Realms, card types and keywords

Morimens mechanics

A team is four Awakeners. Two from one realm lock the team to that realm, otherwise each member can come from a different realm, and Chaos Awakeners join any team. Each realm adds its own rule to a fight, and a pure team (one realm plus Chaos) gets the parts marked Pure. The rules are below with the game's battle and PvP help and the 354 keywords card text uses.

Realms

4
  • Chaos

    20 Awakeners

    Silver Key Resonance: At turn end, gain 250 Keyflare. After unleashing Posse, all Awakeners gain 5 Aliemus. When releasing the second Posse, it instead releases "Unforgotten Twilight": Select one unlocked Posse to release and have it take effect twice, and each unlocked Posse can only be chosen once in this Exploration and the initially carried Posse cannot be selected.

    When Awakeners of this Realm team up with other Realms, they can enhance the corresponding Realm's related abilities. On the other hand, a full Chaos lineup possesses stronger Silver Key related powers.

  • Aequor

    13 Awakeners

    Tentacle Stance: At the start of a turn, it is initially in the "Surging Tides" stance, in which clicking the Tentacle allows you to switch to "Tranquil Sea" stance or "Raging Waves" stance. If the turn ends while still in the "Surging Tides" stance, a Tentacle is generated at the start of the next turn.
    Tentacle Gathering: After Awakeners unleash Exalt, gain 1 stack of Tentacle Gathering, with a X% chance of gaining 1 extra stack. At turn end, each stack of Tentacle Gathering drives a Tentacle to attack the front-row enemy, then clears Tentacle Gathering stacks.
    Tentacle Crit. Rate: X%.
    Tentacle Crit. DMG: X%.
    Tentacle Overflow: When the Permanent Tentacle count exceeds the limit, a Tentacle attacks 3 times, and increases Tentacle Limit by 1. Each time the effect triggers, the number of triggers needed to increase Tentacle Limit rises by 1.

    Awakeners of this Realm excel in controlling Tentacles, able to skillfully generate, enhance, and command multiple Tentacles to attack enemies.

  • Caro

    15 Awakeners

    Embryo Fusion: At turn start, Embryo Fusion +X.
    Crimson Furnace: At turn start, accumulate 3% Max HP Crimson Furnace. After the battle ends, accumulate 5% Max HP Crimson Furnace, and if the current Realm is "Pure Caro," the accumulation is doubled, up to 25% Max HP. At the end of the battle, for every remaining 1 "Embryo" in hand, additionally accumulate 5% Max HP Crimson Furnace.
    Embryo Devour: When unleashing Exalt, Caro Awakener will consume an "Embryo" and trigger the Devour effect. After the team's first trigger of "Devour" each turn, gain Shield equal to X% Max HP and Temporary STR equal to X% Max HP.

    Awakeners of this Realm require choosing how to accumulate and utilize Embryos, which can be actively used to provide Aliemus or be Devoured to enhance Exalts.

  • Ultra

    13 Awakeners

    Dimension Shuttle: After playing the first Command Card each turn, a Fleeting, Basic Copy of it will be put into Ultra Space. This cannot trigger during Ultra Rounds.
    Ultra Round: If Ultra Space is full at turn end, an Ultra Round begins. During this extra turn, pull all cards from Ultra Space into hand instead of drawing from the Draw Pile. DMG, Shield, HP Recovery, Keyflare, Aliemus, STR, Poison, Counter, and Bleed effects during Ultra Rounds -25%.
    Annihilation: Destroy the leftmost card in Ultra Space, and create 1 "Insight." Annihilation can only be used once per turn.
    Ultra Mastery: For each 1 point of Realm Mastery, there is a 0.125% chance at turn start to create 1 "Insight." If the chance exceeds 100%, multiple "Insight" may be created.
    Pure Ultra: If the team consists only of Ultra or Chaos Awakeners, the Ultra Mastery effect is doubled, and the team is no longer affected by the stat reduction during Ultra Rounds.

    Awakeners of this Realm require careful planning of the Ultra Deck. The first Skill Card played each turn automatically enters the Ultra Deck. If Ultra Deck is full at the End of a Turn, an extra Turn is triggered and the cards in Ultra Deck are placed into hand.

An X in a realm rule changes during a fight, with the team's Realm Mastery or HP.

Card types: Buff, Symptom, State, Posse, Command, Wheel of Destiny, Fraud, Exalt, Advanced Imagery, Imagery, Derived Command, Rouse, Command, Command, Under Development.

Battle

29
  • Ultra

    An Ultra team's temporary copy of the first Command Card played each turn enters Ultra Space and triggers powerful leap effects. When Ultra Space reaches its limit, gain 1 extra Ultra Round, during which all leap effects are triggered. The key to mastering the Ultra Team: carefully plan the first card played each turn.

  • Aequor

    At the start of an Aequor team battle, generate 1 Tentacle. The Tentacle attacks front-row enemies at turn end. You can check the current Tentacle DMG and attack count via the formula below the Tentacle icon. Some Awakeners can increase the Tentacle Count and their DMG, dealing significant damage at turn end.

  • Caro

    When the Embryo Fusion reaches its limit, you will gain 1 "Embryo". Unleashing Exalt consumes "Embryo" to trigger a powerful Devour Effect. Therefore, try to Unleash Exalt when you have "Embryo" in hand; otherwise, you won't be able to bring out the full potential of the Caro team.

    After each battle, 5% of Max HP Recovery is accumulated into the Crimson Furnace. If there are unused Embryo, each Embryo also contributes 5% of Max HP Recovery to the Furnace. The Crimson Furnace can be used to restore the party's HP, and can be converted into healing once per turn. The Keeper must carefully plan when to use the Crimson Furnace to turn the tide of battle.

  • Chaos

    Chaos Awakeners can break through realm restrictions and form lineups with Awakeners from other realms, providing different symbiotic effects. Any lineup that includes a Chaos Awakener gains an additional 100% Death Resistance.

    Compared to other Realm teams, Chaos Realm teams gain Keyflare faster and can select from all available Porses when releasing the second Posse, and the selected Posse will trigger twice. Therefore, Chaos Realm teams rely more on coordination between Posses, and choosing the right Posse can greatly enhance the strength of a Chaos Realm team!

  • Strength

    For each Strength point, increase the damage dealt by 1 additional point with each active attack.

  • Alert

    For each point of Alert, gain 1 additional Shield when obtaining a Shield.

  • Counter

    When attacked, deal damage to the attacker equal to the number of Counter stacks. Counter damage cannot critically hit.

  • Poison

    Targets in the Poisoned state take damage equal to the number of Poison stacks at turn end. Poison damage cannot crit.

  • Bleed

    Targets in the Bleed state take damage equal to the Bleed stacks at turn end, then remove the Bleed state.
    HP Recovery removes an amount of Bleed stacks equal to twice the Healing amount. Bleed damage cannot crit.

  • Vulnerable

    Targets in the Vulnerable state take 50% increased DMG and automatically lose 1 stack of Vulnerable at turn end. Take advantage of enemies' Vulnerable state to deal greater DMG.

  • Weakness

    Targets in the Weakness state deal 25% less damage, and 1 stack of Weakness is automatically removed at turn end. If team is in the Weakness state, remember to try removing the Weakness state before attacking, or change the strategy to focus on full defense this turn.

  • Fragile

    Targets in the Fragile state have their Shield Generation reduced by 25%, and 1 stack of Fragile is removed at turn end. If team is in a Fragile state, be sure to remove the Fragile state before attempting to defend, or adjust your strategy to focus on aggressive offense this turn.

  • Barrier

    Before taking damage, become Immune to Damage and remove 1 Barrier. The higher the single instance of damage, the greater the benefit from the Barrier.

  • STR▼

    For each point of STR▼, reduce Active DMG dealt by 1.

  • Aliemus Seal

    When team is under the Aliemus Seal status, Exalt cannot be used. Use Exalt before the enemy is about to inflict Aliemus Seal to avoid wasting Aliemus.

  • Shield

    Shield can block DMG. Shield is automatically removed at turn end. The Shield limit equals the team's Max HP. Try your best to match the total Shield to the total incoming DMG this turn and win the battle.

  • Aliemus

    Using Command Cards allows Awakeners to gain Aliemus. The higher the skill level of the Command Card, the more Aliemus is gained.

  • Exalt

    When an Awakener's Aliemus reaches 100, they can unleash Exalt. Different Awakeners have different Exalt effects. Use them wisely to achieve twice the result with half the effort.

  • Arithmetica

    Arithmetica is shared by the entire team, playing cards consumes Arithmetica. Arithmetica auto-refills to its maximum at each turn start and auto-clears at turn end. To maximize Arithmetica efficiency, please try to use up all Arithmetica before ending your turn.

  • Emergency Gnosis

    When HP is depleted, activate Emergency Gnosis to fully restore your team. Emergency Gnosis automatically recovers 1 per day, with a maximum of 5. Use Emergency Gnosis wisely in High Difficulty Battles and avoid wasting them carelessly.

  • Death Resistance

    When taking Fatal DMG, there's a probability equal to Death Resistance to become immune to the damage and retain 1 HP, with Death Resistance halved after successful activation. The team's Death Resistance equals the sum of all Awakener Death Resistance; increasing the team's Death Resistance improves fault tolerance in battle.

  • Hand

    Playing cards consumes Arithmetica. At turn end, all cards will be moved to the Discard Pile. Properly planning the card play order will be the key to victory in battle.

  • Enemy Intention

    Represents the action the enemy will take in the next turn. Utilizing Intention to make decisions during this turn is the core gameplay mechanic of battle.

  • Enemy State

    Tap an enemy to view all its states. Warning states require special attention as they represent unique enemy mechanics. The majority of cases where Keepers fail to complete investigations are often due to neglecting these mechanics.

  • Total Enemy DMG

    Represents the total damage from all enemies this turn. A simple and practical Keeper combat tip: Make your shield equal to the total enemy damage.

  • Keyflare

    When an Awakener consumes Arithmetica by playing Command Cards or Rouse Card, they gain Keyflare. The Keyflare Regen attribute increases the amount of Keyflare gained.

  • Posse

    When Keyflare reaches 1000, Posse is available. Posse can be unleashed twice per turn. During the second unleashing, 1 out of 3 random Posse can be selected, and the chosen Posse cannot be reused during this investigation. Selecting the appropriate Posse for team during lineup can make the investigation process smoother.

  • Investigation Chapters

    Different stages have different Chapter Environments, which significantly change the overall rules and relic effects. Specific details can be viewed on each stage screen by clicking the relevant tab.

  • Time Reversal

    You can return to any of the last 25 turns in battle.

PvP

14
  • Traphase Introduction

    Traphase is a two-player competitive game where each player uses their pre-constructed team for Match Battle. The matchmaking system pairs you with opponents of similar skill levels.

    You can gain All Pick EXP and Draft Pick EXP through battles. Unlock higher All Pick Level and Draft Pick Level for One-Time Rewards!

    Every season, based on points ranking, you will receive a Title. Rankings are settled at season end with rewards sent via mail.

  • State

    In Traphase mode, the states possessed by both enemy and allied Awakeners in the battle interface will be displayed below their HP and Aliemus. Click to view the specific effects.

    The following belongs to Positive State (click to see details): Taunt, STR, Charge, Barrier, Counter, Fortress, Enhance.

    Belongs to Negative States as follows (click for details): Entwined, Vulnerable, Stagnation, Petrify, Paralysis, Poison, Void, Bleed, Blighten, Fainted.

  • Affix

    In the Traphase mode, some Awakener cards will have different affix effects, which can be viewed in the Collection system or by long-pressing the card during battle. The affixes include (click to view details): Pierce, Prepare, Revival, In Hand, Phantasm, Ambush.

  • Skill

    In Traphase mode, each Awakener has 2 Strike cards and 3 Skill cards. Usually, different Skill Cards have different Arithmetica Cost values.

  • Aliemus

    In Traphase mode, each Awakener also has Aliemus and Exalt. Aliemus can be gained by using Strike cards or specific Skill cards, and by losing HP from damage (gain 1 Aliemus for every 2% HP or equivalent Shield lost). When Aliemus reaches 100, click the corresponding Awakener to unleash Exalt.

  • Arithmetica

    In Traphase mode, both players start with 3 Arithmetica and a cap in the first turn. The second player receives a Strike Last, Strike Best card. At the start of each subsequent turn, the Arithmetica Limit and recovery amount increase by 1 until reaching 10. In addition to automatic growth, other methods can also increase or decrease the Arithmetica Limit. Once the cap reaches 10, each additional point of cap overflow converts into drawing 1 card.

  • Hand

    In Traphase mode, you automatically draw 5 cards each turn, and the default Hand Limit is also 10. You can view your current hand count and maximum hand size at the bottom right of the battle interface, and the opponent's information is displayed at the top right. Other methods can change the number of cards drawn per turn and the maximum hand size.

  • Illusion

    In Traphase mode, when an Awakener dies, the cards in hand that belong to that Awakener turn into Illusion. Equipping the Wheel of Destiny to a deceased Awakener grants 1 Illusion and refunds the consumed Arithmetica. Illusions can be combined with specific effects of the Wheel of Destiny to form Tiny Wish.

  • Traphase Roles

    In Traphase mode, different Awakeners have different roles, totaling five. Specifically, they are Guardian, Warborn, Luminis, Malphas, and Blessing. When forming a Lineup, select 4 Awakeners with distinct roles to compose team.

  • Preset Lineup

    In Traphase-All Pick, clicking on "Start Matching" in the lower right corner of the interface will take you to the Lineup screen. You can also build team in advance in the All Pick on the left side of the interface.

    Pre-built lineups support saving multiple configurations. The upper left corner allows editing of team names. Each team consists of 4 Awakeners, 4 Wheels of Destiny, and 2 Posses.

  • Traphase Record

    In Traphase mode, completing the specified objectives in the "Match Records" during matchmaking will allow you to receive corresponding rewards. This reward is a one-time reward and will not reset with the season. You can check it through the "Match Records" in the lower left corner of the interface.

  • Collections

    In Traphase mode, the "Collection" tab on the left side of the interface allows you to browse all information related to Awakeners, Wheels of Destiny, and Posses.

  • Emote

    In Traphase mode, click your avatar, select the desired Traphase Emote to send, and express your feelings to your rival!

  • Draft Pick Lineup

    In Traphase-Draft Pick mode, click "Start Matching" in the bottom right corner of the interface to enter matchmaking without needing to pre-construct a team.

    Before the match begins, a random Relic is chosen to influence the coming battle. Players then take turns drafting Awakeners, Wheels of Destiny, and Posses from a limited pool to build their lineups. To adjust your strategy, click any two Awakeners to swap their positions (numbered 1–4, from front to back).

    To adjust your lineup, click any two Awakeners to swap their positions (numbered 1–4, from front to back).

Keywords

354
(Falter)
Active DMG always crits and is removed at turn end.
Absolute Axiom
When the Psyche Surge of the Awakener reaches +12, the "Absolute Axiom" is activated, granting unique effects.
Abyssal Gate
After death, Nefraea gains 2 <plural value="2" singular="stack" plural="stacks"> of Temporary Fervor, but loses 3% of Max HP.
Adaptation
Every stack reduces the Final DMG, STR/Tentacle DMG Generation, Fixed Poison, Fixed Counter, Shield, HP Recovery, and STR▼ effects of this card by 1%, up to 50 stacks.
Adv. Ensemble
Make the card with the Orison activate 3 times the first time it is played each turn.
Aftershock
A card's Aftershock effects will trigger whenever it's discarded.
Agonized Frenzy
Start with 10 stacks of Temporary Fervor. For every instance of Active DMG taken, gain 1 stack of Temporary Fervor.
Alert
Shield gained from sources with Alert is increased by 1 for each stack of Alert.
Alert
Increase Shield generation in this battle.
Ambush
The first "Card" played each turn triggers an additional Effect.
Amplification
Increases all DMG dealt, Healing, and Shield effects by 10%, cannot be dispelled.
Amplification▼
Reduces all DMG dealt, Healing, and Shield effects by 10%, cannot be dispelled.
Ancient Embers
When taking Active DMG or Tentacle DMG, remove an equivalent amount of Ancient Embers and lose 300% that much HP. Other types of DMG only removes 50% as much Ancient Embers. Ancient Embers stacks reset each turn.
Anger
After turn end, gain an equal number of stacks of STR.
Arcana Archive
Max Arithmetica +1. When 2 cards with Arithmetica Costs higher than the previous card are played in succession, gain 1 Arithmetica.
Arithmetica Limit
Arithmetica Limit (Min: 0, Max: 10). At the start of each turn, it increases by 1. Any excess Limit gained beyond 10 is converted into drawing that many cards.
Arithmetica Overload
After playing, if remaining Arithmetica exceeds the Arithmetica Overload required amount, additionally consume Arithmetica to trigger subsequent effects.
Atonement by Pain
Max 3 stacks. When switching to offensive intent, the DMG dealt by "Divus: The White Night" +25%, consume 1 stack.
Barrier
Negate the HP loss from the next active attack received (up to 3 stacks). Each stack of Deathmatch reduces Max Barrier stacks by 1, but does not remove Barriers already obtained.
Barrier
When taking Active or Tentacle DMG, Immune to DMG and remove 1 stack.
Beauty in Loss
When you play a card with an Arithmetica Cost of 3 or more, draw 1 card and gain 1 Arithmetica.
Benediction
Makes the Awakener feel good. Their "Skill" will be changed to "Benediction?", consuming an equal number of stacks after the change.
Betroth
Inflict 5 stacks of Spellbound on all enemies.
Betroth
Inflict 2 stacks of Spellbound on all enemies.
Birth Ritual
When losing HP, each stack inflicts Sacrifice of 1% of lost HP.
Birth Ritual
Each stack inflicts "Sacrifice" stacks equal to 1% of Active or Tentacle DMG taken. Stacks up to 75. Removed at turn end.
Black Candle
Max Arithmetica +2. Each time the deck is reset, add 1 "Stagger" to the Draw Pile.
Blackened Flame
Each stack increases all Awakener's Crit. Rate by 10%.
Bleed
At the end of the next turn, deal DMG equal to the number of stacks.
Bleed
At turn end, take Pure DMG equal to the number of stacks and remove this status.
Blessed: Black Candle
Max Arithmetica +4. Each time the deck is reset, add 4 "Insight" to the Draw Pile.
Blessed: Eerie Hook
Crit. Rate increased by 50%, Crit. DMG increased by 100%.
Blessed: Lamprey Kiss
Permanently gain X STR after picking up. Whenever you deal Damage, heal for X HP, with a maximum of 6 triggers per turn.
Blessed: Mind Engraving β
Hand Limit +5. Upon picking up, fill hand with cards. At turn start, draw 1 additional card. At turn end, discard all Symptom Cards and State Cards in hand, keep other cards.
Blessed: Nightmare Manifest β
At turn start, all Awakeners gain 25 Aliemus. When picked up, Max HP becomes 1.5 times.
Blessed: Omen Ritual Bird
After releasing Exalt, gain X Temporary STR and steal X Temporary STR from all enemies. If there is only 1 enemy, steal an additional X Temporary STR.
Blessed: Pathwalker's Remains
Every 2 turns, double the DMG all enemies receive, and randomly dispel 1 debuff for each Exalt used this turn.
Blessed: Swarm Mind
For each Active DMG dealt, restore X HP and Inflict X <plural value="X" singular="stack" plural="stacks"> of Bleed to the DMG target.
Blighten
HP recovery is reduced by 25%. Remove 1 stack at the end of each turn.
Blighten
When applied, dispels Shield and delayed healing on the target. Reduces the effects of healing and Shield received by 50% until turn end
Blind
All Awakener Crit DMG is halved.
Blood Oath
Enhances enemy skills. Lose one stack upon taking Damage.
Blood Oath
Enhances enemy skills. Lose one stack upon taking damage.
Brand-New Wallet
At turn start, if you played more than 3 cards last turn, draw 2 cards.
Broken Visage
After playing "Strike" and "Defense," the corresponding Awakener gains 35 Aliemus. However, their Arithmetica Cost +1.
Burn
Card burns, takes 5% Max HP DMG when played. If still in hand at turn end, Exhaust.
Burn
Set the card on fire, dealing 5% of Max HP damage upon playing, and if still in hand at turn end, it will be exhausted.
Card Lock
After playing a card, take damage equal to the stacks count.
Chains of Resentment
Upon taking Active DMG, seal the attacking Awakener's Exalt and Command Cards for 1 turn, remove 1 Chains of Resentment stack. Clear at turn end.
Chaos
Can reduce the assault of Puppet of Putrescene, up to 5 stacks.
Chaotic Legacy
Includes the following three relics: "Lucky Windcoat": Increases all Awakener Crit. Rates by 10%. All Ryker and dice rolls will never result in the minimum value. Upgrade: The Crit. Rate increase changes to 15%, and the maximum value of random results +1. "Octahedron Dice": Each time a Posse is activated, add 1 "Octahedron Dice" to your hand. Upgrade: Change to add 1 "Shining Octahedron Dice" to your hand. "Big Mouth Button": At turn start and when Ryker or dice's random effect triggers, gain 50 Keyflare and 2% Crit. DMG, up to 30% Crit. DMG. Upgrade: Change to gain 100 Keyflare and 4% Crit. DMG, up to 50% Crit. DMG.
Charge
After using "Strike," consume all stacks. Each stack consumed increases the DMG of this "Strike" by 50%, up to 5 stacks.
Charge unto Glory
"Defense" Shield +64%, and gain Temporary STR equal to 32% of current Permanent STR.
Cheers
After playing, lose 2% Max HP, The great magician gains 1 "Ego Boost" stack this turn.
Choice
Choose one option from the listed ones to take effect.
Chrono Pendulum: Evolution
Each time a Command Card belonging to a different Awakener than the last one played is played, that Awakener gains 3 Aliemus and accumulates 1 stack of "Vitality". Upon accumulating 10 stacks, all "Vitality" is cleared, and one random Command Card with "Exhaust" and Arithmetica Cost reduced by 1 is placed in hand for each Awakener. This effect can activate a maximum of 1 time per turn.
Chrono Pendulum: Eye
When you play a card with an actual Arithmetica Cost of 3, draw 1 card and gain 2 Arithmetica; when you play a card with an actual Arithmetica Cost of 4 or more, reduce the Arithmetica Cost of other cards in your hand by 1.
Chrono Pendulum: Projection
After playing a Command Card that is not "Strike" or "Defense," the corresponding Awakener gains 15 Aliemus, triggering a maximum of 5 times each turn. The first trigger each turn will also return the played card to the hand.
Chrono Pendulum: Sleepless
Draw 1 card each time Arithmetica is spent, up to 5 times per turn. Gain 2 Arithmetica whenever the deck is reshuffled.
Chrono Pendulum: Surge
Crit. Rate and Crit. DMG +100%. For each instance of DMG/Tentacle DMG dealt this turn, all Awakeners' Crit. Rate and Crit. DMG -10%, up to 50%. Poison and counter DMG +10%, up to 50%.
Chrono Pendulum: Twins
"Strike" and "Defense" generate +50 Keyflare. Every time a card with an Arithmetica Cost of 2 or more is played, draw a card with an Arithmetica Cost of 1 and reduce its cost to 0, up to 3 times per turn.
Chrono Pendulum: Unclean
When picked up, the team's Realm Mastery increases to 150% of its base value. After playing the 5th Command Card each turn, all Awakeners gain 20 Aliemus.
Chrono Pendulum: Wings
Max Arithmetica +2. After playing "Strike" or "Defense," the corresponding Awakener gains 5 Aliemus. After releasing Exalt, gain 1 "Strike" of the corresponding Awakener with Exhaust and Fleeting attached. After unleashing Posse, randomly gain a "Defense" with Exhaust and Fleeting.
Chronometric Device
When playing consecutive cards of the same Awakener, that Awakener gains 8 Aliemus.
Color
The primary colors that can be mixed to create other colors, consisting of red, yellow, and blue.
Combust
After accumulating 10 stacks of Combust, switch intention to the extremely high-damage "Hyperflare"!
Compass to False North
When attacked, the attacking Awakener gains Aliemus equal to the number of stacks.
Conceal
Damage taken -1% per stack. State clears when allies die.
Conceal
Skill Card Arithmetica Cost decreases by "Conceal" stacks, up to 5 stacks. After taking DMG or playing a skill, 1 stack is removed.
Confess
All Awakeners generate 50% more Aliemus.
Contract: Fish Frenzy
If there are empty spaces behind, lose 1 stack after the action and summon 1 "Fry" with the "Sashimi" state.
Contract: Lemuria
If there are empty positions in the front row, lose 1 stack after acting and randomly summon 1 "Lemurian Awakener".
Contract: Seafarer Excrescence
If there are empty spaces in front, lose 1 stack after the action and summon 1 "Seafarer Excrescence".
Corpse
"Corpse" stacks enhance the effect of "Corpse Collection".
Corpse
Up to 3 Corpses can be stored. When all 3 are present, the next Necrotic Gala consumes them for an enhanced effect. Corpses persist between battles.
Corrosion
When taking Active DMG or Tentacle DMG, remove an equivalent amount of Corrosion and lose 300% that much HP. Other types of DMG only removes 50% as much Corrosion. Corrosion stacks clear at end of turn.
Countdown Moment
At turn start, stacks count -1. Once the stacks are exhausted, dispel debuffs from self and gain 100 Aliemus, then regain 3 stacks of Countdown Moment. Changing the Wheel of Destiny will remove the stacks.
Counter
When taking Active DMG, deal Pure DMG to the DMG Source equal to the number of stacks.
Counter
Before the next turn starts, each time you are attacked, inflict an equal number of stacks of Pure DMG on the attacker.
Creativity
When Pickman has 10 stacks of "Creativity" and uses Exalt, he consumes all "Creativity" stacks to gain one stack of "Fantasia., this also grants 15 Aliemus to all teammates. His "Creativity" can stack up to 10 and is preserved between battles.
Crit. Resistance
Critical Hit chance reduced by [Layer]%.
Critical Hit
Damage +50% on a Critical Hit.
Crumble
At turn start, lose 10% of current HP and gain X STR. All Awakeners' Aliemus Generation -50%.
Curse
Gain 50% less STR and Shield, and remove 1 stack at turn end.
Death Resistance
Remove 1 stack and restore 5% of Max HP after receiving Fatal DMG. Each trigger increases the healing amount by 1% for this turn.
Death Resistance
Prevent the Awakener from dying once before the next turn, up to 1 stack.
Death Resistance
When taking fatal DMG, there is a chance to trigger Death Resistance and survive at 1 HP. Each trigger halves your current Death Resistance as well as all subsequent Death Resistance gains during this investigation.
Deathmatch
Gain 1 stack at the start of turns 8 and 9 Each stack of Fierce Fight reduces shield and life recovery by 50% and decreases the number of stackable barrier stacks by 1 Fierce Fight cannot be dispelled and affects dead Awakeners.
Decay
Active and Tentacle DMG dealt -35%. This state is dispelled when your current HP is above 50%.
Dedication
Heal with blood. After dealing DMG, lose 10% of current HP and gain an equivalent amount of Crimson Furnace.
Delay
This effect will only trigger after a few turns.
Destined Omen
At turn end, remove all stacks and deal Pure DMG. Cannot be dispelled.
Destroy
Stays in the deck after battle, but permanently removed once played or consumed.
Devour
Caro Awakeners' Exalts will consume an Embryo card in hand to trigger Devour, modifying the effects of their Exalt.
Differential Engine
When you deplete the last 1 Arithmetica, gain 2 Arithmetica. Maximum 2 triggers per turn.
Dimension Shuttle
After playing the first Command Card each turn, a Fleeting, Basic Copy of it will be put into Ultra Space. This cannot trigger during Ultra Rounds.
Discover
Generates random options to choose from.
Discover
Creates a random card.
Doctor's Case
After releasing Exalt, add a random card corresponding to the Awakener to your hand. The card obtains Exhaust and Fleeting. After the battle ends, restore X HP.
Dove Feather Fan
When you have a shield, this Relic provides X Temporary STR. If your Shield is higher than your Current HP, it provides an additional X Temporary STR.
Dream Chain
At the start of the Keeper's turn, apply 1 stack of Stagnation to their hand equal to the number of Dream Chain stacks. Each time "Paradise Veil" is broken by Active DMG, reduce 1 stack and Fully Seal the attacking Awakener for 1 turn.
Dream Chain
At the start of the Keeper's turn, apply 1 stack of Stagnation to their hand equal to the number of Dream Chain stacks.
Dreamlure
When Wanda's skill triggers the Leap effect and there are 5 stacks present, consume 5 stacks to grant an additional effect. The cap for Dreamlure is 10 stacks, which will carry over into the next battle.
Eerie Hook
Crit. Rate increased by 50%, Fragile self for 3 turns.
Embryo Fusion
When Embryo Fusion reaches its limit, place an "Embryo" into hand.
Emerald Ember
Maximum of 10 stacks, increases DMG dealt by Liz.
Endure
For every 1 point of HP lost, gain 1 stack of Endure, up to 100% of Max HP. Endure will carry over to the next battle.
Enhance
Before the end of this turn, DMG dealt +25%, offset by Weakness.
Enhance
For each stack, the DMG dealt by this card, Fixed STR and Tentacle DMG Boost, and the final effect of Fixed Poison and Fixed Counter +2%; the final effect of Fixed Shield, Fixed HP Recovery, and STR▼ +1%. Removed after being played.
Ensemble
Make the card with the Orison activate 2 times the first time it's played each turn
Enthrall
Remove all enemies' Spellbound. For each stack removed, deal 1% of the target's Max HP as Pure DMG and trigger 40% Poison.
Enthrall
Remove all enemies' Spellbound. For each stack removed, accumulate Crimson Furnace equal to 20% CON, deal 1% of the target's Max HP as Pure DMG, and trigger 40% Poison.
Enthralling Chime
Hide monster intentions. Gain 1 Arithmetica each turn and draw 1 card.
Entwined
When this status is inflicted on an enemy, deal the same amount of DMG. If the target is already "Entwined," the DMG dealt is doubled. "Entwined" disables the target's equipped Wheel of Destiny until turn end.
Escort
Reduce DMG dealt by all enemies this turn by 50%, and gain X STR.
Exalt Lock
After using Exalt, suffer DMG corresponding to the stack count.
Exhaust
After playing, this card is removed from deck instead of discarded.
Eye for an Eye
When affected by the STR▼ effect, it will also impose an equal amount of STR▼ effect on the caster.
Faded Photo +
The Weakness effect +8%, and the Vulnerable effect +25%. When applying Weakness or Vulnerable, temporarily steal X STR from the target.
Faint Candlelight
Each stack reduces your Base DMG by 25% and can guide the direction of navigation afterward.
Fainted
Replace the enemy's current intention with "Unable to Act".
Fainted
When Fainted, a target cannot act until the turn ends. Taking Fainting DMG grants Resistance. If Resistance is active, subsequent Fainting DMG is doubled but the Fainting effect is negated.
Falter
Active DMG and Bleed stacks taken +50%. Removed when taking DMG or at turn start.
Fantasia
When Pickman triggers the "Discover" effect, provide the "Inspiration!" option: Consume 1 stack of "Fantasia," choose all "Discover" effects, and gain 1 stack of "Creativity."
Fervor
Each stack of "Fervor" converts 10% of the Active DMG and Tentacle DMG dealt into Bleed stacks.
Festive Benediction
Crit. Rate +10%. After the first Critical Hit each turn, increase Crit. Rate by an extra 20%. After the 3rd Critical Hit each turn, increase Crit. DMG by an extra 50%.
Fiamma
The Final DMG, Shield, Aliemus, and STR granted by this card +30%. Gains "Retain". After playing, consume all "Fiamma" stacks, and transfer 1 stack of "Fiamma" to another Kathigu-Ra's Command Card in hand.
Fiamma1
The Final DMG and STR granted by this card +30%; Shield and Aliemus +30%. Gains "Retain". After playing, consume all "Fiamma" stacks and transfer 1 stack of "Fiamma" to another Kathigu-Ra Command Card in hand.
Fiamma2
The Final DMG and STR granted by this card +60%; Shield and Aliemus +60%. Gains "Retain". After playing, consume all "Fiamma" stacks and transfer 1 stack of "Fiamma" to another Kathigu-Ra Command Card in hand.
Fiamma3
The Final DMG and STR granted by this card +90%; Shield and Aliemus +90%. Gains "Retain". After playing, consume all "Fiamma" stacks and transfer 1 stack of "Fiamma" to another Kathigu-Ra Command Card in hand.
Filigree Agate
Each time you deal Damage, gain X Temporary STR, stacking up to 3 times. When fully stacked, the effect is doubled.
Final Verdict
If the target's HP is equal to or below the number of stacks, remove all Final Verdict and instantly kill them.
Finale
When you have 10 stacks of Finale, place 1 "Illusion's End" into hand.
Fixed Damage
Cannot Critical Hit, not considered Base DMG, and not affected by Final DMG bonuses or similar effects.
Fleeting
At turn end, cards with Fleeting in hand will be discarded.
Fleeting
If in hand at end of turn, Exhaust this card. Some cards have effects that trigger when this occurs.
Fleeting Beauty β
All "Strike" Crit. DMG +20%. Upon picking up, add 1 "Fleeting Beauty" to your hand.
Flowers and Poetry of Bygone Days
While this Wheel of Destiny is in the deck, you can see the upcoming changes to your skills.
Forceback Buffs
If there is no other Awakeners behind the target, dispel the target's buffs instead.
Foreign Stamp Album
When a Buff Card, Symptom Card, or State Card is played, the Awakener with the lowest Aliemus gains 10 Aliemus.
Forsaken Blood
After releasing 2 Exalts each turn, all Awakeners gain 8 Aliemus. After releasing 3 Exalts, all Awakeners gain an additional 8 Aliemus.
Fortress
Each stack reduces DMG taken by 1%.
Fortress
Before the start of next turn, active attack DMG received -50%, and negates with Vulnerable when applied.
Fragile
All Shield gained is reduced by 25%. Remove 1 stack at the end of each turn.
Freeze
This card cannot be played, will not be discarded at turn end, and grants the associated Awakener 5 Aliemus. Unfreeze after the Awakener releases Exalt.
Fury
When taking DMG, gain an equal number of Temporary STR.
Gift
There are 7 types of effects, including: draw 8 cards, gain 6 Arithmetica, gain Keyflare, all Awakeners gain Fixed Aliemus, gain STR, temporarily reduce all enemies' STR, temporarily increase DMG Amplification.
Gilded Frame
When you inflict Weakness, gain X shield; when you inflict Vulnerable, gain X temp STR. If both effects are triggered within 1 turn, gain an additional X shield and X temp STR.
Gilded Words
Reduces the associated "Gift" effect by 50%.
Gnosis Device
Draw 1 card at turn start. Draw 1 additional card if you play 2 cards with the same Arithmetica Cost consecutively, up to 3 times per turn.
God-King Aura
A powerful God-King aura. TBD. Consumed after gathering factions.
Growth
Gains the corresponding effects based on the current battle turn.
Guilt
When a "Skill" of Ogier: Oathbound is played, consume 1 stack to draw 1 of his Defense cards. The drawn card gains Retain until it is played. Max 3 stacks. "Guilt" persists between battles.
Gynoecium
Life, radiant and unbound, rises in a triumphant hymn to freedom. Can be consumed by Saya's Exalt to enhance its effect. Stacks up to 4, persists between battles.
Gynoecium
Gain an equal amount of Max HP, with stacks not exceeding the Awakener's initial Max HP.
Hierophant's Staff
Deal 20% more DMG to enemies with debuffs, and gain 20 Aliemus upon killing them.
Hierophant's Staff +
Deal 50% more DMG to enemies with debuffs, and gain 100 Aliemus upon killing them.
Highest Honor
Every time you lose HP, gain X STR, stacking up to 10 times per battle. When fully stacked, restore 25% of lost HP.
Highest HP and Shield
Ignores Taunt, Stealth, and Lock-On when selecting a target. If multiple targets meet the same condition, the Awakener in the foremost position is prioritized.
Hoodwink
Makes the Awakener feel detached from the noise of the world. Cannot perform any Action before the end of the turn, reduces DMG taken by 99%. If the target has no Resistance, the target gains Resistance. ·When the effect ends, deals Pure DMG equal to the number of stacks to all allied units. ·If the target already has Resistance when applied, Hoodwink immediately ends and DMG dealt to the target is doubled.
HuihuanaKeywords
Rondino
HuihuanbKeywords
Rondino
Hunger
At 5 stacks, consume all Hunger at turn end, switch intent to a powerful attack, and gain STR.
Hunt
Temporary Final DMG +50%, and inflict Corrosion equal to 10% Max HP on all enemies.
Ichigo Ichie
·When obtained, removes "Ichigo Ichie" from other allies, and gains Amplification Effects equal to those of allies equipped with "Sakura Reveries", up to 3 stacks. ·Characters equipped with "Sakura Reveries" cannot gain "Ichigo Ichie".
In Hand
The card generates an effect while in hand.
In Twilight
Playing the 6th Command Card returns it to your hand from the Discard Pile.
Infinite Devour
Infinite Devour Exalts will consume all Embryo cards in hand and trigger the Devour effect once for each Embryo consumed.
Innate
Guaranteed as part of the starting hand of each battle.
Iron Lock
After releasing Exalt, obtain X Temporary STR.
Ivory Raven Beak
Crit. DMG increased by 15%. "Strike" Crit. Rate increased by 40%.
Joyous Record
"Strike" gains 2 Arithmetica and discards 1 random card; "Defense" draws 2 cards and loses 1 Arithmetica. Can be triggered up to 3 times per turn.
Kill
Trigger corresponding effects when killing or activating the enemy's resurrection effect
Knowledge Wheel
After releasing an Exalt, draw 1 card. If HP is below 25%, draw an additional card.
Leap
A card's Leap effects will trigger when played during an Ultra Round or if it triggers "Dimension Shuttle."
Lemuria Aura
At the end of the round, deals damage equal to X% of their Max HP to the enemy with the highest HP. Consumed after gathering factions.
Lex Genis
After playing, gain 3 Base Copies with Retain and Exhaust attached. Takes effect once per battle.
Lex Nous
Upon use, draw 2 cards, reducing their Arithmetica Cost by the amount of the Orisoned card's Arithmetica Cost. Takes effect once per battle.
Lex Volis
Upon use, discard all cards in hand that do not belong to this Awakener. Gain 5 non-Command Cards. Takes effect once per battle.
Liberation
Pain for pain. Consume all remaining Crimson Furnace. DMG dealt +3 (+9 during a Boss Battle) for each point consumed. For every 1% Max HP of Crimson Furnace consumed, Final DMG +2%.
Life Seal
Each stack grants the next "Princess of Delusions" +20% "Birth Ritual," up to 5 stacks, at which point the next "Princess of Delusions" DMG count doubles.
Life Seal
Lose all "Life Seal" stacks upon death. Restore 1% Max HP per stack and increase Tentacle DMG by 1%.
Light of Civilization
After playing the 3rd card each turn, place 1 "Insight" into the Discard Pile. After playing the 6th card each turn, place 1 "Insight" from the Discard Pile into hand.
Light of the Lost
Each stack reduces your Base DMG by 30%. After dealing active or Tentacle DMG, reduce your Poison stacks.
Lock-On
Lock on to an enemy, prioritize attacking them. Single-target attacks will only hit the Locked-On target. Ignores Taunt and Stealth.
Loop
Maximum 3 stacks. When the "Perceiver" unleashes intention with 3 stacks of Loop, trigger the Loop effect, clear Loop, and remove negative states.
Loop
Ramona: Timeworn's Command Cards will trigger their Loop effects when played by consuming 3 stacks of Negentropy.
Lost
Each stack reduces all Awakeners' Shield and HP Recovery by 10%.
Lowest HP and Shield
Ignores Taunt, Stealth, and Lock-On when selecting a target. If multiple targets meet the same condition, the Awakener in the foremost position is prioritized.
Madness
Each stack increases instances of DMG dealt by 1.
Malignant Child
Every 3 turns, add 1 stack of Weakness to all enemies. After dealing DMG to an enemy with Weakness, gain X Temporary STR, with a maximum of 3 triggers per turn.
Marvelous Buff
Possible effects include: Gain 10 Aliemus; Grant other Awakeners 5 Aliemus; Inflict 1 stack of Vulnerable on all enemies; Inflict 1 stack of Weakness on all enemies; Draw 1 card; or Gain 200 Keyflare.
Marvelous Debuff
Possible inflictions include: Bleed equal to 150% of DMG dealt; Poison equal to 75% of DMG dealt; 1 stack of Vulnerable; 1 stack of Weakness; or X Temp. STR▼.
Marvelous Effect
Generates a random bewildering effect.
Max HP
Increasing Max HP does not recover current HP. Decreasing Max HP still removes excess current HP. Your adjusted Max HP has a minimum of 1 and does not reset upon death.
Melding
When an identical card of the same Awakener is placed into hand, consume said card to trigger the Melding effect.
Mental Interference
Unable to act. Remove 1 stack of Mental Interference at turn end. After all stacks are removed, the next time this Awakener releases an Exalt, it is treated as an Over-Exaltation. If it is already an Over-Exaltation when released, instead restore 100% Base Aliemus.
Metaphor
Each type of "Metaphor" can have a maximum of 3 stacks. Different "Metaphors" will enhance different effects of the Psalms: Snarl Psalm: Consumes all "Anger" Metaphors, each stack of Metaphor deals an additional 2 instances of DMG. Elegy Psalm: Consumes all "Grief" Metaphors, each stack of Metaphor provides additional HP Recovery. Carol Psalm: Consumes all "Happiness" Metaphors, each stack of Metaphor grants an additional 10 Aliemus. Dirge Psalm: Consumes all "Fear" Metaphors, each stack of Metaphor grants an additional STR.
Mind Barrier
All Awakeners' Aliemus Generation +50%. Gain Shield equal to 20% of Max HP at turn end.
Mirage Dye
The dye "Painter" uses. Enhances skill effects. Stacks up to 10.
Missed Chance
Delays the associated "Gift" effect by 2 turns.
Mob Song
At turn start, obtain 1 Arithmetica for each enemy. When an enemy is killed by Active DMG, inflict Bleed on other enemies equal to the excess Damage.
Mob Song +
At turn start, obtain 2 Arithmetica for each enemy. When an enemy is killed by Active DMG, deal double excess DMG to other enemies as Bleed.
Moira, As I Decree
Lethal Active DMG dealt and taken is applied as an equal amount of Destined Omen. Cannot be dispelled.
MonsterBless
Gift
Mute Jukebox
When a Command Card first enters the Discard Pile each turn, shuffle a Temporary copy of it with Arithmetica Cost reduced by 1 into the Draw Pile.
Mythag Insignia
At turn start, if more than 3 cards remained in hand during the last turn, gain 2 Arithmetica.
Necrovia Aura
After the turn ends, all Awakeners gain X Aliemus, consumed after rallying a faction.
Negentropy
Ramona: Timeworn can accrue this negative entropy during battle, and utilizes it to power her Command Cards' Loop effects. Max 3 stacks. Negentropy stacks persist between battles.
Ode to Tomorrow
Deal double DMG and additionally gain 600% Keyflare equal to Ramona: Timeworn's Keyflare Regen, but Exhaust after play.
Offering
You're a part of the Blessing~! Can be consumed by Caraboo's Exalt for a buff, stacks up to 5. Persists across battles.
Omen Ritual Bird
After releasing Exalt, lose 8% of current HP, steal X Temporary STR from all enemies. If there is only 1 enemy, steal an additional X Temporary STR.
Omni-Suffocation
Cannot act. Removes 1 stack at turn end.
Onyx Plume
"Onyx Plume" can enhance the abilities of "Divus: The Onyx Plume".
Our Home
Obtain X Shield when dealing Active DMG. Obtain X Temporary STR when recovering HP.
Over-Exaltation
Once Over-Exaltation is unlocked, the Aliemus gauge can be filled to twice Base Aliemus. Reaching a second full charge upgrades the Exalt to Over-Exaltation, adding powerful bonus effects. Releasing a regular Exalt instead will consume 50% of any surplus Aliemus.
Pack Hunt
Each "Gaunt" played consumes 1 stack of "Pack Hunt" for 1 extra trigger. Max 9 stacks. Stacks persist after battle.
Painted Orison
Includes the following "Orisons": Computation, Finesse, Berserk, Catalyst, Might, Bastion, Drain, Insight.
Painted Relic
Includes the following "Astral Reign Relics": Malignant Child, Rite of Spring, Iron Lock, Filigree Agate, Blessed Blood, Rusted Saw, Gilded Reverie, Bloody Pebble.
Paintover
This card has a 10% chance of -2, 25% chance of -1, 30% chance of no change, 25% chance of +1, and 10% chance of +2 to its Arithmetica Cost. Removed when played or discarded.
Paralysis
·DMG is doubled when the target is under "Paralysis"; otherwise, their "Strike" cannot be used this turn. ·After 2 consecutive turns under "Paralysis," all their "Strike" become "Illusion".
Pathwalker's Remains
Every 4 turns, double the DMG received by all enemies this turn. However, after releasing Exalt in this turn, seal all Awakeners for 1 turn.
Perception Warp
Before the end of this turn, this Awakener's DMG dealt, HP Recovery, and Shield by a random 15%~35%, and cannot be dispelled.
Perception Warp
This card is displayed in Dissolution text and has a 10% chance of -2, 25% chance of -1, 30% chance of no change, 25% chance of +1, and 10% chance of +2 to its Arithmetica Cost. Removed when played or discarded.
Permanently Steal
Inflict an amount of STR▼ and gain an equivalent amount of STR.
Petrify
When Fainted, a target cannot act until the turn ends. Taking Fainting DMG grants Resistance. If Resistance is active, subsequent Fainting DMG is doubled but the Fainting effect is negated.
Petrify
Cannot act for 1 turn. Previously Petrified enemies can't be Petrified again.
Phantasm [Layer]
Can be played [Layer] times. Upon being played, this card costs -1 Arithmetica next play.
Phobic Fixation
Under the erosion of the Hive, your fears are laid bare. For each stack, Active and Tentacle DMG dealt this turn -3%, stacking up to 15 stacks.
Phobic Fixation
Under the erosion of the Hive, your fears are laid bare. For each stack, Active and Tentacle DMG dealt this turn -3%, stacking up to 10 stacks.
Pierce
Also affects the Awakener behind the target.
Pierce DMG
DMG that reduces both Shield and HP. Cannot be Immuned, and ignores Barrier.
Pierce DMG
Pierce DMG simultaneously damages the target's HP, Shield, and Barrier.
Pistoles de Marie
May gain or lose Aliemus, HP, Keyflare, Arithmetica, and Card Draws. May also gain STR or reduce STR.
Pocketwatch Mirror
Upon picking up, gain 3 Arithmetica.
Poetry Page
Rain's Dirge: Recover X HP. Wind's Psalm: Gain X STR. Floral Hymn: Grant all Awakeners 10 Aliemus. Moon's Anthem: Crit. Rate +30% this turn.
Poison
At turn end, deal Pure DMG equal to the number of stacks. Permanent.
Poison
At turn end, take Pure DMG equal to the number of stacks.
Poison Blade
When dealing unblocked damage, apply 1 Poison per stack.
Power of Swarm
Upon entering the battlefield, increase your Max HP by 10% and grant other allies 4% ATK of STR, causing the HP increase and STR gain effect of Power of Swarm to trigger an additional time in this battle.
Prepare
At turn end, Arithmetica Cost decreases.
Prepare 1
Whenever this card is retained or discarded, its Arithmetica Cost reduces by 1 until played.
Price
"Price" comes in 3 types: Missed Chance: Delays the associated "Gift" effect by 2 turns. Gilded Words: Reduces the associated "Gift" effect by 50%. Veiled Malice: Inflicts 1 random negative effect on your team: 2 turns of Weakness; 2 turns of Fragile, 2 turns of Blighten; Poison stacks equal to 1% Max HP; 2 stacks of Void; 1 stack of Stagnation on 2 random cards in hand; or generates 2 Temporary Symptom Cards (which do not persist across battles) and places them on top of the Draw Pile.
Principles of Aesthetics
Crit. DMG +15%. Guaranteed Critical Hit against enemies with Shield.
Propagation Fiesta
For each stack, this Awakener's next Exalt this turn deals 1% more DMG, Shield, HP Recovery, STR, STR▼, Tentacle DMG, Fixed Poison, and Fixed Counter.
Proto Battery
After the turn ends, all Awakeners gain 5 Aliemus. For each remaining Arithmetica, all Awakeners gain an additional 3 Aliemus.
Psychic Trauma
Under the erosion of the Hive, your fears are laid bare. For each stack, Active and Tentacle DMG taken this turn +3%, stacking up to 15 stacks.
Psychic Trauma
Under the erosion of the Hive, your fears are laid bare. For each stack, Active and Tentacle DMG taken this turn +3%, stacking up to 10 stacks.
Pure DMG
Cannot Critical Hit, not considered as DMG dealt by the corresponding Awakener.
Quality Nap
Unable to act, stacks -1 at turn end. When stacks are exhausted, Amplification +5, cannot be dispelled. Changing the Wheel of Destiny will lose the Quality Nap state.
Quasar
A card's Quasar effects will trigger if it triggers "Dimension Shuttle" when played. This card's Arithmetica Cost reduces by 1 when it's pulled from Ultra Space.
Rat Card
Including Infected Mice, Electric Mice, and Dementia Mice
Rebirth Tribunal
Gain 3 Arithmetica.
Redemption
Redemption through faith. Consume all remaining Crimson Furnace. Gain Shield equal to 150% of the consumed amount. This Shield is unaffected by Shield Bonuses or Debuffs and ignores Shield Caps.
Resonance X
If other Awakeners have played a total of X Command Cards, trigger follow-up effects after playing this card. The Awakener whom this card belongs to will have their Resonance reset when any of their card is played, or at turn end.
Retain
Will not be discarded from your hand at end of turn. Some cards have effects that trigger when this occurs.
Retain Arithmetica
Gain an equal number of Arithmetica stacks at the start of next turn.
Returns to Hand After Leaving
After this Card leaves your Hand, it returns to your Hand.
Revival
Revive the Awakener from the death state and place all its cards into the Draw Pile.
Rite of Spring
Every 3 turns, add 1 stack of Vulnerable to all enemies. After dealing DMG to a Vulnerable enemy, cause them to lose X Temporary STR, with a maximum of 3 triggers per turn.
Ritual
Convert up to 3 "Sacrament" in hand into "Obsession," gaining different additional effects based on the number of conversions.
Rouse
Grants the Awakener permanent combat boosts. Repeated Rouse uses don't stack.
Rush Headlong
Each stack reduces all Awakeners' Shield generation and HP Recovery by 4% and grants all Awakeners 4 Aliemus at turn start. Max 16 stacks.
Rusty Lancet
Every third time "Strike" is played, deal X DMG to all enemies. The corresponding Awakener gains 15 Aliemus.
Sabotage
Card was tampered with! Once played, take Pure DMG then reduce Sabotage stacks by half.
Sacrifice
Triggered at turn end: Take Pure DMG equal to the number of stacks and remove half the stacks. Cannot be dispelled.
Sacrifice
At turn end, take 1 DMG for each stack of Sacrifice, then remove 50% of Sacrifice stacks. Sacrifice persists between battles.
Satiety
When "Snow White the Fairy"'s intent is about to switch to "Snowy Hex", consume 1 stack and change it to "Miracle Blessing" instead.
Satiety
Each stack increases Max HP by 10% of Caraboo's CON (Max 50 stacks). At max stacks, excess stacks instead heal for 3× this HP value. Up to 10 stacks of "Satiety" can be gained per non-Boss battle. "Satiety" Persists between battles.
Satiety
Each stack increases Max HP by 15% of Caraboo's CON (Max 50 stacks). At max stacks, excess stacks instead heal for 3× this HP value. Up to 10 stacks of "Satiety" can be gained per non-Boss Battle. "Satiety" persists between battles.
Scathe
Max HP is reduced by an equal number of stacks. Halved after combat ends.
Seafarer Curse
The card retains, but after being played, it will remove the Pollution and summon 1 "Seafarer Excrescence". If there is no space to summon, it will gain 1 stack of "Prepare Summon: Seafarer Excrescence".
Seafarer Frenzy
The card is Retained, but when played or discarded, remove Pollution and summon 1 "Seafarer Excrescence," up to 2. If there is no space to summon, the Puppet of Putrescence immediately gains 0 STR and 0 HP.
Seafarer Ritual
Each turn, apply "Seafarer Frenzy" to 2 cards.
Sealed
Cannot play cards, cannot unleash Exalt.
Seasoning
Before playing, discover 1 "Seasoning" to place in it and trigger its effect, increasing the number of harmonization attempts by 1 in boss battles.
Serpent's Husk
Obtain 10% Death Resistance each time you play a Command Card (each trigger of Death Resistance in this stage will halve the gained Death Resistance). If your Death Resistance is greater than or equal to 100%, gain X Temporary STR instead.
Shadow Self
All Awakeners' Aliemus Generation -50%. At turn end, gain 1 stack of The Dark "Id": At turn start, all Awakeners gain 3 Aliemus.
Shifting Straitjacket
When picked up, impose 1 turn of Weakness and Vulnerable to all enemies.
Sight Unbound
When playing this card, the "Perceiver" gains 1 stack of Loop. If this card is discarded, the "Perceiver" loses 1 stack of Loop.
Signal Relay
When picked up, place 1 "Echoes of Lost Shadows" into hand.
Signal Relay +β
When picked up, all Awakeners gain 50 Aliemus, and shuffle 2 "Echoes of Lost Shadows" into the Draw Pile.
Silver Core Solidification
Immune to all DMG and cannot lose HP, removed after Rouse at turn end.
Sin Mark
Each stack grants Pollux's damage a 1% Bleed effect.
Sin Mark
For each stack, "Divus: The White Night" inflicts 1% of the DMG dealt as Bleed.
Sin Mark
Each stack reduces the target's Max HP. Lost Max HP is not restored when dispelled. When triggered, take Pure DMG equal to the stacks. Permanent.
Singularity Beacon
Each stack increases this card's Final DMG, Fixed STR & Tentacle DMG gain, Fixed Poison & Counter by 2%, and its Final Fixed Shield, Fixed HP Recovery, and STR▼ by 1% this card cannot trigger Dimension Shuttle.
Singularity Prism
Each stack increases this card's Final DMG, Fixed STR & Tentacle DMG gain, Fixed Poison & Counter by 2%, and its Final Fixed Shield, Fixed HP Recovery, and STR▼ by 1%
Singularity Warp
Annihilate a card from Ultra Space to enable the next Singularity Warp trigger this turn, modifying the effects of this Exalt when released. Singularity Warp effects will always trigger if released during an Ultra Round.
Siren's Tear
At turn start, Death Resistance +10% (each time Death Resistance triggers in this stage, the gained Death Resistance is halved). When Death Resistance is above 100%, Realm Mastery +100.
Solar Disc
At the end of odd turns, if there is remaining Arithmetica, draw 2 extra cards next turn; at the end of even turns, if there are remaining cards, gain 2 extra Arithmetica next turn.
Solar Disc+ +
At turn end, if there is remaining Arithmetica, draw 2 extra cards next turn; if there are remaining cards in hand, gain 2 extra Arithmetica next turn.
Spellbound
For each stack, Fixed Poison taken +5%, DMG dealt -1%. Stacks up to 5.
Spellbound
All DMG dealt, Healing, and Shield effects are reduced by 10%, up to 2 stacks, cannot be dispelled. Removed when is defeated.
Spellbound
For each stack, Fixed Poison taken +5%, DMG dealt -1%. Stacks up to 10.
Sprint
Each stack increases STR generated by all Awakeners by 4%. Max 8 stacks.
Stagnation
Increase a card's Arithmetica Cost.
Stagnation
Each stack increases the Arithmetica Cost of "Skills" by 1 this turn, up to 3 stacks. After playing, if stacks exceed 1, stacks -1.
Steal
Inflict an amount of Temporary STR▼ and gain an equivalent amount of Temporary STR.
Stealth
Cannot be targeted or prioritized by enemy attacks or single-target abilities. Automatic Removal: If the unit gains Taunt; If there are no allies remaining; If any enemy gains Taunt. On Activation: Removes current Stealth and any allies' Taunt.
Stellar Brew+
Every 5th Command Card you play will take effect twice and return to your hand after being played.
Stellar Brew+
Every 8th card you play takes effect twice.
STR
Active DMG is increased by 1 for each stack of STR. (Tentacle DMG benefits from 50% of STR.)
STR
Each stack increases all damage dealt in this battle by 1 point and cannot be dispelled.
STR▼
Active DMG is reduced by 1 for each stack of STR▼. (Tentacle DMG is reduced by half this amount.)
STR▼
Each stack reduces all damage dealt in this battle by 1 point and cannot be dispelled.
Symbiosis
Her emotions, cognition, and everything else are eternally linked to the Hive Will. "Symbiosis" can be transformed into debuff effects by Clementine's Exalt "Lifeform Reconstruction," stacking up to 10 stacks.
Symbiosis
Her emotions, cognition, and everything else are eternally linked to the Hive Will. "Symbiosis" can be transformed into debuff effects by Clementine's Exalt "Lifeform Reconstruction," stacking up to 15 stacks.
Taunt
Opponents must prioritize this unit for attacks and single-target abilities. On Activation: Self: Removes Stealth. Allies: Removes their Taunt. Enemies: Dispels all enemy Stealth.
Team Unique
This effect will only take effect on one Awakener in the team.
Temporary Enhance
Each stack increases this card's Final DMG, Fixed STR & Tentacle DMG gain, Fixed Poison & Counter by 2%, and its Final Fixed Shield, Fixed HP Recovery, and STR▼ by 1%. Clears when played or at end of turn.
Temporary Fervor
Cleared at turn start. After reaching 10 stacks, act immediately after the next card is played, remove Fervor, and switch Intent to "Crimson Shackles".
Temporary Fervor
Cleared at turn start. Upon reaching 10 stacks, immediately acts after the next card is played, removes Fervor and switches Intent to "Sacred Heart".
Temporary Fervor
Clear after the turn starts. After reaching 10 stacks, immediately act the next time a card is played, remove Fervor and switch the intention to "Web of Bondage," which inflicts Weakness and randomly Seals Command Cards.
Temporary Fervor
Cleared at the start of the turn. Upon reaching 10 stacks, act immediately after the next card played, remove Fervor and randomly switch intent.
Temporary Fervor
Clear after the start of the turn. After reaching 10 stacks, immediately act the next time a card is played, removing Fervor and switching the intention to inflict Fragile and randomly attach Sabotage "Thread of Collapse."
Temporary Fervor
Clear at the start of the turn. After reaching 10 stacks, immediately act and switch to the next intent the next time a card is played, removing Fervor.
Temporary Fervor
Clears at turn start. After reaching 10 stacks, the next time a card is played, Mouchette immediately acts, removing "Temporary Fervor" and adding the intention "Mortal Blast."
Tentacle DMG
Increases Tentacle DMG.
Tentacle Gathering
At turn end, trigger [Layer] additional Tentacle <plural value="[Layer]" singular="attack" plural="attacks">.
Test · Caster Flag
Test. Player stat, optional. Modifies the test_gcrbf_caster_flg stat. 0=Default caster, 1/2/3/4=Awakener position index, 5=Player.
Test · Operation Instructions
Test. The player's test_expect_new_cost stat value determines what the current Arithmetica will be changed to after this card is played. Subject to max value rules. Needs to be verified in conjunction with State@Test_Set Current Arithmetica_Listener.
Test · Target Flag
Test. Player stat, optional. Modifies the test_gcrbf_target_flg stat. 0=Do not calculate target, 1=Front-row enemy, 2=Back-row enemy, 3=Random enemy.
Test · Type Flag
Test. Player stat, required. Modifies the test_gcrbf_fm_flg stat. 1=Damage, 2=Heal, 3=Shield, 4=Aliemus, 5=Poison, 6=Strength, 7=Wound, 8=Counter, 9=Judgment, 10=Drain, 11=Corrosion.
The Dark "Id"
At each turn start, all Awakeners gain 3 Aliemus for each stack of this effect.
Theater of Fate Aura
The Arithmetica Cost of the first Command Card played each round is -X. Consumed after gathering factions.
Tilted Scales
At turn end, for each unplayed card in hand, all Awakeners gain 2 Aliemus.
Tiny Cradle
After releasing Exalt 5 times, the Awakener who next releases Exalt gains 100 Aliemus.
Trickster's Hat
At turn start, draw 2 cards and gain 2 Arithmetica. Whenever you draw a Command Card or experience Rouse, randomly alter its Arithmetica Cost. (0-4)
True North Compass
Draw 1 card at turn start.
Turn Unique
This effect can trigger only once per turn.
Ultra Space
If Ultra Space is full at turn end, an Ultra Round begins. During this extra turn, pull all cards from Ultra Space into hand instead of drawing from the Draw Pile.
Undercurrent
If a Tentacle attack is blocked, inflict an equal amount of Poison.
Undertow
Each stack increases the Final DMG of Ogier: Oathbound's Command Cards by 33% and reduces turn-start draw by 1. Max 3 stacks. "Undertow" persists between battles.
Undertow
Each stack increases the Final DMG of Ogier: Oathbound's Command Cards by 50% and reduces turn-start draw by 1. Max 3 stacks. "Undertow" persists between battles.
Veil of the Nameless Deity
Upon releasing the Exalt, gain 10 Aliemus for the corresponding Awakener and receive X Shield.
Veiled Anguish
After this card is played and discarded, apply this amount of Shield to the front-row enemies.
Veiled Malice
Inflicts 1 random negative effect on your team: 2 turns of Weakness; 2 turns of Fragile, 2 turns of Blighten; Poison stacks equal to 1% Max HP; 2 stacks of Void; 1 stack of Stagnation on 2 random cards in hand; or generates 2 Temporary Symptom Cards (which do not persist across battles) and places them on top of the Draw Pile.
Verse
Choose one option from the listed ones. After selection, remove the chosen option. If any options remain, place this card into the opponent's hand.
Vitality Injection
Max Arithmetica increased by 1.
Void
At turn end, all Awakeners lose Aliemus.
Void
Gain 50% less Aliemus and Delayed Aliemus; immediately remove all Delayed Aliemus.
Vortex
Kill an enemy to remove all stacks and gain an equal amount of Aliemus. Stacks up to 2.
Vortex Reload
After other Awakeners unleash Exalt, consume 1 stack, and Vortice unleashes "Vortex! Shell!" as a Pursuit.
Vulnerable
Active DMG and Bleed stacks received +25% until next turn starts, offset by Fortress stacks.
Vulnerable
Active and Tentacle DMG taken +50%, remove 1 stack at turn end.
Warlust
Can be consumed by "Bone of Blades" to gain a buff. This state can accumulate up to 15 stacks.
Weakness
DMG dealt -50% until turn end, negating Enhance when applied.
Weakness
Active and Tentacle DMG dealt -25%, remove 1 stack at turn end.
Weaver
The Fate-Weaver draws her threads. Max 3 stacks. Persists between battles. If Arachne's Exalt triggers Singularity Warp, she can consume these to perform her Pursuit: "Infinite Threads."
Wheel of Destiny
Equip "Wheel of Destiny" to an Awakener to activate it. If one is already equipped, the old Wheel is destroyed. If the Awakener dies, the Wheel is destroyed. Equipping to a dead Awakener destroys it, grants 1 Illusion, and refunds the cost.
Wondrous Magic
Including the Dove-Embroidered Kerchief, Reverse Split Magic Box, and Telepathy Microphone.
XushiAKeywords
Crescendo
XushiBKeywords
Crescendo