and increase this gain by 1.
skill
Empty Mind
1
B
Draw 2 cards.
Exit your Stance.
skill
Evaluate
1
B-
Gain 6 Block.
Shuffle an Insight into your draw pile.
attack
Follow-Up
1
C-
Deal 7 damage.
If the last card played this combat was an Attack, gain .
skill
Inner Peace
1
B+
If you are in Calm, draw 3 cards.
Otherwise, enter Calm.
attack
Just Lucky
0
C-
Scry 1.
Gain 2 Block.
Deal 3 damage.
skill
Pray
1
D+
Gain 3 Mantra.
Shuffle an Insight into your draw pile.
skill
Sanctity
1
C
Gain 6 Block.
If the last card played was a Skill, draw 2 cards.
skill
Scrawl
1
A-
Draw cards until your hand is full.
Exhaust.
power
Study
2
C+
At the end of your turn, shuffle an Insight into your draw pile.
skill
Third Eye
1
B-
Gain 7 Block.
Scry 3.
attack
Wheel Kick
2
B
Deal 15 damage.
Draw 2 cards.
skill
Deep Breath
0
D
Shuffle your discard pile into your draw pile.
Draw 1 card.
skill
Finesse
0
C
Gain 2 Block.
Draw 1 card.
attack
Flash of Steel
0
C+
Deal 3 damage.
Draw 1 card.
skill
Master of Strategy
0
A+
Draw 3 cards.
Exhaust.
skill
Thinking Ahead
0
B
Draw 2 cards.
Place a card from your hand on top of your draw pile.
Exhaust.
skill
Trip
0
C+
Apply 2 Vulnerable.
skill
Impatience
0
C
If you have no Attack cards in your hand, draw 2 cards.
skill
Violence
0
B-
Place 3 random Attack cards from your draw pile into your hand.
Exhaust.
skill
Insight
0
S-
Retain.
Draw 2 cards.
Exhaust.
skill
Miracle
0
A
Retain.
Gain .
Exhaust.
Pure Water
starter
At the start of each combat, add a Miracle into your hand.
B-
Holy Water
boss
Replaces Pure Water. At the start of each combat, add 3 Miracles into your hand.
A-
Violet Lotus
boss
Whenever you exit Calm, gain an additional [energy].
A
Melange
shop
Whenever you shuffle your draw pile, Scry 3.
C-
Ancient Tea Set
common
Whenever you enter a Rest Site, start the next combat with 2 Energy.
C-
Art of War
common
If you do not play any Attacks during your turn, gain an extra Energy next turn.
C+
Bag of Preparation
common
At the start of each combat, draw 2 additional cards.
B+
Happy Flower
common
Every 3 turns, gain 1 Energy.
C
Lantern
common
Gain 1 Energy on the first turn of each combat.
B
Centennial Puzzle
uncommon
The first time you lose HP each combat, draw 3 cards.
B-
Gremlin Horn
uncommon
Whenever an enemy dies, gain 1 Energy and draw 1 card.
B+
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D-
Toxic Egg
uncommon
Whenever you add a Skill card to your deck, it is Upgraded.
A
Dead Branch
rare
Whenever you Exhaust a card, add a random card to your hand.
S
Sundial
rare
Every 3 times you shuffle your deck, gain 2 Energy.
C
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
B-
Ectoplasm
boss
Gain 1 Energy at the start of each turn. You can no longer gain Gold.
A-
Philosopher's Stone
boss
Gain 1 Energy at the start of each turn. ALL enemies start with 1 Strength.
B
Runic Pyramid
boss
At the end of your turn, you no longer discard your hand.
B-
Sozu
boss
Gain 1 Energy at the start of each turn. You can no longer use potions.
A
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A-
Busted Crown
boss
Gain 1 Energy at the start of each turn. On Card Reward screens, you have 2 fewer cards to choose from.
A+
Fusion Hammer
boss
Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.
A
Coffee Dripper
boss
Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.
B
Nunchaku
rare
Every time you play 10 Attacks, gain 1 Energy.
B
Pocketwatch
rare
Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.
C-
Ink Bottle
uncommon
Whenever you play 10 cards, draw 1 card.
D
Slaver's Collar
boss
During Boss and Elite combats, gain [energy] at the start of your turn.
B-
No watcher, colorless or curse cards antisynergies.