Bash2 attack / ironclad Deal 8(10) damage. Apply 2(3) Vulnerable.

Defend1 skill / ironclad Gain 5(8) Block.

Strike1 attack / ironclad Deal 6(9) damage.

Anger0 attack / ironclad Deal 6(8) damage. Add a copy of this to your discard pile.

Armaments1 skill / ironclad Gain 5 Block. Upgrade a(ALL) card(s) in your hand for the rest of combat.

Body Slam1(0) attack / ironclad Deal damage equal to your current Block.

Clash0 attack / ironclad Can only be played if every card in your hand is an Attack. Deal 14(18) damage.

Cleave1 attack / ironclad Deal 8(11) damage to ALL enemies.

Clothesline2 attack / ironclad Deal 12(14) damage. Apply 2(3) Weak.

Flex0 skill / ironclad Gain 2(4) Strength. At the end of your turn, lose 2(4) Strength.

Havoc1(0) skill / ironclad Play the top card of your draw pile and Exhaust it.

Headbutt1 attack / ironclad Deal 9(12) damage. Place a card from your discard pile on top of your draw pile.

Heavy Blade2 attack / ironclad Deal 14 damage. Strength affects Heavy Blade 3(5) times.

Iron Wave1 attack / ironclad Gain 5(7) Block. Deal 5(7) damage.

Perfected Strike2 attack / ironclad Deal 6 damage. Deals an additional +2(3) damage for ALL of your cards containing "Strike".

Pommel Strike1 attack / ironclad Deal 9(10) damage. Draw 1(2) card(s).

Shrug It Off1 skill / ironclad Gain 8(11) Block. Draw 1 card.

Sword Boomerang1 attack / ironclad Deal 3 damage to a random enemy 3(4) times.

Thunderclap1 attack / ironclad Deal 4(7) damage and apply 1 Vulnerable to ALL enemies.

True Grit1 skill / ironclad Gain 7(9) Block. Exhaust a random(not random) card from your hand.

Twin Strike1 attack / ironclad Deal 5(7) damage twice.

Warcry0 skill / ironclad Draw 1(2) card(s). Place a card from your hand on top of your draw pile. Exhaust.

Wild Strike1 attack / ironclad Deal 12(17) damage. Shuffle a Wound into your draw pile.

Battle Trance0 skill / ironclad Draw 3(4) cards. You cannot draw additional cards this turn.

Blood For Blood4(3) attack / ironclad Cost 1 less energy for each time you lose HP in combat. Deal 18(22) damage.

Bloodletting0 skill / ironclad Gain 1 (2) energy. Lose 3 HP.

Burning Pact1 skill / ironclad Exhaust 1 card. Draw 2(3) cards.

Carnage2 attack / ironclad Ethereal. Deal 18(26) damage.

Combust1 power / ironclad At the end of your turn, lose 1 HP and deal 4(5) damage to ALL enemies.

Corruption3(2) power / ironclad Skills cost 0. Whenever you play a Skill, Exhaust it.

Disarm1 skill / ironclad Enemy loses 2(3) Strength. Exhaust.

Dropkick1 attack / ironclad Deal 5(8) damage. If the target is Vulnerable, gain 1 energy and draw 1 card.

Dual Wield1 skill / ironclad Create a(2) copy(s) of an Attack or Power card in your hand.

Entrench2(1) skill / ironclad Double your current Block.

Evolve1 power / ironclad Whenever you draw a Status card, draw 1(2) cards.

Feel No Pain1 power / ironclad Whenever a card is Exhausted, gain 3(4) Block.

Fire Breathing1(0) power / ironclad At the end of your turn, for each Attack played this turn deal 1 damage to ALL enemies.

Flame Barrier2 skill / ironclad Gain 12(16) Block. Whenever you are attacked this turn, deal 4(6) damage to the attacker.

Ghostly Armor1 skill / ironclad Ethereal. Gain 10(13) Block.

Hemokinesis1 attack / ironclad Lose 3(2) HP. Deal 14(18) damage.

Infernal Blade1(0) skill / ironclad Add a random Attack to your hand. It costs 0 this turn. Exhaust.

Inflame1 power / ironclad Gain 2(3) Strength.

Metallicize1 power / ironclad At the end of your turn, gain 3(4) Block.

Power Through1 skill / ironclad Add 2 Wounds to your hand. Gain 15(20) Block.

Pummel1 attack / ironclad Deal 2 damage 4(5) times. Exhaust.

Rage1 skill / ironclad Whenever you play an Attack this turn, gain 4(6) Block

Rampage1 attack / ironclad Deal 8 damage. Every time this card is played, increase its damage by 5(8)

Reckless Charge0 attack / ironclad Deal 7(11) damage. Shuffle a Dazed into your drawpile

Rupture1(0) power / ironclad Whenever you lose HP from a card, gain 1 Strength.

Searing Blow2 attack / ironclad Deal 12(16+) damage. Can be upgraded any number of times.

Second Wind1 skill / ironclad Exhaust all non-Attack cards in your hand and gain 5(7) Block for each.

Seeing Red1(0) skill / ironclad Gain 2 energy. Exhaust.

Sentinel1 skill / ironclad Gain 5(8) Block. If this card is Exhausted, gain 2(3) energy.

Sever Soul2 attack / ironclad Exhaust all non-Attack cards in your hand. Deal 16(20) damage.

Shockwave2 skill / ironclad Apply 3(5) Weak and Vulnerableto ALL enemies.

Spot Weakness1 skill / ironclad If an enemy intends to attack, gain 3(4) Strength.

Uppercut2 attack / ironclad Deal 13 damage. Apply 1(2) Weak. Apply 1(2) Vulnerable.

WhirlwindX attack / ironclad Spend all energy. Deal 5(8) damage to ALL enemies X times.

Barricade3(2) power / ironclad Block no longer expires at the start of your turn.

Bludgeon3 attack / ironclad Deal 32(42) damage.

Berserk1(0) power / ironclad Gain 3(2) Vulnerable. Gain 1 energy at the start of each turn.

Brutality0 power / ironclad (Innate) At the start of your turn, lose 1 HP and draw 1 card.

Dark Embrace2(1) power / ironclad Whenever a card is Exhausted, draw 1 card.

Demon Form3 power / ironclad At the start of each turn, gain 2(3) Strength.

Double Tap1 skill / ironclad This turn, your next (2) Attack(s) is played twice.

Exhume1(0) skill / ironclad Choose an Exhausted card and put it in your hand. Exhaust.

Feed1 attack / ironclad Deal 10(12) damage. If this kills the enemy, gain 3(4) permanent Max HP. Exhaust.

Fiend Fire2 attack / ironclad Exhaust your hand. Deal 7(10) damage for each Exhausted card. Exhaust.

Immolate1 attack / ironclad Deal 18 (24) damage to ALL enemies. Shuffle a Burn into your draw pile.

Impervious2 skill / ironclad Gain 30(40) Block. Exhaust.

Juggernaut2 power / ironclad Whenever you gain block, deal 5(7) damage to all enemies.

Limit Break1 skill / ironclad Double your Strength. Exhaust(Don't Exhaust).

Offering0 skill / ironclad Lose 6 HP. Gain 2 Energy. Draw 3(5) cards. Exhaust.

Reaper2 attack / ironclad Deal 4(5) damage to ALL enemies. Heal for unBlockeddamage. Exhaust.

J.A.X.0 skill / neutral Lose 3 HP. Gain 2 (3) Strength. Exhaust.

Shiv0 attack / neutral Deal 4 (6) damage. Exhaust.

Bandage Up0 skill / neutral Heal 4 (6) HP. Exhaust.

Bite1 attack / neutral Deal 7 (8) damage. Heal 2 (3) HP.

Blind0 skill / neutral Apply 2 Weak (to ALL enemies).

Dark Shackles0 skill / neutral Enemy loses 9 (15) Strength for the rest of this turn. Exhaust.

Deep Breath0 skill / neutral Shuffle your discard pile into your draw pile. Draw 1 (2) card(s).

Dramatic Entrance0 attack / neutral Innate. Deal 6 (8) damage to ALL enemies. Exhaust.

Finesse0 skill / neutral Gain 2 (4) Block. Draw 1 card.

Flash Of Steel0 attack / neutral Deal 3 (6) damage. Draw 1 card.

Good Instincts0 skill / neutral Gain 4 (7) Block.

Jack Of All Trades0 skill / neutral Add 1 (2) random Colorless card(s) to your hand. Exhaust.

Madness1(0) skill / neutral A random card in your hand costs 0 for the rest of combat. Exhaust.

Mind Blast0 attack / neutral (Innate). Deal damage equal to the number of cards in your draw pile.

Panacea0 skill / neutral Gain 1 (2) Artifact. Exhaust.

Purity0 skill / neutral Choose and exhaust 3 (5) cards in your hand. Exhaust.

Swift Strike0 attack / neutral Deal 5 (8) damage.

Trip0 skill / neutral Apply 2 Vulnerable (to ALL enemies).

Apotheosis2 (1) skill / neutral Upgrade ALL of your cards for the rest of combat. Exhaust.

Enlightenment0 skill / neutral Reduce the cost of cards in your hand to 1 this turn (combat).

Master Of Strategy0 skill / neutral Draw 3 (4) cards. Exhaust.

Panache0 power / neutral Every time you play 5 cards in a single turn, deal 10 (14) damage to ALL enemies.

Sadistic Nature0 power / neutral Whenever you apply a Debuff to an enemy, they take 3 (4) damage.

TransmutationX skill / neutral Add X random (upgraded) colorless cards to your hand. They cost 0 this turn. Exhaust.

Clumsy curse / neutral Unplayable. Ethereal.

Decay curse / neutral Unplayable. At the end of your turn, take 2 damage.

Doubt curse / neutral Unplayable. At the end of your turn, gain 1 Weak.

Injury curse / neutral Unplayable.

Necronomicurse curse / neutral Unplayable. There is no escape from this Curse. (Cannot be Exhausted or Removed from your deck.)

Normality curse / neutral Unplayable. You cannot play more than 3 cards this turn.

Pain curse / neutral Unplayable. While in hand, lose 1 HP when other cards are played.

Parasite curse / neutral Unplayable. If transformed or removed from your deck, lose 3 Max HP.

Regret curse / neutral Unplayable. At the end of your turn, lose 1 HP for each card in your hand.

Writhe curse / neutral Unplayable. Innate.

Secret Technique0 skill / neutral Choose a Skill from your draw pile and place it into your hand. Exhaust. (Don't Exhaust)

Secret Weapon0 skill / neutral Choose an Attack from your draw pile and place it into your hand. Exhaust. (Don't Exhaust)

Thinking Ahead0 skill / neutral Draw 2 cards. Place a card from your hand on top of your draw pile. Exhaust. (Don't Exhaust)

Ascenders Bane curse / neutral Unplayable. Cannot be removed from your deck.

Ritual Dagger1 attack / neutral Deal 15 damage. Exhaust. Each time this kills an enemy, increase its damage by 3(5) permanently.

Apparition1 skill / neutral Gain 1 Intangible. Exhaust. Ethereal. (Not Ethereal)

Magnetism2 (1) power / neutral At the start of each of your turns, add a random colorless card to your hand.

Chrysalis2 skill / neutral Add 3(5) random skills into your Draw Pile. They cost 0 this combat. Exhaust.

Metamorphosis2 skill / neutral Add 3(5) random Attacks into your Draw Pile. They cost 0 this combat. Exhaust.

Mayhem2(1) power / neutral At the start of your turn, play the top card of your draw pile.

Hand Of Greed2 attack / neutral Deal 15(20) damage. If this kills a non-minion enemy, gain 15(20) Gold.

The Bomb2 skill / neutral At the end of 3 turns, deal 30(36) damage to ALL enemies.

Panic Button skill / neutral Gain 30(40) Block. You cannot gain Block from cards for the next 2 turns. Exhaust.

Shame curse / ironclad Unplayable. At the end of your turn, gain 1 Frail.

Impatience skill / neutral If you have no attack cards in your hand, draw 2(3) cards.

Discovery1 skill / neutral Choose 1 of 3 random cards to add to your hand. It costs 0 this turn. Exhaust. (Don't Exhaust)

Violence skill / neutral Place 3(4) random attack cards from your draw pile into your hand. Exhaust.

Forethought1(0) skill / neutral Place a card (any number of cards) from your hand on the bottom of your draw pile. It costs 0 until played.

Burning Blood relic / starter At the end of combat, heal 6 HP.

Golden Idol relic / event Enemies drop 25% more Gold.

Vajra relic / common At the start of each combat, gain 1 Strength.

Bag of Marbles relic / common At the start of each combat, apply 1 Vulnerable to ALL enemies.

Lantern relic / common Gain 1 Energy on the first turn of each combat.

Bag of Preparation relic / common At the start of each combat, draw 2 additional cards.

Happy Flower relic / common Every 3 turns, gain 1 Energy.

Pen Nib relic / common Every 10th Attack you play deals double damage.

Juzu Bracelet relic / common Regular enemy combats are no longer encountered in ? rooms.

Oddly Smooth Stone relic / common At the start of each combat, gain 1 Dexterity.

Orichalcum relic / common If you end your turn without Block, gain 6 Block.

Bronze Scales relic / common Whenever you take damage, deal 3 damage back.

Anchor relic / common Start each combat with 10 Block.

War Paint relic / common Upon pick up, Upgrade 2 random Skills.

Regal Pillow relic / common Heal an additional 15 HP when you Rest.

Strawberry relic / common Raise your Max HP by 7.

Ancient Tea Set relic / common Whenever you enter a Rest Site, start the next combat with 2 Energy.

Blood Vial relic / common At the start of each combat, heal 2 HP.

Dream Catcher relic / common Whenever you rest, you may add a card to your deck.

Whetstone relic / common Upon pick up, Upgrade 2 random Attacks.

Omamori relic / common Negate the next 2 Curses you obtain.

Tiny Chest relic / common Gain 30 Gold. You are 10% more likely to find treasure in ? rooms.

Singing Bowl relic / uncommon When adding cards to your deck, you may gain +2 Max HP instead.

Sozu relic / boss Gain 1 Energy at the start of each turn. You can no longer obtain potions.

Cursed Key relic / boss Gain 1 Energy at the start of each turn. Whenever you open a non-boss chest, obtain a Curse.

Red Mask relic / event At the start of each combat, apply 1 Weak to ALL enemies.

Shuriken relic / uncommon Every time you play 3 Attacks in a single turn, gain 1 Strength.

Art of War relic / common If you do not play any Attacks during your turn, gain an extra Energy next turn.

Paper Phrog relic / uncommon Enemies with Vulnerable take 75% more damage rather than 50%.

Neow's Blessing relic / event Enemies in first three combats have 1HP.

Molten Egg relic / uncommon Whenever you add an Attack card to your deck, it is Upgraded.

Kunai relic / uncommon Every time you play 3 Attacks in a single turn, gain 1 Dexterity.

Toxic Egg relic / uncommon Whenever you add a Skill card to your deck, it is Upgraded.

Gremlin Horn relic / uncommon Whenever an enemy dies, gain 1 Energy and draw 1 card.

Matryoshka relic / uncommon The next 2 chests you open contain 2 Relics. (Excludes boss chests)

Mummified Hand relic / uncommon Whenever you play a Power, a random card in your hand costs 0 for the turn.

Ornamental Fan relic / uncommon Every time you play 3 Attacks in a single turn, gain 4 Block.

Mercury Hourglass relic / uncommon At the start of your turn, deal 3 damage to ALL enemies.

Meat on the Bone relic / uncommon If your HP is at or below 50% at the end of combat, heal 12 HP.

Frozen Egg relic / uncommon Whenever you add a Power card to your deck, it is Upgraded.

Toolbox relic / shop At the start of each combat, add a random colorless card to your hand.

Pear relic / uncommon Raise your Max HP by 10.

Self-Forming Clay relic / uncommon Whenever you lose HP in combat, gain 3 Block next turn.

Pantograph relic / uncommon At the start of boss combats, heal 25 HP.

Prayer Wheel relic / rare Normal enemies drop an additional card.

Centennial Puzzle relic / uncommon The first time you lose HP each combat, draw 3 cards.

Mark of Pain relic / boss Gain 1 Energy at the start of each turn. Start combats with 2 Wounds in your draw pile.

Letter Opener relic / uncommon Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.

Runic Dodecahedron relic / uncommon If your HP is full, gain 1 Energy at the start of each turn.

Question Card relic / uncommon On Card Reward screens, choose from 4 cards instead of 3.

Bottled Lightning relic / uncommon Upon pick up, choose a Skill card. At the start of each combat, this card will be in your hand.

Darkstone Periapt relic / uncommon Whenever you obtain a Curse, increase your Max HP by 6.

Bottled Flame relic / uncommon Upon pick up, choose an Attack card. At the start of each combat, this card will be in your hand.

Potion Belt relic / common Upon pickup, gain 2 Potion slots.

Velvet Choker relic / boss Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.

Boot relic / common Whenever you would deal 4 or less unblocked Attack damage, increase it to 5.

Black Blood relic / boss Replaces Burning Blood. At the end of combat, heal 10 HP.

Astrolabe relic / boss Upon pickup, choose and Transform 3 cards, then Upgrade them.

Black Star relic / boss Elites now drop 2 Relics when defeated.

Smiling Mask relic / uncommon The merchant's card removal service now always costs 50 Gold.

Ice Cream relic / rare Energy is now conserved between turns.

Odd Mushroom relic / event When Vulnerable, take 25% more damage rather than 50%.

Lizard Tail relic / boss When you would die, heal to 50% of your Max HP instead (works once).

Ginger relic / rare You can no longer become Weakened.

Blue Candle relic / uncommon Curse cards can now be played. Playing a Curse will make you lose 1 HP and Exhausts the card.

Thread and Needle relic / rare At the start of each combat, gain 4 Plated Armor.

Champion Belt relic / rare Whenever you apply Vulnerable, also apply 1 Weak.

Torii relic / rare Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.

The Courier relic / uncommon The merchant no longer runs out of cards, relics, or potions and his prices are reduced by 20%.

Red Skull relic / rare While your HP is at or below 50%, you have 3 additional Strength.

Sundial relic / rare Every 3 times you shuffle your deck, gain 2 Energy.

Magic Flower relic / rare Healing is 50% more effective during combat.

Girya relic / rare You can now gain Strength at Rest Sites. (3 times max)

Mango relic / rare Raise your Max HP by 14.

Calipers relic / rare At the start of your turn, lose 15 Block rather than all of your Block.

Orrery relic / boss Choose and add 5 cards to your deck.

Charon's Ashes relic / rare Whenever you Exhaust a card, deal 3 damage to ALL enemies.

Bird-Faced Urn relic / rare Whenever you play a Power, heal 2 HP.

Gambling Chip relic / rare At the start of each combat, discard any number of cards then draw that many.

Peace Pipe relic / rare You can now remove cards from your deck at Rest Sites.

Tiny House relic / boss Obtain 1 potion. Gain 30 Gold. Raise your Max HP by 5. Obtain 1 card. Upgrade 1 Random card.

Old Coin relic / rare Gain 300 Gold.

Unceasing Top relic / rare Whenever you have no cards in hand during your turn, draw a card.

Shovel relic / rare You can now Dig for loot at Rest Sites.

Bottled Tornado relic / uncommon Upon pick up, choose a Power card. At the start of each combat, this card will be in your hand.

Calling Bell relic / boss Obtain 3 Curses and 3 Relics.

Philosopher's Stone relic / boss Gain 1 Energy at the start of each turn. ALL enemies start with 2 Strength.

Ectoplasm relic / boss Gain 1 Energy at the start of each turn. You can no longer gain Gold.

Du-Vu Doll relic / rare For each Curse in your deck, start each combat with 1 additional Strength.

Runic Cube relic / boss Whenever you lose HP, draw 1 card.

Runic Dome relic / boss Gain 1 Energy at the start of each turn. You can no longer see enemy Intents.

Dead Branch relic / rare Whenever you Exhaust a card, add a random card to your hand.

Eternal Feather relic / boss For every 5 cards in your deck, heal 2 HP whenever you enter a Rest Site.

White Beast Statue relic / boss Potions always drop after combat.

Snecko Eye relic / boss Draw 2 additional cards each turn. Start each combat Confused.

Enchiridion relic / event At the start of each combat, add a random Power card to your hand. It costs 0 until the end of turn.

Nilry's Codex relic / event At the end of each turn, you can choose 1 of 3 random cards to shuffle into your draw pile.

Pandora's Box relic / boss Transform all Strikes and Defends.

Necronomicon relic / event The first Attack played each turn that costs 2 or more is played twice. When you take this relic, become Cursed.

Runic Pyramid relic / boss At the end of your turn, you no longer discard your hand. Draw 1 less card each turn.

Nloth's Gift relic / event Triples the chance of receiving rare cards as monster rewards.

Bloody Idol relic / event Whenever you gain Gold, heal 5 HP.

Turnip relic / rare You can no longer become Frail

Spirit Poop relic / event It's unpleasant.

Lee's Waffle relic / shop Raise your Max HP by 7 and heal all of your HP.

Medical Kit relic / shop Status cards can now be played. Playing a Status will Exhaust the card.

Membership Card relic / shop In future acts, shops appear 50% more often. BONUS: 50% discount on all products!

Strange Spoon relic / shop Cards which Exhaust when played will instead discard 50% of the time.

Frozen Eye relic / shop When viewing your Draw Pile, the cards are now shown in order.

Toy Ornithopter relic / shop Whenever you use a potion, heal 3 HP.

Busted Crown relic / boss Gain 1 Energy at the start of each turn. On Card Reward screens, you have 2 fewer cards to choose from

Mark of the Bloom relic / event You cannot heal.

Empty Cage relic / boss When obtained, remove two cards from your deck.

Incense Burner relic / rare Every 5 turns gain 1 Intangible.

Fusion Hammer relic / boss Gain 1 Energy at the start of each turn. You can no longer Smith at Campfires.

Coffee Dripper relic / boss Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites

Ssserpent Head relic / event Gain 50 gold each time you enter a ? room.

Cultist Mask relic / event You feel more talkative.

Clockwork Souvenir relic / shop At the start of each combat, gain 1 Artifact

Dolly's Mirror relic / shop When obtained, copy a card in your deck,

Meal Ticket relic / shop Whenever you enter a Shop room, heal 7 HP.

Twisted Funnel relic / shop At the start of each combat, apply 4 Poison to all enemies.

The Abacus relic / shop Gain 6 block each time you shuffle your discard pile into your draw pile.

Cauldron relic / shop When obtained, brews 5 random potions.

Hand Drill relic / shop Whenever you break an enemy's Block, apply 2 Vulnerable.

Orange Pellets relic / shop When you play an attack, a skill and a power on the same turn, remove all your debuffs.

Nunchaku relic / rare After you play 10 attacks, gain 1 energy.

Maw Bank relic / common Whenever you climb a floor gain 12 gold. This effect ends when you spend gold at a shop.

Mutagenic Strength relic / event Start each combat with 3 Strength that is lost at the end of your turn.

Preserved Insect relic / common Enemies in Elite rooms have 25% less HP.

Winged Greaves relic / rare You may ignore paths when choosing the next room to travel to 3 times.

Pocketwatch relic / rare Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.

Fossilized Helix relic / rare Prevent the first time you would lose HP in combat.

Warped Tongs relic / event At the start of your turn, Upgrade a random card in your hand until end of combat.

Brimstone relic / shop At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.

Prismatic Shard relic / shop Combat reward screens now contain colorless cards and cards from other colors.