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Sneko's fang :Gain 1 energy per turn, start each combat with 4 poison
Second wind :every 4 turns gain 2 energy, every 5 turns lose one energy.
Hot Coals: Gain 2 energy per turn. At the end of each turn, take 5 damage for each left over energy. (Flavor: Don't stop moving!)
Stripped Wires: Gain 1 energy per turn. At the start of each combat add 1 Zap to your draw and discard piles for every 5 cards you have in your deck. (Flavor: Be careful where you hold it.)
Zap: Status: 0 Energy: Draw a card, take 2 damage. Exhaust.
Hand Generator: Gain 1 energy, lose one Strength. Right-click to use! (Flavor: The crank is a bit sticky.)
Spire Buddy: Gain 1 energy for each enemy that intends to debuff you. (Flavor: A little sympathy goes a long way.)
Thistle Tome: Get 1 energy at the start of your turn but take one blockable damage when playing skills
Nervous OverCharger: Get one energy at the start of your turn but take one blockable damage when playing attack cards
Fateful Dime: You have unlimited energy but lose 5 gold for each point of energy used, if you have no gold, you take 1 damage for each card played.
Bottled Chaos: you gain one energy each turn but at the start of combat you gain one stack of a random debuff that lasts for 3 turns (if it has a duration)
Rotten Apple: Gain 3 energy at the start of your turn, all damage taken is converted into max HP loss, any resurrection effects give 10 max HP instead of healing you.
Emblem of Rage: Gain 2 energy and 1 strength at the start of your turn. Lose 1 dexterity whenever you play a card.
Kaleidoscope: Whenever you gain energy gain 1 more. At the start of combat give all enemies 1 strength and 9 vigor.
Ego Fulled Brain: gain 1 energy at the start of each turn, upon pickup add copies of 2 pride to your deck.
Hovering Sail: The first time you draw a Status card each turn, gain 1 energy. (Ironclad)
Bad Sector: At the start of each turn, gain 1 Energy. You cannot Evoke Orbs. (Defect)
Blindfold: At the start of each turn, gain 1 Energy. All enemies are Reactive.
Macabre Hand: gain an energy at the start of your turn, increase the cost of a random card by 2 whenever you play a power (text: reminds you of... a certain other hand....)
Neverlight Lantern: gain an energy at the start of your turn, stops working after the third turn each combat (text: provides a bright, yet brief, source of light when in danger)