released.
A.X.I.S. Ship Specials

## General

A.X.I.S. ship specials were developed by A.X.I.S.. They are mostly equal to Xeno Division Ship Specials, but additionally provide Harmonic Bonuses. Due to their power, these specials are restricted to A.X.I.S. Hulls.

## Weapon Boosts (Energy)

Harmonic Beam Capacitor | An improved Beam Capacitor that additionally provides Harmonic Warfare, increasing damage to ships.

## Weapon Boosts (Kinetic)

Harmonic Siege Casing | An improved Siege Casing that additionally gives the Harmonic Siege bonus, increasing damage to modules. Only available to the Liberator Destroyer.

## Weapon Boosts (Alien)

Harmonic Xeno Siege Casing | An improved Xeno Siege Casing that additionally gives the Harmonic Siege bonus, increasing damage to modules. Only available to the Liberator Destroyer.

## Thrusters

Harmonic Chase Thruster | A thruster that provides additional combat and rotation speed. It features the Harmonic Agility bonus, increasing the agility of the entire fleet.

## Field Generators

Phase Shifter Generator | Generates the Phase Shifter, which enhances the shield bypass of other friendly ships within. The Harmonic version additionally provides the Harmonic Siege bonus, increasing the overall damage to modules. Only available to the Paladin Carrier.
Altairian Habitation Module

## General

The Altairian Habitation module is an Altairian Module found in Altairian Fortresses. They have significant Collateral Damage.

They also make an appearance in Umbra Infected Outposts as well.

## Strategy

like the Altairian Observatory, when attacking an Altairian Outpost, make sure to target these modules in order to maximize the collateral damage dealt such that you will have an easier time destroying the rest of the Outpost.

## Trivia

* The Name of the module was confirmed to be Habitation Module, according to the game files.

## Gallery

* Altairian Habitation Modules and Observatories guarded by an Altairian Spawner and Combat Modules.
Basic Cargo

## General

The Basic Cargo is the starter cargo hold, allowing your ships to carry more resources.

## Strategy and Setup

### Advantages

Basic Cargo is cheap to equip, most useful on instant-repair ships such as Talon Frigates and Rancor Battleships to collect cargo after defeating NPC Targets on the map.

It is also used in base attack fleets to steal extra resources.

### Disadvantages

Basic Cargo should not be used outside of cargo collection unless you have special slots to spare: it does not improve the combat effectiveness of your ships in any way.

## Trivia

* Originally, Basic Cargo had a high repair time, making cargo fleets worth destroying. Their repair time was removed along with that of most equipment during the Grand Rebalance.
Armored Hold

## General

The Armored Hold is a hybrid of ship armor and Basic Cargo, enabling your ships to be more tanky while simultaneously being able to carry more resources.

## Strategy and Setup

### Advantages

This special is more mass-efficient than individually equipping armor and Basic Cargo on your ships, not to mention that this only takes up one slot.

They are most commonly used in base attack fleets, filling up all remaining special slots in an effort to maximize ship durability and resources stolen at the same time.

### Disadvantages

Armored Hold is less desirable for pure cargo fleets as it has less cargo capacity compared to the Basic Cargo, and costs additional time to repair your ships.

## Trivia

* This is the first special slot event prize in VEGA Conflict.
* The Armored Hold is the first ship special to provide additional health.

## Gallery

* Old Armored Hold I blueprint
* Old Armored Hold II blueprint
* Old Armored Hold III blueprint
* Armored Hold I blueprint
* Armored Hold II blueprint
* Armored Hold III blueprint
Annihilator Battleship/Builds

## Overview

The Annihilator Battleship is the third T6 hull in the game. Compared to all other battleships it has a unique attribute: Faster rotation speed. This has caused the annihilator to break away from the traditional stat trend of battleships and allows it unique mobility that no other battleship can equal. (though this does not necessarily make it faster then other battleships) It's firepower is similar to the hellfire battleship at first, but quickly surpasses it when using Xeno Weaponry. Granted however it will most likely lack the range a hellfire can possess; despite this, the annihilator is a powerful asset and must-have to your arsenal.