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Chapter 1:
-

Chapter 2:
spells (= actions):
- Earthquake: 500$ (5 physical dmg, debuff enemy attack at 10 combo, charge: 3) - this card is bad. Your dagger deals physical damage, you want magic damage for spellcards.
- Temporal Shock: 500$ (X magic dmg where X is trhe last layed card - cards exist from 0 to 9, no idea what's with card 0. charge: 4) - interresting, but risky
abilities:
- Will-O-Wisp: 100$ (re-shuffles the current field. Map-related cards (doors and keys) remain, everything else is randomly switched aorund, meaning wyrm cards, ability replenishment and all the rest can and will probably be gone)

Chapter 3:
spells:
- Curse: 500$ (5 dark magic dmg - if the enemy is resitant to either, that's bad news -, also incrises skull cards per use. Not sure if face-down cards are effected. If the field is re-shuffled or runs out of cards the effect WILL BE GONE.) charge: 3 - pretty ok card early game
- Dodge: 300$ (block 4 physical damage, or dodge thrown item FOR ONE TURN - this part is missing from the card, but that's how it works. No idea what happens if the item does not harm you but buff the enemy. charge: 2. Starts charged) - kinda useful if the enemy starts with instantly charged pysical attacks.
- Temporal Shield: 300$ (X magic dmg blocked, where X is the last played card, charge: 3)
abilities:
- Northern Gale: 100$ (removes 2 random card) - pretty useful
- Druidic runes: 100$ (turns a playable card to something you can play. Does NOT guarantee the card will be turned useful, just that you can play it. Eg. you'd need a 4 to start a combo, but you get a 6.)

Chapter 4:
spells:
- Tocic strike: 800$ (5 physical dmg, poisons at 10, charge: 3) poison deals 1 poison damage per turn, so this is not a good card.
abilities:
- Pillars of Order: 1500$ (turns all playable card to target's coluour - ONLY EFFECTS CARDS ON THE TOP) - this is a pretty bad card, even without its price

Chapter 5:
spells:
- Chaotic Blast: 1000$ (1d12 magic dmg, instantly recharges at combo 10, charge: 3) - its ability is pretty useless, especialy with being only charge 3. Highly unreliable, you don't want a rng-card in a game where rng is your worst enemy. For that it even comes kinda late.
- Exanguiate: 1000$ (4 physical dmg, leeches 1 HP, causes bleeding at 10, charge: 3) - not good. Wrong dmg-type, bleeding only deals 1 dmg per turn, and you either don't rally get hurt in this game, or you get hit way more than to rely on this 1/use leech.

Chapter 6:
spells:
- lightning: 1000$ (5 lightning dmg, debuff enemy attack at 10, charge: 3) - kinda good. Way better than the 1 HP leech.
abilities:
- glowing eyes: 1500$ (turns target playable card into wyrm-card) - best card in game, kinda overpowered, get it ASAP. Pro tip: if you cast this on a double-locked card, it looses both of its plays, and transforms into a single wyrm-card.

Chapter 7:
spells:
- dark orb: 1500$ (7 dark magic dmg, debuff enemy attack and defense at 10, charge: 4) - totaly worth the extra charging cost. Keep an eye on enemy resistances though.
- sun and moon: 800$ (block 4 physical and 4 magical damage, incrise effectiveness of defense-cards (special cards on field) at 10, charge 2) - very low cost, and while dual-damage enemy crads are rare, this can block any type of damage when you need, incrising its usefullness.
abilities:
- rockfall: 800$ (removes targeted card, and 0-2 more cards under it) - kinda bad, because it is unreliable

Chapter 8:
abilities:
- tree of fate: 1000$ (removes all cards of same colour as target) - this would be an obious combo with the "turn all cards the same colour" if it wouldn't take 2 turn, And/or you could remove more than 3 cards the same time. On no-enemy maps maybe.

Chapter 9:
spells:
- fireball: 2000$ (7 fire dmg, stun if 10, charge 4) - stun means the enemy looses its turn

Chapter 10:
abilities:
- the castle: 2000$ (removes 4 random cards) - totaly my style

Chapter 11:
-

--------------------------

Wyrm cards are not showing up in the niventory, but they are consumables, exactly like Gear-cards. The maximum number for these is 9.

--------------------------

You get Power based on combo, and also gain 10 power for each stack removed from the field.
Post edited November 15, 2021 by twillight
Defensive abilities:
- alchemist's stone: block 4 magic dmg, blocked dmg converts into phys block next turn, 2/2: this is fast, and aganst mixed-dmg enemies comes in handy.
- Aspen Mirage: block 5 magic dmg, 3/3: most basic. Eventualy you'll get better cards.
- Chaotic Sanctum: block D12 magic dmg, starts charged, 3/3: very unreliable, the sole advantage is it comes fully charged. So if the enemy is a hard-hitter pure-magic dmg, with instantly charged cards, choose this. There aren't many anti-magic dmg cards, especialy not coming initialy charged up.
- temporal shield: blocks X magic dmg based on last played card, 3/3: not funny. I prefer Chaotic Santum over this, this essentialy being a D10 rng, from 0 to 9.
- iron skin: block 5 phys dmg, 3/3. most basic. Eventualy you'll get better cards.
- ashweave barrier: block 5 phys dmg, "if dmg is blocked" (I think any amaount works) increase attack power next turn: well, better than the basic. Against pure phys dmg-dealerrs, this is fine, even if being 4/4 a bit slow.
- dodge: block 4 phys dmg, or dodge thrown item, starts fully charged, 2/2: 4 doeasn't sound perfect, but you likely find some defense card on the field anyway, and it starts fully charged, and refills fast. Very good.
- sun and moon: block 4 phys and 4 magic dmg, incrise dual defense cards by 1 per use: the special of this is barely useable, aand getting hit both type of dmg in one turn is almost impossible. But it is a fast one, and it can give you protection for the right time, independent from dmg-type. It's ok.

Offensive abilities: (order is how the cards appear in the inventory)
- pyre: 5 magic fire dmg, 3/3: very basic, many monster has resistances even. Better then nothing though.
- fireball: 7 magic fire dmg, stun at 10, 4/4: a heavy hitter, with a special very strong on paper. The stun actualy got into my way regularly. Also, the game balancs out its strength by giving out resistances and immunities left-an-right, so this is mostly for the endboss either way if you ask me.
- frostbite: 5 magic cold dmg, slow at 10 combo. 3/3: most enemies (at least on normal) go down faster then to overutilise this card, but not bad. The damage is not great though eventualy.
- lightning: 5 ightning dmg, debuff enemy attack at 10, 3/3: I've used this a lot. Barely anything has resistances against it, and the debuff is like putting up a shield. With the defense-cards from the field this is enough on normal to not use defensive abilities almost never.
- curse: 5 magic dark dmg, +1 to skull cards per use, 3/3: the special is not great, usualy I use up all skull-cards in the first turn anyway. also, the dmg-type faces many resistances, limiting its use.
- dark orb: 7 magic dark dmg, debuff enemy attack and defense at 10, 4/4: same element-problem as for Curse, but this is at least a heavy hitter with a very nice combo.
- Chaotic Blast: D12 magic dmg, instant recharg at 10, 3/3: far too unreliable for me.
- Temporal shock: X magic dmg based on last palyed card,, 4/4: way to slow and unreliable for my taste.
- Earthquake: 5 phys dmg, debuff enemy attack at 10, 3/3: i've not used this at all. Physical damage is too many times blockable by the enemy, and you have your dagger to deal phys dmg anyway. Can actualy be useful durig Chapter 2-3 on Nightmare.
- Toxic strike: 5 phys dmg, poison at 10, 3/3: phys dmg, dual element, poison is not great - simply not good enough. This card is entirely rubbish - the enemies will either have phys def card, or resist, or be straight immun to either physical or poison damage.
- Exanguinate: 4 phys dmg, leach 1 HP, casues bleeding at 10, 3/3: complicated card, and I prefer raw damage over this self-medication stuff.
- magic arrows: 3 phys and 3 magic dmg, 3/3: sure, technicaly that' 6 dmg over 5 dmg. But being dual it means partialy it'll by blocked and resisted all over, so nah.

passive abilities:
- Lucky Tore: incrise chance to find wyrm-card: totaly my choice on enemy-maps. I don't think wyrm-cards actualy exist on passians-maps though.
- Oracle's Eye: 50% any face-down card will be placed face-up: totaly one of the best cards. Knowledge is power.
- Power magnifier: "sometimes doubles power under cards". Meaning you'll randomly get 20 power instead of 10 when removing last cards. Not very good. Actualy, when you get this you'll swim in power, so why is this here?
- Rabbit foot: "sometimes removes an extra palyable card": n idea on the conditions, and sounds totaly unreliable, meaning the random can be used against you. I tend to avoid.
- The Axe: removes 2 card from the field when you start the map: I'm not sure this worth it. Sure, that's 2 cards removed passively, but usualy the starting cards tend to match you starting card in hand, even on passians levels. This will no loger be true.
- The crow: starts each map with at least 1 wyrm card: I'm notentirely this is true, but definitely at least ncrises chances. Good card, pick this.
- The Hare: gives 1 more Undo (basic undo is 1), plus 1 more if you have The Wolf, which is total the same cards as this, just with a different name on it. Not a good ability.
- The Wolf: see The Hare
- Thief's hand: one card fewer needed for combo: this is a good thing. You can skip this during later solo maps, but combos mean extra power, and higher attack/defense, so have this.
Post edited December 01, 2021 by twillight
active abilities
- Druidic Runes: changes a card, so you'll be able to pick it. Unfortunately the direction of the change cann ot be nfluenced, and especialy on later levels the AI will be very much against you. When it works though, it is excellent.
- Glowing Eye: the most overpowered card in the game. Changestargeted card to wyrm-card, practicaly removing it from the way. AN gives you a joker-card. Also, if cast on a locked card, it removes both charges of it, so you remove them in 1 move instead of the intended 2.
- Hammer of the gods: removes 1-3 cards "near to each other" (not sure how large the radius is). Only the first card is directly targeted, and can potentialy mess up your line, so it is a risk. Well, the drawbacks are way less noticable on Nightmare, and the advantages it provide are a bit more noticable, so it is in competition with North Gale. On solitaire-levels both can be included to get rid of those pesky last cards.
- Hand of power: useless. It removes one card. Its extra would be turning it into power, but from mid-game you'll swim in power (the currenc to buy cards between areas).
- Northern gale: removes 2 random cards, only which are top when cast: not bad, especialy how many times you'll be stuck with no useful cards anywhere. On Nightmare difficulty this is even more noticeable.
- Pillars of order: changes all top cards to target card's colour. The problem is only the top cards, so it'll effect barely anything, and usualy help less.
- Rockfall: removes 1-3 caards from a place. Very risky gambling this one. Entirely unreliable for the purpose digging out a card, or not reeoving what you need. I'd not use this. Still, during chapter 8, where the cards are on each ther in very few piles, thi might be a must. At least better than the rest of the options.
- Screaming skull: removes targeted card. Pretty basic.
- The castle: removes 4 random cards: well, if you are into randomisation... 4 cards is a lot though, so in case of those solitare-levels keep this in mind.
- Tree of Fate: removes playable cards with the same colours. Only applies to top cards though, so this is NOT great. Sometimes it is ok to use, but it barely does anything more than the other card-removal abilities.
- Will o' wisp: re-randomises the cards on the playfield. Yes, it can remove special cards, so keep that ontu consideration. This is a very useful card, especialy against enemies. All the top cards are the same number? Use this. It even tends to provide a card you can continue your combo with. Not the strongest thing in existence, but one of the most useful.

ranks:
#0 - the Unearthed Mage (Chapter 1-4)
#1 - a sorcerer restored (Chapter 5-8)

gear cards
They mostly come to play either 2/3 of Normal, or at occasion for Nightmare. They are totaly useful, but using any is considered an action, like attacking or defensing; and most of these do not use your combo bonus.
Also, if you use any, that flipas your stack, so before clicking on them, maybe play your cards (this is mostly notable for the "you get 2 extra actions" potion).
On the usefulness though: plain 5 damage (+ combo) cards pretty much become useless after mid-game, so don't hesitate to use them up. DoT cards (bleed and poison) also go out of fashion fast (sooner then plain dmg), so waste them. Bleed is the worse cancelling poison. I do NOT know what happens if you throw a jar od bleed and after that poison - it still might cancel out poison, maybe both will apply.
The 3 items per fight though limits you quit a lot, no reason to stack up 4 stun-bombs for example.
Oh, and the Recharge Ablities potion do recharge ALL THREE active ability cards, so it is pretty good.
Though because of attacking with your dagger/magic attack is usualy more useful (because of combo), I tend to accumlate Gears even on Nightmare.

I suggest you play first on Normal, then try out Nightmare. It is noticably more challanging,
Post edited December 16, 2021 by twillight