PROGRESSION

Your cards are your character

Classes are not chosen at creation. You earn class XP by playing cards, unlock improved cards with class levels, and your dominant deck decides the portrait.

WarriorDIRECT DAMAGE · SHIELD

Trade straight and stay standing. Warrior cards hit for flat damage and stack guard, and Battle Momentum pays you for filling the combo with attacks.

Heavy Strike3 damageBASE
Battle Momentum+1 per other attack; 2 damageBASE
Raise Shield+2 shieldBASE
Crushing Blow4 damageIMPROVED
Warpath+2 shield; 25% reductionIMPROVED
Iron Wall+3 shieldIMPROVED
SIGNATURE LOOP

Raise Shield → Battle Momentum → Crushing Blow

RoguePOISON · EVASION

Let the wound do the work. Poison bypasses every defensive layer, and reduction cards buy the turns you need for it to finish the job.

Poison DaggerPoison 1 × 3 turnsBASE
Backstab+2 on first attack comboBASE
Smoke Escape50% reductionBASE
Assassinate+2 first attack; 3 damageIMPROVED
Venom NeedlePoison 2×2; 25% reductionIMPROVED
Phantom Step75% reductionIMPROVED
SIGNATURE LOOP

Poison Dagger → Phantom Step → Assassinate

WizardBARRIER · PIERCE · MANA

Charge, then spend. Mana carries between exploration and battle; spend effects consume the whole pool at once, so combo order is the whole puzzle.

Arcane BoltPierce 2; +1 per manaBASE
Magic Barrier+2 barrier; +1 per manaBASE
Focus+1 manaBASE
Arcane LancePierce 3; +2 per manaIMPROVED
Ward Lattice+3 barrier; +2 per manaIMPROVED
Deep Focus+2 manaIMPROVED
SIGNATURE LOOP

Arcane Lance (spend) → Deep Focus (recharge)

SurvivorCONDITIONAL POWER · RECOVERY

Strongest when nearly out of cards. Survivor pays you for being low, pulls cards back out of the discard pile, and refills guard that has gone to nothing.

Last Stand+2 below 50% HPBASE
Second ChanceRecover 2 from discardBASE
Survival InstinctRestore max shield if emptyBASE
Blood Fury+3 below 50% HP; 3 damageIMPROVED
Second WindRecover 2; 2 damageIMPROVED
UndyingRestore max shield, +1IMPROVED
SIGNATURE LOOP

Second Chance → Blood Fury below half health

SeekerINFORMATION → PRECISION

Dig, mark, then strike the weak point. Draw cards resolve instantly without spending a combo slot, and marks turn ordinary hits into pierce.

Quick SurveyInstant: draw 2BASE
Mark the JointMark; draw 1BASE
Weak-Point Strike2 damage; +2 pierce if markedBASE
Deep SearchInstant: draw 3IMPROVED
Anatomy Lesson+1 per card drawnIMPROVED
Case Closed3 damage; +1 pierce if markedIMPROVED
SIGNATURE LOOP

Mark the Joint → Deep Search → Case Closed

PLAYER LEVEL

How progression flows

Play cards → earn class XP → class levels unlock improved cards → every five class levels grant a player level → spend player levels on combat skills shared by every class.

COMBAT SKILLS

Player-level upgrades

SKILLSTARTCAP
Max shield24Guard capacity — cards refill up to this cap.
Max combo25How many cards you can queue in one turn.
Max mana25Ceiling for battle and exploration mana.
Max deck1518Loadout and health ceiling; unlocks force a cut.
Draw per turn13Cards drawn each turn after the opening hand of four.
See every card in the arsenalThirty cards across five classes — base and improved.