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Hourglass. cost 2, Deal 40 damage decrease this by 2 every turn (Even if it's not in deck).
Whirl of blows. cost 1. deal 4 damage. each time you change stances increase this damage by 1
Vital Points: 1 cost. Apply 8 Mark. All enemies lose HP equal to their Mark, then they lose max HP equal to half of their Mark.
Multi Points: 1 cost. Apply 8 Mark, which is shared by all enemies equally. All enemies lose HP equal to their Mark.
Self Pressure Points: When used on enemy, Apply 8 Mark. When used on self, heal 6 HP and exhaust. All enemies lose HP equal to their Mark.
The Watcher - Bowling Bash
Bowling Strike: 2 cost. Deal 7 damage to ALL enemies for each enemy in combat.
Gutter Ball: 1 cost. Gain 10 block for each enemy in combat.
Blind Bowling: 1 cost. Deal 17 damage to a random enemy. Repeat for each enemy in combat.
The Watcher - Halt
Immediate Halt: 1 cost. gain 3 block. If you are in Wrath, gain 18 additional block and exit wrath.
Steady Halt: 0 cost. Gain 3 block. If you are in Wrath, gain 5 additional Block and next turn, gain 5 block.
Resting Halt: 0 Cost. Gain 3 block. If you are in Wrath, heal 3 HP.
Echoing Wail: 1 cost. All enemies lose 4 strength this turn. Next turn, all enemies lose 4 strength for one turn. Exhaust.
Lasting Wail: 1 cost. Enemy loses 6 strength this turn. Next turn, the enemy loses 3 strength and 1 weak. Exhaust.
Piercing Shriek: 1 cost. All enemies lose 6 strength this turn.
The Silent - Bouncing Flask
Aimed Bouncing Flask: 2 cost. Apply 3 poison to an enemy 2 times and 3 poison to a random enemy 2 times.
Flask Ricochet: 2 cost. Apply 4 poison to a random enemy 4 times. This will change target instead of hitting the same target in a row if possible.
Mutating Flask: 2 cost. Apply 3 poison to a random enemy 4 times. Increase the poison applied of this card by 1 this combat.
The Silent - Deadly Poison
Paralysis Poison: 1 cost. Apply 5 Poison and 1 weak.
Protective Poison: 1 cost. Apply 5 Poison. If this enemy heals or gain block this turn, apply 5 poison.
Bloody Poison: 1 cost. Apply 5 Poison and 5 bleed.
Endless Barrage: 1 cost. Deal 3 damage for each orb channeled this combat.
Elemental Barrage: 1 cost. Trigger the passive ability of the next orb for each orb channeled.
Blind Barrage: 1 cost. Deal 8 damage to a random enemy for each orb channeled.
The Defect - Cold Snap
Overloaded Cold Snap: 1 cost. Deal 6 damage. Channel 1 Overloaded Frost.
Defrosted Snap: 1 cost. Deal 9 damage. Evoke a frost orb and channel 1 Frost.
Cold Shatter: 1 cost. Deal 6 damage. If you have a frost orb, evoke it and deal 20 damage. Otherwise channel 1 frost.
The Defect - Claw
Deep Claw: 0 cost. Deal 3 damage and apply 2 bleed. Increase the bleed applied of ALL Claw cards by 1 this combat.
Continuous Claws: 0 cost. Deal 5 damage. Put a "Claw" into the discard pile. This deals 1 more damage for each claw in your deck. Draw 1 every time 3 claw you play.
Scarring Claws: 0 cost. Apply 3 Mark. Increase the mark applied of ALL claw cards by 2 this combat. All enemies lose HP equal to their Mark.
Deep Strike: 2 cost. Deal 14 damage and apply 7 bleed. Strength affects this card 3 times(including bleed).
Heavy Swing: 2 cost Deal 10 damage to all enemies. Strength affects this card 3 times.
Heavy Rush: 2 cost Deal 15 damage to a random enemy. Strength affects this card 6 times.
The Ironclad - Entrench
Bunker Down: 2 cost. Triple your Block
War Trench: 1 cost. Gain 1 strength for every 10 block you have, up to a maximum of 5 strength.
Tactical Trench: 1 cost. Gain 1 Thorns this turn for every 5 block you have.
[x Thorns: Deal x damage whenever an enemy damages the player]
The Ironclad - Inflame
Unstable Flame: 1 cost. Gain 5 strength and 1 vulnarable
Burning Fury: 1 cost. Gain 3 strength and 1 empowered
Extreme Combustion: 1 cost. Gain 10 strength for this turn.
[Empowered: Your cards deal 25% more damage. Lasts 1 turn for each stack]