
Amethyst Aubergine
Enemies drop 15 additional Gold.
DATABASE · 196
Browse the relic collection and find the missing piece for your engine.

Enemies drop 15 additional Gold.

Start each combat with 10 Block.

At the start of each combat, draw 2 additional cards.

At the start of each combat, heal 2 HP.

Every 5 cards you add to your Deck, heal 20 HP.

Start each combat with 3 Thorns.

The first time you lose HP each combat, draw 3 cards.

At the start of each combat, deal 9 damage to ALL enemies.

At the start of each combat, gain 4 Plating.

Every 3 turns, gain 1 Energy.

Regular enemy combats are no longer encountered in ? rooms.

Start each combat with an additional Energy.

Whenever you enter a shop room, heal 15 HP.

Start each combat with 1 Dexterity.

Whenever you shuffle your Draw Pile, draw a card.

The first time you play a Power each combat, gain 7 Block.

Upon pickup, gain 2 potion slots.

Whenever you Rest, heal an additional 15 HP.

Upon pickup, raise your Max HP by 7.

Cards containing "Strike" deal 3 additional damage.

Whenever you Rest, procure a random potion.

Start each combat with 1 Strength.

Whenever you enter a Rest Site, start the next combat with an additional Energy.

Upon pickup, Upgrade 2 random Skills.

Upon pickup, Upgrade 2 random Attacks.

While your HP is at or below 50%, you have 3 additional Strength.

Whenever you apply Poison, apply an additional 1 Poison.

At the start of each combat, Forge 10.

Whenever Osty attacks, gain 2 Block.

Start each combat with 1 Focus.
Start every combat with 4 Plated Armor.

At the start of each combat, gain 8 Vigor.

At the start of each combat, apply 1 Vulnerable to ALL enemies.

The first Hand you draw each combat is Upgraded.

Gain 25% additional Gold.

At the start of your 2nd turn, gain 1 Energy.

For every 5 cards in your Deck, heal 3 HP whenever you enter a Rest Site.

Whenever an enemy dies, gain 1 Energy and draw 1 card.

At the start of your 2nd turn, gain 14 Block.

Every 5 times you Exhaust a card, draw 1 card.

Every time you play 3 Attacks in a single turn, deal 6 damage to a random enemy.

Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.

Whenever you add a card to your Deck, gain 15 Gold.

At the start of your turn, deal 3 damage to ALL enemies.

Upgraded Attacks deal 3 additional damage.

Every time you play 10 Attacks, gain 1 Energy.

If you end your turn without Block, gain 6 Block.

Every time you play 3 Attacks in a single turn, gain 4 Block.

At the start of each Boss combat, heal 25 HP.

If you end a turn with at least 10 Block, deal 6 damage to a random enemy.

Upon pickup, raise your Max HP by 10.

Every 10th Attack you play deals double damage.

At the start of each combat, procure a Potion-Shaped Rock.

Whenever you enter a ? room, heal 5 HP.

At the start of each combat, apply 1 Weak to ALL enemies.

Whenever you use a potion, gain 3 Strength this turn.

If you did not play any Attacks during your turn, gain 4 Block.

At the start of your 3rd turn, gain 1 Strength and 1 Dexterity.

At the start of ALL combats, Upgrade 2 random cards in your Draw Pile for the rest of combat.

Every time you play 10 Skills, gain 7 Block.

The first time you gain Block from a card each combat, double the amount gained.

Enemies with Vulnerable take 75% more damage rather than 50%.

Whenever you lose HP in combat, gain 3 Block next turn.

Whenever you discard a card during your turn, deal 3 damage to a random enemy for each card discarded.

At the start of each combat, apply 4 Poison to ALL enemies.

For every 10 Stars spent, gain 10 Block.

Whenever you create a Colorless card, gain 2 Block.

Whenever a non-Minion enemy dies to Doom, heal 3 HP.

At the start of each combat, add 3 Souls into your Draw Pile.

Your rightmost Orb triggers its passive an additional time.

At the start of each combat, Channel 1 Dark.
Cards which Exhaust will instead have a 50% chance of being Exhausted.
Every 3 times you shuffle your draw pile, gain 2 Energy.

If you do not play any Attacks during your turn, gain an additional Energy next turn.

You cannot lose more than 20 HP in a single turn.

At the start of your 3rd turn, gain 18 Block.

At the start of your 3rd turn, gain 1 Energy.

At the end of your turn, gain 1 Block for each card in your Hand.

Whenever you add a Power into your Deck, Upgrade it.

At the start of each combat, discard any number of cards then draw that many.

Whenever you play a Power, draw 1 card.

You can now gain Strength at Rest Sites. (3 times max)

Energy is now conserved between turns.

Whenever you play a card that costs 2 or more, gain 4 Block.

Every time you play 3 Attacks in a single turn, gain 1 Dexterity.

Every other combat, your card rewards gain an additional Power.

When you would die, heal to 50% of your Max HP instead (works once).

Upon pickup, raise your Max HP by 14.

If your HP is at or below 50% at the end of combat, heal 12 HP.

Whenever you add an Attack card to your Deck, Upgrade it.

Whenever you play a Power, a random card in your Hand is free to play that turn.

Upon pickup, gain 300 Gold.

Whenever you play 3 or fewer cards during your turn, draw 3 additional cards at the start of your next turn.

Normal enemies drop an additional card reward.

The first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.

Every time you play an Attack or Skill, Upgrade it for the remainder of combat.

You can now dig at Rest Sites to obtain a random Relic.

Every time you play 3 Attacks in a single turn, gain 1 Strength.

At the end of turn 7, deal 52 damage to ALL enemies.

Up to 10 Block persists across turns.

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

Whenever you add a Skill into your Deck, Upgrade it.

Whenever you would lose HP, lose 1 less.

Whenever you have no cards in Hand during your turn, draw a card.

Each combat, the first time you play a card that Debuffs an enemy, double its effect.

At the start of each combat, add a random card into your Hand. It costs 0.

Potions always appear in combat rewards.

Elites drop an additional Rare card reward.

Whenever you Exhaust a card, deal 3 damage to ALL enemies.

The first time you lose HP on your turn, heal HP equal to the amount lost.

The first time you gain Strength each combat, double the amount gained.

Whenever you play a Shiv, gain 1 Dexterity this turn.

Enemies with Weak deal 40% less damage to you rather than 25%.

Whenever you discard a card during your turn, gain 3 Block.

At the end of your turn, gain 1 Star.

The first time you spend Stars each turn, gain 1 Strength.

At the start of each combat, add 2 random Colorless cards into your Hand.

At the start of each combat, add 2 random Ethereal cards into your Hand.

At the end of each turn, lower the cost of a random Retained card by 1 until played.

Whenever you play a card that costs 2 or more, gain 1 Energy.

If you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn.

The first time you Channel 7 Orbs each combat, deal 30 damage to ALL enemies.

At the start of each combat, add 2 zero-cost cards from your Draw Pile into your Hand.
Whenever you Exhaust a card, add a random card to your hand.
Whenever you play a Power card, heal 2 HP.
Whenever a Poisoned enemy dies, transfer their Poison to a random enemy.
Gain 1 Energy at the start of each turn. Whenever you open a non-boss chest, obtain a Curse.
Gain 1 Energy at the start of each turn. Whenever you play a card, add a Wound to your draw pile.
Gain 1 Energy at the start of each turn. You can no longer see enemy intents.
Gain 1 Orb slot every 2 turns.
Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.

Start each combat with 4 Block.

Upon pickup, raise your Max HP by 20. At the start of each combat, draw 2 fewer cards.

Whenever you add a card to your Deck, add one additional copy.

At the start of each combat, heal 1 HP.

At the start of the next combat, Upgrade your starting hand.

Upon pickup, gain the card Byrd Swoop. A Byrdpip will accompany you in battles.

Whenever you obtain a Curse, raise your Max HP by 6.

Whenever you play an Attack, gain 1 Block.

Whenever you Rest, you may add a card to your Deck.

At the start of the next 5 combats, gain 2 Strength.

Whenever you Exhaust a card, deal 1 damage to a random enemy.

Upon pickup, lose 15 HP and Upgrade 3 random cards.

Whenever you add a card that gains Block to your Deck, Enchant it with Nimble 2.

Whenever you break an enemy's Block, apply 2 Vulnerable.

Every 5 turns, gain 1 Energy.

At the start of your turn, play a copy of your last played Attack or Skill.

Upon pickup, heal 10% of your HP.

Whenever you play a Power, deal 8 damage to ALL enemies.

Upon pickup, raise your Max HP by 3.

Whenever you climb a floor, gain 12 Gold. No longer works when you spend any Gold at the shop.

At the start of your turn, deal damage equal to the turn number to ALL enemies.

If you end your turn without Block, gain 3 Block.

Every 4 turns, draw 2 additional cards.

At the start of each combat, lose 4 HP.

Start each combat Confused.

Cards containing "Strike" deal 1 additional damage.

Start each combat with 3 Strength.

Transforms into a powerful Relic after defeating 5 Elites.

At the start of the next combat, shuffle 2 Dazed into your Draw Pile.

Whenever you would deal 4 or less unblocked attack damage, increase it to 5.

At the end of combat, gain 1 Max HP.

Poor imitation. Does nothing.

Whenever you enter a Rest Site, start the next combat with an additional Energy.

Does nothing.

Receive 3 random Relics after 5 combats.

While you have no potions, you have 2 additional Dexterity.

At the start of your first turn, lose 1 Energy. At the start of all other turns, gain 1 Energy.

The first time each combat you Exhaust a Skill, add a copy of it into your Hand.

Upon pickup, brews 5 random potions.

The effects of your cost X cards are increased by 2.

Card rewards can now contain Colorless cards.

Upon pickup, obtain an additional copy of a card in your Deck.

Whenever you gain Gold, raise your Max HP by 1.

Strikes and Defends gain Ethereal.

Upon pickup, Enchant up to 3 Attacks with Sharp 3.

Upon pickup, Enchant up to 3 cards with Adroit.

At the end of combat, Upgrade all card rewards if you took no damage.

Upon pickup, raise your Max HP by 7 and heal all of your HP.

50% discount on all products!

You may choose any number of options at Rest Sites.

Enchanted Attacks deal 9 additional damage.

Upon pickup, gain 5 card rewards.

Upon pickup, Enchant an Attack with Momentum 5.

Retain your Hand on the first turn of combat.

Upon pickup, choose an Attack or Skill in your Deck to Enchant with Royally Approved.

If you end your turn with no cards in your Hand, deal 20 damage to ALL enemies.

Start each Elite combat with 2 Strength.

Whenever you shuffle your Draw Pile, gain 6 Block.

At the start of each combat, choose 1 of 3 random Colorless cards and add the chosen card into your Hand.

A random card in each card reward is Enchanted with Swift 1.

At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.

At the start of each combat, add 3 Shivs into your Hand.

Cards containing "Minion" deal double damage and gain double Block.

Enemies with at least as much Doom as HP deal 50% less damage.

Start each combat with 3 additional Orb Slots.