Posted November 03, 2021
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.
-
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