
COMPENDIUM
CARD COMPENDIUM
16 cards. 3 types. Build your deck. Break her walls.
Every card falls into one of three types. Attacks deal damage and apply debuffs. Skills provide block, healing, and utility. Powers grant persistent buffs that build momentum across turns. Your deck is your weapon. Build it around the enemies you face.
Attack
Deal damage to enemies. Apply debuffs. Break through defenses.
Skill
Gain block, heal HP, draw cards. Utility and survival.
Power
Gain persistent buffs that last multiple turns. Build momentum.

16 cards. Filter by type and rarity to find what you need.
Strike
AttackDeal 6 damage.
Heavy Blow
AttackDeal 14 damage.
Defend
SkillGain 5 Block.
Soothe
SkillHeal 6 HP.
Resolve
PowerGain 1 Strength for 2 turns.
Flurry
AttackDeal 3 damage 3 times.
Expose
SkillApply 2 Vulnerable for 2 turns.
Weaken
SkillApply Weak for 2 turns.
Iron Will
SkillGain 12 Block.
Desperation
AttackDeal 4 damage.
Meditate
SkillDraw 2 cards.
Inner Fire
PowerGain 2 Strength for 3 turns.
Thorn Aura
PowerGain 3 Thorns for 3 turns. Exhaust.
Shatter
AttackDeal 10 damage. Apply 1 Vulnerable.
Soul Rend
AttackDeal 22 damage.
Dream Surge
PowerGain 1 Mana. Exhaust.
You begin with 10 cards and 3 mana per turn. Your starter deck is balanced. Enough Strikes to deal damage, enough Defends to survive, plus a Heavy Blow, Soothe, and Resolve to round it out.
Strike
Deal 6 damage.x4Heavy Blow
Deal 14 damage.x1Defend
Gain 5 Block.x3Soothe
Heal 6 HP.x1Resolve
Gain 1 Strength for 2 turns.x1
Status effects are the hidden layer of combat. Debuffs weaken enemies. Vulnerable makes them take more damage, Weak makes them deal less, Burn ticks damage every turn, Chains lock them down. Buffs empower you. Strength increases your damage, Thorns punish attackers, Fortify reduces incoming damage.
Debuffs
Takes 25% more damage from attacks.
Deals 25% less damage with attacks.
Takes damage at the start of each turn.
Cannot play cards for 1 turn.
Buffs
Deals increased damage with attacks.
Deals damage back to attackers when hit.
Increased defense. Takes less damage.
You start each turn with 3 mana. Each card costs mana to play. The gold circle shows the cost. Unspent mana does not carry over. Cards like Dream Surge and Desperation (0 cost) let you act even when mana is low. Managing mana is the key to surviving deeper floors.