Alchemy Powder
One Use: Inflict 1 Bane. If there's an Affliction, inflict negative Enchantment instead.
Antlion Familiar
Activate: Delve a Bury card, then return a card from Exile pile to hand.
Apostle
You now can pass a card to your future self (if they gain this Aura as well).
Arena Showmanship
Advance Performance exclusive to Strength stats.
Arsenal
Deal 2 Damage. On Hit: Upgrade this by 1 for each Afflictions your foe has. Untempered.
Aura
Passive Enchantment that interact with Event Cards.
Bonesmen
Rebound 3 random cards, then make a basic attack.
Boon
Whenever you gain a Blessing, gain an additional stack for each point of Boon.
Bounty
Execute your foe this turn to increase your combat reward.
Breach
A one-timed use Cards with Peek abilities and random effects.
Champion
NPCs are now prone to ask you to fight them for honor, you can decline though in exchange NPCs mocked you as a coward.
Combat Start
Effect that triggered at the start of combat.
Combo
Play the same type of this card in sequence to trigger this effect.
Command
Military Strategy and Tactics, ranging from Performing Maneuvers to Executing Blitz.
Construct
Requires an equivalent amount of Tinker stacks to play. Tinker stacks will be removed according to requirement of construct.
Curse Of Walpurgis
Gain (1) Bane per Ingredient you foe have played this turn. Start of Turn: Gain a random Hex.
Deep
An advanced Heavy, can't be affected by anything, permanently stay in Discard pile until the end of Combat.
Destroy
Trigger when you destroy a card.
Destroyed
This card is permanently removed from the deck.
Dice
One Use: Roll a number. Gain a random boost with stacks of that number.
Discarded
The ability triggered when the card is discarded.
Disorient
Your damage have 10% chance to miss this turn. Stackable.
Downdraft
Start of Turn: Gain a random blessing by (Downdraft).
Draft
Draft effects are triggered whenever the Draft changes. The Draft always change when Momentum is reset.
Easter Egg
On-Draw: Gain a stack of Renew. Upon dying, you'll revive with 20% HP for each stack.
Ego Trance
Start of Turn: Gain 1 Charmed per Ego Trance. If I have 5 or more Ego Trance, Slay myself. Unique.
End Of Turn
Abilities happen at the end of the turn.
Entangled
This card always stay in your deck and can't be drawn normally. Foretold: Gain 3 HP and 1 Ward.
Exploration
Triggered during the Exploration Phase, if this card is in the deck.
Fading
Discarded itself at the end of the turn.
Fiesta Flavor
Create (1) Ingredients. This turn, shuffle a Present per used Ingredients to both combatants then increase this by 1.
Flight
You can only received damage from Range actions.
Forge
Actions that execute your foe this combat gain this stack as Upgrades.
Form Of The Abyssal
Discard a card to inflict (3) Doom. Start of Turn: Inflict (1) Bane then increase this by 1 for each round passed.
Formation
Military Standard Formation, ranging from Boxing, Pincer, Ambush, etc.
Formless Punch
Deal 3 Damage per total buried card this combat. Discard: Bury a card. On Hit: Upgrade this card by 1 (Wherever it is).
Formless Stance
Whenever you bury a card, conjure a Formless Punch. Immune to Blessings and Afflictions.
Frost Footwork
On-Hit: Inflict Frozen. If there's one already, inflict Frostbite. Evasion and Swiftness will not Fade at the end of the turn.
Frostbite
Take damage by third of the damage dealt.
Gale
Whenever Momentum is triggered, repeat it by (Gale) times.
Gaze
Look at the destroy pile. Put one back into the deck if they're Corrupted cards.
Glory
Overkill your foe to upgrade your reward this combat by total stacks.
Golden Purse
You have 50 GL, reduce this first if your foe steal GL. If you have none, you'll take damage equal to GL taken.
Golem
A Valuable "Soldier" card with different rarities depends on your energy spent to create this.
Heat
Burning damage deals additional damage per Heat stack. If you have Burning, you will also heal 2 per Heat stack each time you trigger burning.
Hellforge Stance
When you upgrade a card, upgrade a random card within the deck with similar value. Immune to Defiled.
Hexswift
A card with Hexswift is played and moved into the discard pile whenever it gets Discarded.
Husk
On Draw: Spend 3 Souls and destroy this card to create new card with the same color type and rarity.
Improve
Upgrade this card everywhere permanently.
Initiate
Ability triggered if your opponent was Interrupted, Jinxed, Slowed or Skip a turn.
Initiative
Ability that happen at the start of combat.
Lodestone
Start of Turn: Your foe gain 1 Chain per cards in your hand. Destroy this if your foe inflict Critical Hit. Persistent. Heavy.
Marked
Marked targets can't gain Armor or Evasion. Unique.
Melee
Next turn will be Range, then Magic, before change back to Melee.
Mimicry
Wherever it is, this card will share the same upgrade and keyword (only the card that share the same name).
Monster
You have access to Monster cards.
Moonstone
Gain 1 Impervious whenever you play a Surge card. Swap to *Sunstone* when you change the tide. Upgradeable. Unique. Heavy.
Novalty
Repeat for each other type of Nova card you played this combat.
On Hand
Ability only happens when this cards is in your hand.
Partisan
Deal 5 damage. If this your first action this turn, Piercing. Swap to *Pavise*. Upgradeable.
Passive
Abilities that is active permanently, only triggered while in the deck.
Pavise
Gain 5 Armor. If this is your first action this turn, Fortified. Swap to *Partisan*. Upgradeable.
Peek
You can look at your foe's hand.
Permaheat
Whenever you play a card, gain (1) Burning. Increase this by 1 for each round passed.
Plague
Your cards cost is now converted to Blood. Draw a card, whenever you play a card with Blood cost.
Play Last
If this card is not played, this will be automatically played at the end of the turn.
Precision
Cards with Precision gain double the damage bonus from Focus.
Present
One Use: Delve an Artifact. If it's Divine, Memorized it.
Pride
When drawn, get 1 Jinxed. Unplayable.
Principles
Principles provide a simple guideline for your deck. It acts similar to Codes, but doesn't strictly adhered to it that you can even met it's condition during combat. Unique and Grounded.
Psionic
You can play this card with Focus as cost replacement.
Quickdraw
Play or Discard this card the same time it was drawn. Discard at the end of turn is excluded.
Rampage Strike
Deal 10 damage. Discard: Bury a card. Piercing. Rampage. Firecast.
Range
This card is now a Range Basic Attack. Will also receive benefits from Range buff and enchantments.
Reaction
Play the bomb with additional damage from previous bomb played or discarded.
Reload
Effect that triggers whenever you reload your Ammo.
Rune Of Chaos
One Use: Add a random keyword. Upgrade that card if possible.
Sacrifice
One Use: Remove 30% max HP to gain a Talent. Use this to escape Spine of Night.
Sacrificed
Your foe play Sacrifice.
Sigil
Start of Combat ability that interacts with Stats.
Silent Stance
Whenever you perform, increase your next damage by total Tranquil played.
Skydive
Next attack can't be dodged.
Soul Blooming
Spend a Souls to get *Tempered Soul* Talent. (Rebound 0/25): Convert this to *Soul of Undying*.
Soul Of Undying
Start of Turn: Your attack gains additional damage to current Souls you have. Imbue this if you have 150 Souls.
Soulcast
Spend Souls by an X amount.
Soulfire
Start of Turn: Bury this card, then conjure a free copy of it on hand.
Spellcast
Gain 1 Focus then conjure a magic card. End of Turn: Gain 1 Ward per unused conjured cards.
Spike
Take 1 damage/card on hand for each card you played this turn. Interrupted if you played a Melee Action.
Spine Of Night
Final Boss of Aethos.
Springtime
Start of Turn: Heal by the stack, then draw a card. The card gain bonus damage by the stack. Channel.
Srankos, The Heaven Piercer
Deal damage equal to 10% of your foe's Maximum Health. Ambush: Inflict Stun. Piercing. Reaping.
Start In Play
The combat will start with this card in play.
Start Of Combat
This ability happened at the start of the combat.
Storage
Stored Created cards here. Usable for 4 Battles before expired.
Street Attraction
Perform 1. Completing a Performance with this card increase Lucky Coin damage permanently by 1 (wherever it is).
Summer Performance
Summer exclusive Performance.
Summertime
Choose one: Heal 10 HP per Zeal or gain max HP per Zeal. Gain both if you've access to holy cards.
Sun
While the Sun is up and you bask under it, destroy all corruption cards. Start of Turn: Conjure a divine card and gain Zeal equal to its cost. Channel.
Sunstone
Gain 1 Ward whenever you play a Surge card. Swap to *Moonstone* when you change the tide. Upgradeable. Unique. Heavy.
Survive
Your HP is below 15% that it is possible for you to die next combat if not careful..
Swift Stance
Whenever you shuffle a card, gain 1 Evasion and 1 Swiftness. Immune to Slow.
Tagged
Your combat rewards gain an additional +1% per Tagged. Reduce by 1 at the end of opponent's turn.
Tempered Soul
Start of Turn: Gain [[Talent_Upgrade]] Anger, Barrier and Rally.
Tinker
Required for the use of Construct cards.
Tranquil
One Use: Remove all Blessings and Afflictions by 1 stack. Perform 1.
Trick Egg
One Use: Gain 1 Evasion and 1 Swiftness, then reset ambush.
Trickster
NPCs should prone to believe you a little bit than previous, unless exposed.
Undead
Undead companion can be stacked, to form an Undead army. Companion card will triggered multiple times based on total Undead stacks.
Updraft
Start of Turn: Add Updraft stack as additional damage.
Vainglory
Your basic attack damage increase by 3 per Pride. Play: Shuffle a Pride to both combatants. Grounded.
Vampiric Sword
Deal 10% Max HP damage. Increase by 2% for each Bleeding. Lifedrain.
Vindicate
This effect will triggers when a card is permanently removed from the deck.
War Magic
Start of Turn: Gain (1) Anger and (1) Rally. Increase this for each Magic cards that was converted.
Wisdom Egg
One Use: Foretell 3, then gain Focus per card's cost.
Wonder Egg
One Use: Delve a Hymn, then repeat all Start of Turn effects.
Wrath Egg
One Use: Take 3 damage, then gain Anger for each damage taken this turn.
Wrath Stance
Whenever you bury a card, shuffle a Rampage Strike. Immune to Doom.