Energy is the resource used to play cards. The energy cost of a card is at the top left and typically ranges from 0-3, though there are some exceptions. The Ironclad, the Silent, the Defect, and the Watcher all start the game with 3 base energy, which can be increased with relics. There are also cards that generate temporary energy.
Some cards can have X Energy cost. These cards consume all of your remaining Energy upon use, and their effect varies with how much Energy was consumed.
Cards and relics may use a symbol to denote energy, and will appear differently on different colors or characters. However, each symbol is interchangeable; the symbols are purely cosmetic.
Ironclad[]
Energy Generation
- Berserk: You now gain at the start of every turn, but applies 2(1) Vulnerable on use.
- Bloodletting: Gain (). Lose 3 HP.
- Dropkick: Deals 5(8) damage. If the enemy is Vulnerable, gain and draw a card.
- Offering: Lose 6 HP. Gain and draw 3(5) cards. Exhaust.
- Seeing Red: Costs 1(0). Gain . Exhaust.
- Sentinel: Gain 5(8) Block. If this card is Exhausted, gain ().
- Mark of Pain: Gain at the start of each turn. Start combats with 2 Wounds in your draw pile.
Cost Reduction
- Blood for Blood: Initially costs 4, decreases by 1 every time you lose HP this combat. Deals 18 damage.
- Corruption: All skills now cost 0 and Exhaust on use.
X Cost
- Whirlwind: Deals 5(8) damage to ALL enemies X times.
Other
- Infernal Blade: Add a random Attack to your hand. It costs 0 this turn. Exhaust.
Silent[]
Energy Generation
- Adrenaline: Gain () energy. Draw 2 cards. Exhaust.
- Concentrate: Discard 3(2) cards. Gain .
- Doppelganger: Next turn, draw X(+1) more cards and gain X(+1) . Exhaust.
- Flying Knee: Deals 8(11) damage. Gain next turn.
- Heel Hook: Deals 5(7) damage. If the enemy is Weak, draw 1 card and gain .
- Outmaneuver: Next turn, gain () energy.
- Sneaky Strike: Deal 12(16) damage. If you have discarded a card this turn, gain .
- Tactician: Unplayable. If discarded from your hand, gain ().
- Hovering Kite: The first time you discard a card each turn, gain .
Cost Reduction
- Bullet Time: All cards in your hand cost 0 this turn, but you can no longer draw cards this turn.
- Eviscerate: Initially costs 3, decreases by 1 for each card discarded this turn. Deals 7(9) damage 3 times.
- Setup: Place a card from your hand on top of your draw pile. It costs 0 until played.
X Cost
- Doppelganger: Next turn, draw X(+1) more cards and gain X(+1) . ExhaustERROR: No keyword chosen.
- Malaise: Costs X. Enemy loses X(+1) Strength. Apply X(+1) Weak. Exhaust.
- Skewer: Deals 7(10) damage X times.
Other
- Distraction: Add a random Skill to your hand. It costs 0 this turn. Exhaust.
Defect[]
Energy Generation
- Each Plasma generates at the start of your turn, and when Evoked.
- Aggregate: Gain for every 4(3) cards in your draw pile.
- Charge Battery: Gain 7(10) Block. Next turn, gain 1 .
- Double Energy: Cost 1(0). Doubles your energy. Exhaust.
- Fission: Remove (Evoke) all of your Orbs, gain and draw 1 card for each orb removed (evoked). Exhaust.
- Recycle: Exhaust a card. Gain equal to its cost.
- Exhausting an X card doubles your energy.
- Sunder: Deal 24(32) damage. If this kills an enemy, gain .
- TURBO: Gain () energy. Add a Void to your discard pile.
Cost Reduction
- Force Field: Initially costs 4, decreases by 1 for each Power played this combat. Gain 12(16) Block.
X Cost
- Multi-Cast: Evoke your next Orb X(+1) times.
- Reinforced Body: Gain 7(9) Block X times.
- Tempest: Channel X(+1) Lightning. Exhaust.
Other
- All for One: Deal 10(14) damage. Put all cards in your discard pile that cost 0 into your hand.
- Scrape: Deals 7(10) damage, draws 4(5) cards. Discards all cards drawn this way that do not cost 0.
- White Noise: Adds a random Power card to your hand. It costs 0 this turn.
Watcher[]
Energy Generation
- Calm: Upon exiting this stance, gain .
- Vigilance: Gain Block then enter Calm.
- Tranquility: Immediately enter Calm.
- Fear No Evil: After dealing damage, enter Calm if the target intends to Attack.
- Inner Peace: Enter Calm if you are not in Calm.
- Meditate: After choosing what to retain, enter Calm and end your turn.
- Teardrop Locket: Start each combat in Calm.
- Violet Lotus: Whenever you exit Calm, gain an additional ; effectively causes Calm to generate upon exiting.
- Stance Potion: Allow you to choose to enter Calm.
- Divinity: Upon entering this stance, gain . Attacks deal triple damage.
- Miracle: Retain. Gain (). Exhaust. Miracle can only be obtained through cards and relics.
- Deus Ex Machina: Adds 2(3) Miracle to your hand when drawn.
- Collect: Adds 1 Miracle+ at the start of the turn for X(+1) turns.
- Pure Water: Adds 1 Miracle to your hand at the start of combat.
- Holy Water: Adds 3 Miracle to your hand at the start of combat.
- Bottled Miracle: Add 2 Miracles to your hand.
- Follow-Up: Deal 7(11) damage. If the previous card played was an Attack, gain .
- Deva Form: Ethereal (Not Ethereal). At the start of your turn, gain and increase this gain by 1.
Cost Reduction
- Sands of Time: Retain. Deal 20(26) damage. Initially cost 4. Whenever this card is Retained, lower its cost by 1.
- Establishment: (Innate.) Whenever a card is Retained, lower its cost by 1.
X Cost
- Collect: Adds 1 Miracle+ at the start of the turn for X(+1) turns.
- Conjure Blade: Shuffle an Expunger with X(+1) into your draw pile. Exhaust.
Other
- Fasting: Gain 3(4) Strength. Gain 3(4) Dexterity. Gain 1 less at the start of each turn.
- Foreign Influence: Choose 1 of 3 Attacks of any color to add to your hand. (It costs 0 this turn.) Exhaust.
Colorless Cards[]
Cost Reduction
- Enlightenment: Reduce the cost of all cards in your hand to 1 this turn (this combat).
- Forethought: Place a card (any number of cards) from your hand to the bottom of your draw pile. It costs (they cost) 0 until played.
- Madness: Costs 1(0). A random card in your hand costs 0 for the rest of combat. Exhaust.
X Cost
- Transmutation: Add X random (upgraded) colorless cards to your hand. They cost 0 this turn. Exhaust.
Other
- Chrysalis: Add 3(5) random Skills to your draw pile. They cost 0 this combat. Exhaust.
- Discovery: Add 1 of 3 random cards to your hand. It costs 0 this turn. Exhaust (No longer Exhaust).
- Metamorphosis: Add 3(5) random Attacks to your draw pile. They cost 0 this combat. Exhaust.
Status[]
- Void: Unplayable. When this card is drawn, lose 1 energy. Ethereal.
Relics[]
Energy Generation
- Common
- Ancient Tea Set: Whenever you enter a Rest Site, start the next combat with .
- Art of War: If you do not play any Attacks during your turn, gain next turn.
- Happy Flower: Gain every 3 turns.
- Lantern: Gain at the start of each combat.
- Nunchaku: For every 10 attacks you play, gain .
- Uncommon
- Gremlin Horn: Whenever an enemy dies, gain and draw 1 card.
- Sundial: Every 3 times you shuffle your deck, gain .
- Boss
- Busted Crown: Gain at the start of every turn. Card rewards have 2 less options.
- Coffee Dripper: Gain at the start of every turn. You can no longer rest at Rest Sites.
- Cursed Key: Gain at the start of every turn. Opening non-boss chests now gives you a .
- Ectoplasm: Gain at the start of every turn. You can no longer gain Gold.
- Fusion Hammer: Gain at the start of every turn. You can no longer Smith at Rest Sites.
- Hovering Kite (Silent only): The first time you discard a card each turn, gain .
- Mark of Pain (Ironclad only): Gain at the start of every turn. Start each combat with 2 Wound in your draw pile.
- Philosopher's Stone: Gain at the start of every turn. Enemies start each combat with 1 Strength.
- Runic Dome: Gain at the start of every turn. You can no longer see enemy intents.
- Slaver's Collar: During Boss and Elite combats, gain at the start of your turn.
- Sozu: Gain at the start of every turn. You can no longer obtain potions.
- Velvet Choker: Gain at the start of every turn. You can no longer play more than 6 cards per turn.
Cost Reduction
- Uncommon
- Mummified Hand: Whenever you play a Power card, a random card in your hand costs 0 for the turn.
X Cost
- Shop
- Chemical X: The effects of your X-cost cards are increased by 2.
Other
- Rare
- Ice Cream: You no longer lose unspent energy at the start of each turn.
- Boss
- Snecko Eye: Draw 2 additional cards each turn. Start each combat Confused, randomizes card costs from 0 to 3 when drawn.
- Event
- Enchiridion: Add a random Power to your hand at the start of each combat. It costs 0 for the turn.
- Necronomicon: The first attack you play each turn that costs 2 or more is played twice.
Potions[]
Energy Generation
- Energy Potion: Gain .
Other
- Snecko Oil: Draw 5 cards. Randomize the costs of all cards in your hand.
Blights[]
- Void Essence: Permanently lose 1 .