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)
Exhaust.
- 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.
- Vigilance: Gain
- 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
.