CARD REFERENCE

Thirty cards, five identities

Fifteen base cards ship in the starter deck. Fifteen improved unlocks earned with class levels — each class gets six cards in the live beta version.

COMBO CAPStack up to your max combo skill each turn. Cards resolve left to right with a live preview.
INSTANT CARDSSeeker draw effects resolve immediately without spending a combo slot.
UNLOCKSBase cards ship in the starter deck. Improved versions unlock with class levels.

Warrior

6 cards
BASE
Heavy StrikeDeal 3 damage.
BASE
Battle MomentumDeal 2 damage. +1 for each other Attack card in your combo.
BASE
Raise ShieldGain 2 Shield.
IMPROVED
Crushing BlowDeal 4 damage.
IMPROVED
WarpathGain 2 Shield. Reduce incoming damage by 25%.
IMPROVED
Iron WallGain 3 Shield.

Rogue

6 cards
BASE
Poison DaggerApply Poison (1 damage each turn for 3 turns).
BASE
BackstabDeal 2 damage. If this is the first attack combo of the battle, deal 4 instead.
BASE
Smoke EscapeReduce incoming damage by 50%.
IMPROVED
Venom NeedleApply Poison (2 damage each turn for 2 turns).
IMPROVED
AssassinateDeal 3 damage. If this is the first attack combo of the battle, deal 5 instead.
IMPROVED
Phantom StepReduce incoming damage by 75%.

Wizard

6 cards
BASE
Arcane BoltDeal 2 damage ignoring shields. +1 damage per mana spent.
BASE
Magic BarrierGain 2 Barrier. +1 Barrier per mana spent.
BASE
FocusGain 2 Mana.
IMPROVED
Arcane LanceDeal 3 damage ignoring shields. +2 damage per mana spent.
IMPROVED
Ward LatticeGain 3 Barrier. +1 Barrier per mana spent.
IMPROVED
Deep FocusGain 3 Mana.

Survivor

6 cards
BASE
Last StandDeal 2 damage. If your HP is below 50%, deal 4 instead.
BASE
Second ChanceReturn 2 cards from your discard pile to your hand.
BASE
Survival InstinctIf you have no Shield, restore it to maximum.
IMPROVED
Blood FuryDeal 3 damage. If your HP is below 50%, deal 5 instead.
IMPROVED
Second WindReturn 2 cards from your discard pile to your hand, then deal 2 damage.
IMPROVED
UndyingReturn 2 cards from your discard pile to your hand, then gain 2 Shield.

Seeker

6 cards
BASE
Quick SurveyDraw 2 cards instantly. Does not use a combo slot.
BASE
Mark the JointMark the enemy and draw 1 card.
BASE
Weak-Point StrikeDeal 2 damage. If the enemy is marked, ignore shield and deal 4 instead.
IMPROVED
Deep SearchDraw 3 cards instantly. Does not use a combo slot.
IMPROVED
Anatomy LessonDeal 2 damage. +1 damage per card drawn this battle.
IMPROVED
Case ClosedDeal 3 damage. If the enemy is marked, ignore shield and deal 4 instead.
GLOSSARY

Mechanic definitions

Damage

A number of cards to remove. Player cards leave the deck first, then hand, then combo; enemies lose cards at random.

Shield

Persistent guard capped by the max shield skill. Blocks one for one and refills after a won location battle.

Barrier

Absorbs before shield. Player barrier expires at the end of the round; enemy barrier holds through your next combo.

Poison

Ticks at player turn start and bypasses shield, barrier and reduction. Applying it replaces existing poison.

Ignore shield

Pierce. Skips shield entirely, though barrier and damage reduction still apply to you.

Damage reduction

A percentage cut for the current round, rounded up, applied before barrier and shield.

Mana

Run-scoped. Gain effects add it, spend effects consume all of it at once for damage or barrier.

Mark

Battle-scoped Seeker flag that turns weak-point cards into pierce plus bonus damage.

Combo preview

Simulates the committed combo with the real effect handlers, so what it shows is what resolves.

See how classes growClass XP, improved unlocks, and player skills.