Pact of envy
When your foe gains Anger you gain an equal amount. codes: you have 5 Envy in your deck. Broken: Add an envy to your deck. cursed.
corrupted code
Code of conquest
upgrade all actions when you leave thd canto. codes: you did not skip any enemies yhis canto.
divine code
Midas Touch
Inflict charm equal to 1% of your gold. The next card you play becomes Midas Touch, then gain 10 gold. valuable.
corrupted action
Flow state
This combat gain 1 Momentum and 1 Focus when you trigger a flow condition. Then increase both values by 1.
enchantment
Forbidden Knowledge
on draw take damage equal to your Focus. When this appears in a fortell, gain 3 Focus. bury this card when this is the foretold card.
Length contraction
Fortell 3. Gain Focus equal to the foretold cards cost.
action
Uncertain futures
Fortell 3 conjure a copy of the foretold card. If you gain an affliction this round bury a card.
Quantum surge
Gain if you are hit by an attack during the enemies turn gain 1 Sickened.
Mania
This combat when you cascade, gain 1 Anger. If you have Delirious gain 3 Anger instead.
Shifting power
Gain the effect of the first Enchantment you draw each turn for free that turn. channel.
War of attrition
This combat when you deplete a card increase your foe's affliction by 1, then increase this by 1.
Infusion of haste
one use: For each card in your deck change: All to ; All to ; All to . grounded.
Infusion of wisdom
Infusion of might
Mask of sin
Activate to conjure a random sin into your deck. deplete: delve a corruption replace a sin with the chosen card. Durabillity
corrupted equipment
Penitence
Remove a random corruption from your deck. corrupted: Take 1 damage for each corruption in your deck.
Pet treat
Restore 1 durabillity to a familiar. garnish: refresh the familiar.
ingredient
Chromatic radiance
This combat increase all your blessing by 1 for each different colour card you play on your turn.
Escape Route
Exit the current non-boss Battle, shuffle it into the event deck. Ready after 4 turns, reduce by 1 when you evade. persistent.
Jolly Roger
Start of turn: Gain and 1 Ferocity. When you critical hit inflict Doom equal to your Ferocity. unique.
artifact
Illusions made real
Pick any conjured card, it becomes a permenant untempered card. Charges (3/3).
Deadman's chest
one use: gain 5 gold, increase permanantly by 5 each time a combatant dies. grounded.
Raise the Anchor
Return a tidal card from your discard pile then change the tides.
flow action
Drop the Anchor
discard a tidal card, skip your discard phase this turn.
ebb action