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Hurt is fuel

Berserker

Reckless brawler who turns lost HP into damage.

Starting HP
82
Energy
3
Cards
74
Upgrade choices
83
Bare-chested horned-helm warrior in furs gripping a longsword in both hands.

Your class passive

Fury: the more HP you are missing, the harder you hit (+1 Might per 20% missing, up to +4). Your attacks heal you a little, and Blood costs never kill you.

This stays with you whichever mastery you choose.

Starting deck

Before mastery swaps. Each path below replaces specific copies.

Three ways to play Berserker

Mastery choice opens after your first run, won or lost. Choose one before setting out: keep your class passive, gain a perk and change your starting cards. Class rewards lean toward your path, with extra weight for its signature card.

Headsman mastery icon

Recommended first path

Headsman

Your Attacks deal 2 more to an enemy at half HP or less.

Your first saga: finish what you start.

Starting swaps

Starting weapon: Copper Oathblade Greatsword

Reward focus: big hits / might

Signature reward: Savage Cleave

Bloodrage mastery icon

Mastery path

Bloodrage

Bleed you apply ticks twice on each of the enemy's turns.

If you like damage over time and long fights.

Starting swaps

Starting weapon: Copper Crowncleaver Battle Axe

Reward focus: bleed

Signature reward: Open Wounds

Undying mastery icon

Mastery path

Undying

Once per fight, the first blow that would drop you below 1 HP leaves you standing at 1.

Reckless players who live at low HP.

Starting swaps

Starting weapon: Copper Siege Maul

Reward focus: reckless / low HP

Signature reward: Last Stand

A signature is a reward-pool card, not an extra card automatically added to your starting deck.

The Berserker card catalogue

Select a card to see it full size, or open its upgrades to compare every branch. Costs and effects shown here are before runes, equipment and combat modifiers. Filters match both base cards and their upgrades.

How card sets unlock

Your starting pool is available immediately. Win with Berserker to open each set for this class:

  • Set 1: win on Fair Winds.
  • Set 2: win on Storm Tide.
  • Set 3: win on Wolf Age.

A card claimed as a trophy can unlock early. Settings > Gameplay > Show all cards opens the card pools without unlocking difficulty tiers.

Starter cards and generated cards are labelled separately from reward cards. Sea, island and faction cards can also join your deck; this catalogue covers the Berserker's own cards.

74 cards

Axe Bite: Attack, common, 1 energy. Deal 8 damage. Ignores guard.

Axe Bite

1 energy · Attack

Deal 8 damage. Ignores guard.

Enemy

Starting pool

Compare upgrade

Upgrade

Axe Bite+: Attack, common, 1 energy. Deal 11 damage. Ignores guard.

Axe Bite+

1 energy · Attack

Deal 11 damage. Ignores guard.

Enemy

Battle Fever: Tactic, uncommon, 1 energy + Blood 3. Blood 3. Draw 3. Spend.

Battle Fever

1 energy + Blood 3 · Tactic

Blood 3. Draw 3. Spend.

Self

Spend

Set 1

Compare upgrade

Upgrade

Battle Fever+: Tactic, uncommon, 1 energy + Blood 3. Blood 3. Draw 4. Spend.

Battle Fever+

1 energy + Blood 3 · Tactic

Blood 3. Draw 4. Spend.

Self

Spend

Battle Lust: Attack, common, 1 energy. Deal 7 damage. Heal 3.

Battle Lust

1 energy · Attack

Deal 7 damage. Heal 3.

Enemy

Starting pool

Compare upgrade

Upgrade

Battle Lust+: Attack, common, 1 energy. Deal 10 damage. Heal 5.

Battle Lust+

1 energy · Attack

Deal 10 damage. Heal 5.

Enemy

Berserker's Call: Tactic, rare, 1 energy. Shaken 2 to ALL enemies. Taunt them. Gain 5 Thorns this turn.

Berserker's Call

1 energy · Tactic

Shaken 2 to ALL enemies. Taunt them. Gain 5 Thorns this turn.

Self

Starting pool

Compare upgrade

Upgrade

Berserker's Call+: Tactic, rare, 1 energy. Shaken 2 to ALL enemies. Taunt them. Gain 8 Thorns this turn.

Berserker's Call+

1 energy · Tactic

Shaken 2 to ALL enemies. Taunt them. Gain 8 Thorns this turn.

Self

Berserkergang: Rite, rare, 3 energy. Unique. Attacks deal double damage. Lose 3% max HP at the start of each turn. Echo: Gain 2 Might this turn.

Berserkergang

3 energy · Rite

Unique. Attacks deal double damage. Lose 3% max HP at the start of each turn. Echo: Gain 2 Might this turn.

Self

Unique

Set 3

Compare 2 upgrades

Branch A

Endless Berserkergang: Rite, rare, 3 energy. Unique. Attacks deal double damage. Lose 3% max HP each turn. Kills grant 1 Might. Echo: Gain 2 Might this turn.

Endless Berserkergang

3 energy · Rite

Unique. Attacks deal double damage. Lose 3% max HP each turn. Kills grant 1 Might. Echo: Gain 2 Might this turn.

Self

Unique

Branch B

Blind Berserkergang: Rite, rare, 3 energy. Unique. Attacks deal triple damage. Lose 3% max HP each turn. Take 30% more damage. Echo: Gain 2 Might this turn.

Blind Berserkergang

3 energy · Rite

Unique. Attacks deal triple damage. Lose 3% max HP each turn. Take 30% more damage. Echo: Gain 2 Might this turn.

Self

Unique

Blood Brothers: Rite, uncommon, 1 energy. Whenever an ally plays an Attack, gain Might 1 this round.

Blood Brothers

1 energy · Rite

Whenever an ally plays an Attack, gain Might 1 this round.

Self

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Blood Brothers+: Rite, uncommon, 0 energy. Whenever an ally plays an Attack, gain Might 1 this round.

Blood Brothers+

0 energy · Rite

Whenever an ally plays an Attack, gain Might 1 this round.

Self

Blood Fury: Rite, rare, 2 energy. Unique. At the start of your turn draw 1 extra card per 25% missing HP. Echo: Draw a card.

Blood Fury

2 energy · Rite

Unique. At the start of your turn draw 1 extra card per 25% missing HP. Echo: Draw a card.

Self

Unique

Set 2

Compare upgrade

Upgrade

Blood Fury+: Rite, rare, 1 energy. Unique. At the start of your turn draw 1 extra card per 25% missing HP. Echo: Draw a card.

Blood Fury+

1 energy · Rite

Unique. At the start of your turn draw 1 extra card per 25% missing HP. Echo: Draw a card.

Self

Unique

Blood Oath: Tactic, uncommon, 1 energy + Blood 4. Blood 4. Every hero gains 2 Might this fight.

Blood Oath

1 energy + Blood 4 · Tactic

Blood 4. Every hero gains 2 Might this fight.

Self

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Blood Oath+: Tactic, uncommon, 1 energy + Blood 3. Blood 3. Every hero gains 2 Might this fight.

Blood Oath+

1 energy + Blood 3 · Tactic

Blood 3. Every hero gains 2 Might this fight.

Self

Blood Price: Tactic, common, 1 energy + Blood 4. Blood 4. For 3 turns, heal 10% of missing HP (+1 per Might) at the start of your turn.

Blood Price

1 energy + Blood 4 · Tactic

Blood 4. For 3 turns, heal 10% of missing HP (+1 per Might) at the start of your turn.

Self

Starting pool

Compare 2 upgrades

Branch A

Willing Sacrifice: Tactic, common, 1 energy + Blood 2. Blood 2. For 3 turns, heal 10% of missing HP at the start of your turn.

Willing Sacrifice

1 energy + Blood 2 · Tactic

Blood 2. For 3 turns, heal 10% of missing HP at the start of your turn.

Self

Branch B

Blood for Blood: Tactic, common, 1 energy + Blood 4. Blood 4. Cleanse Bleed and Venom. For 3 turns, heal 10% of missing HP at the start of your turn.

Blood for Blood

1 energy + Blood 4 · Tactic

Blood 4. Cleanse Bleed and Venom. For 3 turns, heal 10% of missing HP at the start of your turn.

Self

Blood Rush: Tactic, uncommon, 0 energy + Blood 4. Blood 4. Gain 1 energy. Draw 1.

Blood Rush

0 energy + Blood 4 · Tactic

Blood 4. Gain 1 energy. Draw 1.

Self

Starting pool

Compare upgrade

Upgrade

Blood Rush+: Tactic, uncommon, 0 energy + Blood 4. Blood 3. Gain 1 energy. Draw 2.

Blood Rush+

0 energy + Blood 4 · Tactic

Blood 3. Gain 1 energy. Draw 2.

Self

Bloodied Blade: Rite, uncommon, 2 energy. Unique. Fury is doubled. Echo: A random enemy gains Bleed 3.

Bloodied Blade

2 energy · Rite

Unique. Fury is doubled. Echo: A random enemy gains Bleed 3.

Self

Unique

Set 2

Compare upgrade

Upgrade

Bloodied Blade+: Rite, uncommon, 1 energy. Unique. Fury is doubled. Echo: A random enemy gains Bleed 3.

Bloodied Blade+

1 energy · Rite

Unique. Fury is doubled. Echo: A random enemy gains Bleed 3.

Self

Unique

Bloodrush: Tactic, uncommon, 0 energy. Swap rows. Gain Might 1. Spend.

Bloodrush

0 energy · Tactic

Swap rows. Gain Might 1. Spend.

Self

Spend

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Bloodrush+: Tactic, uncommon, 0 energy. Swap rows. Gain Might 2. Spend.

Bloodrush+

0 energy · Tactic

Swap rows. Gain Might 2. Spend.

Self

Spend

Bone Breaker: Attack, uncommon, 2 energy. Deal 14 damage. Apply Winded 2.

Bone Breaker

2 energy · Attack

Deal 14 damage. Apply Winded 2.

Enemy

Starting pool

Compare upgrade

Upgrade

Bone Breaker+: Attack, uncommon, 2 energy. Deal 17 damage. Apply Winded 2.

Bone Breaker+

2 energy · Attack

Deal 17 damage. Apply Winded 2.

Enemy

Brace: Tactic, basic, 1 energy. Gain 5 guard.

Brace

1 energy · Tactic

Gain 5 guard.

Self

Starter card

3 in the starting deck before mastery swaps.

Compare upgrade

Upgrade

Brace+: Tactic, basic, 1 energy. Gain 9 guard.

Brace+

1 energy · Tactic

Gain 9 guard.

Self

Break the Line: Attack, uncommon, 2 energy + Blood 3. Blood 3. Deal 10 damage to ALL enemies. Sundered 1.

Break the Line

2 energy + Blood 3 · Attack

Blood 3. Deal 10 damage to ALL enemies. Sundered 1.

No target selection

Set 1

Compare upgrade

Upgrade

Break the Line+: Attack, uncommon, 2 energy + Blood 3. Blood 3. Deal 13 damage to ALL enemies. Sundered 1.

Break the Line+

2 energy + Blood 3 · Attack

Blood 3. Deal 13 damage to ALL enemies. Sundered 1.

No target selection

Brush It Off: Tactic, common, 1 energy. Gain 6 guard. Draw 1.

Brush It Off

1 energy · Tactic

Gain 6 guard. Draw 1.

Self

Starting pool

Compare upgrade

Upgrade

Brush It Off+: Tactic, common, 1 energy. Gain 9 guard. Draw 1.

Brush It Off+

1 energy · Tactic

Gain 9 guard. Draw 1.

Self

Careless: Rite, rare, 2 energy. Unique. Attacks with a Blood cost hit ALL enemies. Echo: Gain 6 guard.

Careless

2 energy · Rite

Unique. Attacks with a Blood cost hit ALL enemies. Echo: Gain 6 guard.

Self

Unique

Set 1

Compare upgrade

Upgrade

Careless+: Rite, rare, 1 energy. Unique. Attacks with a Blood cost hit ALL enemies. Echo: Gain 6 guard.

Careless+

1 energy · Rite

Unique. Attacks with a Blood cost hit ALL enemies. Echo: Gain 6 guard.

Self

Unique

Catch Your Breath: Tactic, uncommon, 1 energy + Blood 3. Blood 3. Gain 1 energy. Draw 2. Spend.

Catch Your Breath

1 energy + Blood 3 · Tactic

Blood 3. Gain 1 energy. Draw 2. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Catch Your Breath+: Tactic, uncommon, 1 energy + Blood 3. Blood 3. Gain 1 energy. Draw 3. Spend.

Catch Your Breath+

1 energy + Blood 3 · Tactic

Blood 3. Gain 1 energy. Draw 3. Spend.

Self

Spend

Charge: Tactic, common, 1 energy. Gain 4 guard and 1 Might this turn.

Charge

1 energy · Tactic

Gain 4 guard and 1 Might this turn.

Self

Starting pool

Compare upgrade

Upgrade

Charge+: Tactic, common, 1 energy. Gain 6 guard and 1 Might this turn.

Charge+

1 energy · Tactic

Gain 6 guard and 1 Might this turn.

Self

Concussion: Attack, uncommon, 2 energy. Deal 12 damage. Stun. Spend.

Concussion

2 energy · Attack

Deal 12 damage. Stun. Spend.

Enemy

Spend

Starting pool

Compare upgrade

Upgrade

Concussion+: Attack, uncommon, 2 energy. Deal 16 damage. Stun. Spend.

Concussion+

2 energy · Attack

Deal 16 damage. Stun. Spend.

Enemy

Spend

Crimson Tide: Attack, rare, 2 energy + Blood 5. Blood 5. Deal 20 damage. This turn, your Attacks heal you for half the damage they deal.

Crimson Tide

2 energy + Blood 5 · Attack

Blood 5. Deal 20 damage. This turn, your Attacks heal you for half the damage they deal.

Enemy

Starting pool

Compare upgrade

Upgrade

Crimson Tide+: Attack, rare, 2 energy + Blood 5. Blood 5. Deal 26 damage. This turn, your Attacks heal you for half the damage they deal.

Crimson Tide+

2 energy + Blood 5 · Attack

Blood 5. Deal 26 damage. This turn, your Attacks heal you for half the damage they deal.

Enemy

Cull: Attack, basic, 1 energy. Deal 5 damage, 9 if the target is at half HP or less.

Cull

1 energy · Attack

Deal 5 damage, 9 if the target is at half HP or less.

Enemy

Starter card

Starter swap: Headsman.

Compare upgrade

Upgrade

Cull+: Attack, basic, 1 energy. Deal 7 damage, 12 if the target is at half HP or less.

Cull+

1 energy · Attack

Deal 7 damage, 12 if the target is at half HP or less.

Enemy

Death Grip: Tactic, basic, 1 energy. Gain 5 guard. Below half HP, gain 9 instead.

Death Grip

1 energy · Tactic

Gain 5 guard. Below half HP, gain 9 instead.

Self

Starter card

Starter swap: Undying.

Compare upgrade

Upgrade

Death Grip+: Tactic, basic, 1 energy. Gain 7 guard. Below half HP, gain 12 instead.

Death Grip+

1 energy · Tactic

Gain 7 guard. Below half HP, gain 12 instead.

Self

Deathless: Rite, rare, 2 energy. Whenever you pay a Blood cost, gain 3 guard and 1 Thorns.

Deathless

2 energy · Rite

Whenever you pay a Blood cost, gain 3 guard and 1 Thorns.

Self

Starting pool

Compare upgrade

Upgrade

Deathless+: Rite, rare, 2 energy. Whenever you pay a Blood cost, gain 5 guard and 1 Thorns.

Deathless+

2 energy · Rite

Whenever you pay a Blood cost, gain 5 guard and 1 Thorns.

Self

Fearless: Tactic, common, 0 energy. Gain Might this turn equal to your Fury. Spend.

Fearless

0 energy · Tactic

Gain Might this turn equal to your Fury. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Fearless+: Tactic, common, 0 energy. Gain Might this turn equal to your Fury.

Fearless+

0 energy · Tactic

Gain Might this turn equal to your Fury.

Self

Follow-through: Attack, common, 1 energy. Deal 7 damage. If you played an Attack this turn, 12 instead.

Follow-through

1 energy · Attack

Deal 7 damage. If you played an Attack this turn, 12 instead.

Enemy

Set 1

Compare upgrade

Upgrade

Follow-through+: Attack, common, 1 energy. Deal 10 damage. If you played an Attack this turn, 16 instead.

Follow-through+

1 energy · Attack

Deal 10 damage. If you played an Attack this turn, 16 instead.

Enemy

Frenzy: Tactic, uncommon, 1 energy + Blood 8. Blood 8. This turn your Attacks deal +50% and heal 50% of damage dealt. Spend.

Frenzy

1 energy + Blood 8 · Tactic

Blood 8. This turn your Attacks deal +50% and heal 50% of damage dealt. Spend.

Self

Spend

Starting pool

Compare 2 upgrades

Branch A

Bloodletting Frenzy: Tactic, uncommon, 1 energy + Blood 8. Blood 8. This turn Attacks deal +50%, heal 50% and apply Bleed 3. Spend.

Bloodletting Frenzy

1 energy + Blood 8 · Tactic

Blood 8. This turn Attacks deal +50%, heal 50% and apply Bleed 3. Spend.

Self

Spend

Branch B

Bloodfeast: Tactic, uncommon, 1 energy + Blood 8. Blood 8. This turn Attacks deal +50% and heal 50% of damage dealt.

Bloodfeast

1 energy + Blood 8 · Tactic

Blood 8. This turn Attacks deal +50% and heal 50% of damage dealt.

Self

Gash: Attack, basic, 1 energy. Deal 6 damage. Apply Bleed 5.

Gash

1 energy · Attack

Deal 6 damage. Apply Bleed 5.

Enemy

Starter card

Starter swap: Bloodrage.

Compare upgrade

Upgrade

Gash+: Attack, basic, 1 energy. Deal 8 damage. Apply Bleed 6.

Gash+

1 energy · Attack

Deal 8 damage. Apply Bleed 6.

Enemy

Goad: Attack, uncommon, 1 energy. Deal 7 damage. This round, your allies' attacks on this enemy deal 3 more.

Goad

1 energy · Attack

Deal 7 damage. This round, your allies' attacks on this enemy deal 3 more.

Enemy

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Goad+: Attack, uncommon, 1 energy. Deal 10 damage. This round, your allies' attacks on this enemy deal 4 more.

Goad+

1 energy · Attack

Deal 10 damage. This round, your allies' attacks on this enemy deal 4 more.

Enemy

Gore Swing: Attack, uncommon, 1 energy + Blood 2. Blood 2. Deal 10 damage. Apply Bleed 2.

Gore Swing

1 energy + Blood 2 · Attack

Blood 2. Deal 10 damage. Apply Bleed 2.

Enemy

Starting pool

Compare upgrade

Upgrade

Gore Swing+: Attack, uncommon, 1 energy + Blood 2. Blood 2. Deal 13 damage. Apply Bleed 3.

Gore Swing+

1 energy + Blood 2 · Attack

Blood 2. Deal 13 damage. Apply Bleed 3.

Enemy

Grim Resolve: Tactic, uncommon, 1 energy. Heal 6. Gain 1 Might. Spend.

Grim Resolve

1 energy · Tactic

Heal 6. Gain 1 Might. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Grim Resolve+: Tactic, uncommon, 1 energy. Heal 9. Gain 2 Might. Spend.

Grim Resolve+

1 energy · Tactic

Heal 9. Gain 2 Might. Spend.

Self

Spend

Ground Slam: Attack, common, 2 energy + Blood 3. Blood 3. Deal 10 damage to ALL enemies. Shaken 1.

Ground Slam

2 energy + Blood 3 · Attack

Blood 3. Deal 10 damage to ALL enemies. Shaken 1.

No target selection

Starting pool

Compare 2 upgrades

Branch A

Fissure: Attack, common, 2 energy + Blood 3. Blood 3. Deal 13 damage to ALL enemies. Winded 2.

Fissure

2 energy + Blood 3 · Attack

Blood 3. Deal 13 damage to ALL enemies. Winded 2.

No target selection

Branch B

Concussive Slam: Attack, common, 2 energy + Blood 3. Blood 3. Deal 10 damage to ALL enemies. Stun the weakest.

Concussive Slam

2 energy + Blood 3 · Attack

Blood 3. Deal 10 damage to ALL enemies. Stun the weakest.

No target selection

Grudge: Attack, common, 1 energy. Deal 5 damage, +2 per 20% missing HP.

Grudge

1 energy · Attack

Deal 5 damage, +2 per 20% missing HP.

Enemy

Starting pool

Compare upgrade

Upgrade

Grudge+: Attack, common, 1 energy. Deal 8 damage, +2 per 20% missing HP.

Grudge+

1 energy · Attack

Deal 8 damage, +2 per 20% missing HP.

Enemy

Hamstring: Attack, common, 1 energy. Deal 6 damage. Apply Shaken 1.

Hamstring

1 energy · Attack

Deal 6 damage. Apply Shaken 1.

Enemy

Starting pool

Compare upgrade

Upgrade

Hamstring+: Attack, common, 1 energy. Deal 9 damage. Apply Shaken 1.

Hamstring+

1 energy · Attack

Deal 9 damage. Apply Shaken 1.

Enemy

Headlong: Attack, uncommon, 2 energy. Leap at any enemy. Deal 10 damage, pull it to the front row and apply Shaken 1.

Headlong

2 energy · Attack

Leap at any enemy. Deal 10 damage, pull it to the front row and apply Shaken 1.

Enemy · Reach

Set 1

Compare upgrade

Upgrade

Headlong+: Attack, uncommon, 2 energy. Leap at any enemy. Deal 13 damage, pull it to the front row and apply Shaken 1.

Headlong+

2 energy · Attack

Leap at any enemy. Deal 13 damage, pull it to the front row and apply Shaken 1.

Enemy · Reach

Headsman's Verdict: Attack, rare, 2 energy. Deal 12 damage. If the target is at or below 20% HP, kill it and return this card to your hand. Spend.

Headsman's Verdict

2 energy · Attack

Deal 12 damage. If the target is at or below 20% HP, kill it and return this card to your hand. Spend.

Enemy

Spend

Starting pool

Compare 2 upgrades

Branch A

Cull: Attack, rare, 2 energy. Deal 12 damage. Execute at 20% HP: heal 10% max HP and return this card. Spend.

Cull

2 energy · Attack

Deal 12 damage. Execute at 20% HP: heal 10% max HP and return this card. Spend.

Enemy

Spend

Branch B

Rampaging Execution: Attack, rare, 2 energy. Deal 12 damage. Execute at 20% HP: gain 2 energy and return this card. Spend.

Rampaging Execution

2 energy · Attack

Deal 12 damage. Execute at 20% HP: gain 2 energy and return this card. Spend.

Enemy

Spend

Hemorrhage: Attack, rare, 2 energy. Deal 6 damage. The target's Bleed ticks twice now.

Hemorrhage

2 energy · Attack

Deal 6 damage. The target's Bleed ticks twice now.

Enemy

Set 2

Compare upgrade

Upgrade

Hemorrhage+: Attack, rare, 2 energy. Deal 9 damage. The target's Bleed ticks twice now.

Hemorrhage+

2 energy · Attack

Deal 9 damage. The target's Bleed ticks twice now.

Enemy

Hew: Attack, basic, 1 energy. Deal 6 damage.

Hew

1 energy · Attack

Deal 6 damage.

Enemy

Starter card

3 in the starting deck before mastery swaps.

Compare upgrade

Upgrade

Hew+: Attack, basic, 1 energy. Deal 10 damage.

Hew+

1 energy · Attack

Deal 10 damage.

Enemy

Howl of Pain: Tactic, uncommon, 1 energy + Blood 2. Blood 2. Apply Shaken 2 to ALL enemies. Gain 6 guard.

Howl of Pain

1 energy + Blood 2 · Tactic

Blood 2. Apply Shaken 2 to ALL enemies. Gain 6 guard.

Self

Starting pool

Compare upgrade

Upgrade

Howl of Pain+: Tactic, uncommon, 1 energy + Blood 2. Blood 2. Apply Shaken 2 to ALL enemies. Gain 9 guard.

Howl of Pain+

1 energy + Blood 2 · Tactic

Blood 2. Apply Shaken 2 to ALL enemies. Gain 9 guard.

Self

Iron Hide: Rite, uncommon, 1 energy. Take 15% less damage from attacks.

Iron Hide

1 energy · Rite

Take 15% less damage from attacks.

Self

Starting pool

Compare upgrade

Upgrade

Iron Hide+: Rite, uncommon, 1 energy. Take 25% less damage from attacks.

Iron Hide+

1 energy · Rite

Take 25% less damage from attacks.

Self

Last Breath: Rite, rare, 2 energy. Unique. The first time you would be downed this fight, stay at 1 HP and gain 4 Might. Echo: Heal 5.

Last Breath

2 energy · Rite

Unique. The first time you would be downed this fight, stay at 1 HP and gain 4 Might. Echo: Heal 5.

Self

Unique

Starting pool

Compare upgrade

Upgrade

Last Breath+: Rite, rare, 2 energy. Unique. The first time you would be downed, stay at 1 HP, heal 10 and gain 4 Might. Echo: Heal 5.

Last Breath+

2 energy · Rite

Unique. The first time you would be downed, stay at 1 HP, heal 10 and gain 4 Might. Echo: Heal 5.

Self

Unique

Last Stand: Tactic, uncommon, 2 energy. Only below 75% HP. Take 80% less damage this turn. Spend.

Last Stand

2 energy · Tactic

Only below 75% HP. Take 80% less damage this turn. Spend.

Self

Playable below 75% HP.

Spend

Starting pool

Signature reward: Undying.

Compare 2 upgrades

Branch A

Rooted Last Stand: Tactic, uncommon, 2 energy. Only below 75% HP. Take 80% less damage and cleanse all debuffs. Spend.

Rooted Last Stand

2 energy · Tactic

Only below 75% HP. Take 80% less damage and cleanse all debuffs. Spend.

Self

Playable below 75% HP.

Spend

Branch B

Vengeful Last Stand: Tactic, uncommon, 2 energy. Only below 75% HP. Take 80% less damage this turn. Next turn deal 12 to ALL enemies. Spend.

Vengeful Last Stand

2 energy · Tactic

Only below 75% HP. Take 80% less damage this turn. Next turn deal 12 to ALL enemies. Spend.

Self

Playable below 75% HP.

Spend

Leaping Strike: Attack, common, 2 energy + Blood 3. Blood 3. Deal 14 damage. Apply Shaken 1.

Leaping Strike

2 energy + Blood 3 · Attack

Blood 3. Deal 14 damage. Apply Shaken 1.

Enemy

Starting pool

Compare upgrade

Upgrade

Leaping Strike+: Attack, common, 2 energy + Blood 3. Blood 3. Deal 18 damage. Apply Shaken 1.

Leaping Strike+

2 energy + Blood 3 · Attack

Blood 3. Deal 18 damage. Apply Shaken 1.

Enemy

Mace Crush: Attack, common, 1 energy. Deal 7 damage. Apply Winded 2.

Mace Crush

1 energy · Attack

Deal 7 damage. Apply Winded 2.

Enemy

Starting pool

Compare upgrade

Upgrade

Mace Crush+: Attack, common, 1 energy. Deal 10 damage. Apply Winded 3.

Mace Crush+

1 energy · Attack

Deal 10 damage. Apply Winded 3.

Enemy

Momentum: Tactic, common, 0 energy. Your next Attack this turn costs 1 less. Spend.

Momentum

0 energy · Tactic

Your next Attack this turn costs 1 less. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Momentum+: Tactic, common, 0 energy. Your next Attack this turn costs 1 less.

Momentum+

0 energy · Tactic

Your next Attack this turn costs 1 less.

Self

Open the Vein: Tactic, uncommon, 1 energy. Apply Bleed 5 to an enemy.

Open the Vein

1 energy · Tactic

Apply Bleed 5 to an enemy.

Enemy

Starting pool

Compare upgrade

Upgrade

Open the Vein+: Tactic, uncommon, 1 energy. Apply Bleed 7 to an enemy.

Open the Vein+

1 energy · Tactic

Apply Bleed 7 to an enemy.

Enemy

Open Wounds: Tactic, uncommon, 1 energy. Double the Bleed on an enemy.

Open Wounds

1 energy · Tactic

Double the Bleed on an enemy.

Enemy

Starting pool

Signature reward: Bloodrage.

Compare upgrade

Upgrade

Open Wounds+: Tactic, uncommon, 0 energy. Double the Bleed on an enemy.

Open Wounds+

0 energy · Tactic

Double the Bleed on an enemy.

Enemy

Overhead Chop: Attack, common, 1 energy. Deal 7 damage. Apply Bleed 3.

Overhead Chop

1 energy · Attack

Deal 7 damage. Apply Bleed 3.

Enemy

Starting pool

Compare upgrade

Upgrade

Overhead Chop+: Attack, common, 1 energy. Deal 7 damage. Apply Bleed 5.

Overhead Chop+

1 energy · Attack

Deal 7 damage. Apply Bleed 5.

Enemy

Pain Fuel: Rite, uncommon, 1 energy. Unique. Whenever you pay a Blood cost, draw 1. Echo: Draw a card.

Pain Fuel

1 energy · Rite

Unique. Whenever you pay a Blood cost, draw 1. Echo: Draw a card.

Self

Unique

Starting pool

Compare upgrade

Upgrade

Pain Fuel+: Rite, uncommon, 1 energy. Unique. Whenever you pay a Blood cost, draw 1 and gain 1 Might this turn. Echo: Draw a card.

Pain Fuel+

1 energy · Rite

Unique. Whenever you pay a Blood cost, draw 1 and gain 1 Might this turn. Echo: Draw a card.

Self

Unique

Reaper's Harvest: Attack, rare, 3 energy + Blood 5. Blood 5. Deal 8 damage to ALL enemies 3 times.

Reaper's Harvest

3 energy + Blood 5 · Attack

Blood 5. Deal 8 damage to ALL enemies 3 times.

No target selection

Set 3

Compare upgrade

Upgrade

Reaper's Harvest+: Attack, rare, 3 energy + Blood 5. Blood 5. Deal 10 damage to ALL enemies 3 times.

Reaper's Harvest+

3 energy + Blood 5 · Attack

Blood 5. Deal 10 damage to ALL enemies 3 times.

No target selection

Reaving Arc: Attack, uncommon, 2 energy + Blood 3. Blood 3. Deal 9 damage to ALL enemies. Heal 30% of the damage dealt.

Reaving Arc

2 energy + Blood 3 · Attack

Blood 3. Deal 9 damage to ALL enemies. Heal 30% of the damage dealt.

No target selection

Set 3

Compare 2 upgrades

Branch A

Vengeful Arc: Rite, uncommon, 2 energy. Whenever you take unblocked damage, 30% chance to deal 9 damage to ALL enemies.

Vengeful Arc

2 energy · Rite

Whenever you take unblocked damage, 30% chance to deal 9 damage to ALL enemies.

Self

Branch B

Blood Reaping: Attack, uncommon, 2 energy + Blood 3. Blood 3. Deal 9 damage to ALL enemies. Heal 50% of the damage dealt.

Blood Reaping

2 energy + Blood 3 · Attack

Blood 3. Deal 9 damage to ALL enemies. Heal 50% of the damage dealt.

No target selection

Reckless Leap: Attack, common, 1 energy + Blood 3. Blood 3. Deal 8 damage and apply Shaken 1.

Reckless Leap

1 energy + Blood 3 · Attack

Blood 3. Deal 8 damage and apply Shaken 1.

Enemy

Starting pool

2 in the starting deck before mastery swaps.

Compare 2 upgrades

Branch A

Unstoppable Leap: Attack, common, 1 energy + Blood 3. Blood 3. Cleanse Shaken and Winded, deal 11 damage, Shaken 1.

Unstoppable Leap

1 energy + Blood 3 · Attack

Blood 3. Cleanse Shaken and Winded, deal 11 damage, Shaken 1.

Enemy

Branch B

Careless Leap: Attack, common, 1 energy + Blood 3. Blood 3. Deal 6 damage to ALL enemies and Taunt them.

Careless Leap

1 energy + Blood 3 · Attack

Blood 3. Deal 6 damage to ALL enemies and Taunt them.

No target selection

Red Harvest: Attack, rare, 3 energy + Blood 6. Blood 6. Deal 14 damage to ALL enemies. Apply Bleed 3 to each.

Red Harvest

3 energy + Blood 6 · Attack

Blood 6. Deal 14 damage to ALL enemies. Apply Bleed 3 to each.

No target selection

Set 3

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Upgrade

Red Harvest+: Attack, rare, 3 energy + Blood 6. Blood 6. Deal 18 damage to ALL enemies. Apply Bleed 4 to each.

Red Harvest+

3 energy + Blood 6 · Attack

Blood 6. Deal 18 damage to ALL enemies. Apply Bleed 4 to each.

No target selection

Rending Hew: Attack, uncommon, 2 energy. Deal 12 damage. If the target is Bleeding, apply Sundered 2.

Rending Hew

2 energy · Attack

Deal 12 damage. If the target is Bleeding, apply Sundered 2.

Enemy

Set 1

Compare upgrade

Upgrade

Rending Hew+: Attack, uncommon, 2 energy. Deal 15 damage. If the target is Bleeding, apply Sundered 2.

Rending Hew+

2 energy · Attack

Deal 15 damage. If the target is Bleeding, apply Sundered 2.

Enemy

Riposte: Tactic, uncommon, 1 energy. Your next Attack this turn deals double damage.

Riposte

1 energy · Tactic

Your next Attack this turn deals double damage.

Self

Set 1

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Upgrade

Riposte+: Tactic, uncommon, 0 energy. Your next Attack this turn deals double damage.

Riposte+

0 energy · Tactic

Your next Attack this turn deals double damage.

Self

Rooted Stance: Tactic, uncommon, 1 energy. Gain 12 guard. You cannot play Attacks this turn.

Rooted Stance

1 energy · Tactic

Gain 12 guard. You cannot play Attacks this turn.

Self

Set 1

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Upgrade

Rooted Stance+: Tactic, uncommon, 1 energy. Gain 18 guard. You cannot play Attacks this turn.

Rooted Stance+

1 energy · Tactic

Gain 18 guard. You cannot play Attacks this turn.

Self

Rough Bandage: Tactic, common, 1 energy. Heal 4. Spend.

Rough Bandage

1 energy · Tactic

Heal 4. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Rough Bandage+: Tactic, common, 1 energy. Heal 7. Spend.

Rough Bandage+

1 energy · Tactic

Heal 7. Spend.

Self

Spend

Savage Cleave: Attack, uncommon, 2 energy. Deal 16 damage. Ignores guard.

Savage Cleave

2 energy · Attack

Deal 16 damage. Ignores guard.

Enemy

Starting pool

Signature reward: Headsman.

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Upgrade

Savage Cleave+: Attack, uncommon, 2 energy. Deal 22 damage. Ignores guard.

Savage Cleave+

2 energy · Attack

Deal 22 damage. Ignores guard.

Enemy

Scarred Hide: Rite, uncommon, 1 energy. Gain 2 Thorns and 1 Might.

Scarred Hide

1 energy · Rite

Gain 2 Thorns and 1 Might.

Self

Starting pool

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Upgrade

Scarred Hide+: Rite, uncommon, 1 energy. Gain 3 Thorns and 2 Might.

Scarred Hide+

1 energy · Rite

Gain 3 Thorns and 2 Might.

Self

Skull Splitter: Attack, rare, 2 energy. Deal 16 damage. Apply Sundered 2 and Shaken 1.

Skull Splitter

2 energy · Attack

Deal 16 damage. Apply Sundered 2 and Shaken 1.

Enemy

Starting pool

Compare upgrade

Upgrade

Skull Splitter+: Attack, rare, 2 energy. Deal 20 damage. Apply Sundered 2 and Shaken 1.

Skull Splitter+

2 energy · Attack

Deal 20 damage. Apply Sundered 2 and Shaken 1.

Enemy

Skullcrack: Attack, uncommon, 1 energy. Deal 9 damage. Winded 3, Shaken 1.

Skullcrack

1 energy · Attack

Deal 9 damage. Winded 3, Shaken 1.

Enemy

Starting pool

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Upgrade

Skullcrack+: Attack, uncommon, 1 energy. Deal 12 damage. Winded 3, Shaken 1.

Skullcrack+

1 energy · Attack

Deal 12 damage. Winded 3, Shaken 1.

Enemy

Taunting Roar: Tactic, common, 1 energy. Apply Shaken 2 to ALL enemies.

Taunting Roar

1 energy · Tactic

Apply Shaken 2 to ALL enemies.

Self

Starting pool

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Upgrade

Taunting Roar+: Tactic, common, 1 energy. Apply Shaken 3 to ALL enemies.

Taunting Roar+

1 energy · Tactic

Apply Shaken 3 to ALL enemies.

Self

Thick Skin: Tactic, common, 1 energy. Gain 8 guard. Keep.

Thick Skin

1 energy · Tactic

Gain 8 guard. Keep.

Self

Keep

Starting pool

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Upgrade

Thick Skin+: Tactic, common, 1 energy. Gain 11 guard. Keep.

Thick Skin+

1 energy · Tactic

Gain 11 guard. Keep.

Self

Keep

Thirst: Rite, uncommon, 2 energy. Attacks heal an extra 10% of damage dealt. Take 10% less damage from spells.

Thirst

2 energy · Rite

Attacks heal an extra 10% of damage dealt. Take 10% less damage from spells.

Self

Starting pool

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Upgrade

Thirst+: Rite, uncommon, 1 energy. Attacks heal an extra 10% of damage dealt. Take 10% less damage from spells.

Thirst+

1 energy · Rite

Attacks heal an extra 10% of damage dealt. Take 10% less damage from spells.

Self

Two-Handed Mastery: Rite, uncommon, 1 energy. Whenever you play an Attack, apply Bleed 2 to its target.

Two-Handed Mastery

1 energy · Rite

Whenever you play an Attack, apply Bleed 2 to its target.

Self

Starting pool

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Upgrade

Two-Handed Mastery+: Rite, uncommon, 1 energy. Whenever you play an Attack, apply Bleed 4 to its target.

Two-Handed Mastery+

1 energy · Rite

Whenever you play an Attack, apply Bleed 4 to its target.

Self

Undying Rage: Tactic, rare, 2 energy. Heal 12. Gain 2 Might. Spend.

Undying Rage

2 energy · Tactic

Heal 12. Gain 2 Might. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Undying Rage+: Tactic, rare, 2 energy. Heal 16. Gain 3 Might. Spend.

Undying Rage+

2 energy · Tactic

Heal 16. Gain 3 Might. Spend.

Self

Spend

Unending Fury: Rite, rare, 2 energy. Unique. Fury also adds its value to guard gained. Echo: Gain 4 guard and 1 Thorns.

Unending Fury

2 energy · Rite

Unique. Fury also adds its value to guard gained. Echo: Gain 4 guard and 1 Thorns.

Self

Unique

Set 2

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Upgrade

Unending Fury+: Rite, rare, 1 energy. Unique. Fury also adds its value to guard gained. Echo: Gain 4 guard and 1 Thorns.

Unending Fury+

1 energy · Rite

Unique. Fury also adds its value to guard gained. Echo: Gain 4 guard and 1 Thorns.

Self

Unique

Unstoppable: Tactic, uncommon, 1 energy. Cleanse all debuffs. Gain 6 guard. Spend.

Unstoppable

1 energy · Tactic

Cleanse all debuffs. Gain 6 guard. Spend.

Self

Spend

Starting pool

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Upgrade

Unstoppable+: Tactic, uncommon, 1 energy. Cleanse all debuffs. Gain 10 guard. Spend.

Unstoppable+

1 energy · Tactic

Cleanse all debuffs. Gain 10 guard. Spend.

Self

Spend

Vengeful Stand: Tactic, rare, 2 energy. Gain 20 guard. Next turn deal 10 damage to ALL enemies.

Vengeful Stand

2 energy · Tactic

Gain 20 guard. Next turn deal 10 damage to ALL enemies.

Self

Starting pool

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Upgrade

Vengeful Stand+: Tactic, rare, 2 energy. Gain 26 guard. Next turn deal 14 damage to ALL enemies.

Vengeful Stand+

2 energy · Tactic

Gain 26 guard. Next turn deal 14 damage to ALL enemies.

Self

War Cry: Tactic, uncommon, 1 energy + Blood 3. Blood 3. Apply Shaken 3 to ALL enemies.

War Cry

1 energy + Blood 3 · Tactic

Blood 3. Apply Shaken 3 to ALL enemies.

Self

Starting pool

Compare 2 upgrades

Branch A

Berserker's Call: Tactic, uncommon, 1 energy + Blood 3. Blood 3. Shaken 3 to ALL enemies. Gain 10 guard.

Berserker's Call

1 energy + Blood 3 · Tactic

Blood 3. Shaken 3 to ALL enemies. Gain 10 guard.

Self

Branch B

Defiant Roar: Tactic, uncommon, 1 energy + Blood 3. Blood 3. Shaken 3 to ALL enemies. Heal 15% of max HP.

Defiant Roar

1 energy + Blood 3 · Tactic

Blood 3. Shaken 3 to ALL enemies. Heal 15% of max HP.

Self

Warlord: Rite, rare, 2 energy. At the start of your turn apply Bleed 2 to the front row.

Warlord

2 energy · Rite

At the start of your turn apply Bleed 2 to the front row.

Self

Set 2

Compare upgrade

Upgrade

Warlord+: Rite, rare, 2 energy. At the start of your turn apply Bleed 3 to the front row.

Warlord+

2 energy · Rite

At the start of your turn apply Bleed 3 to the front row.

Self

Weeping Wounds: Rite, uncommon, 1 energy. Unique. Your Bleeds stack instead of overwriting (max 10 per enemy). Echo: ALL enemies gain Bleed 2.

Weeping Wounds

1 energy · Rite

Unique. Your Bleeds stack instead of overwriting (max 10 per enemy). Echo: ALL enemies gain Bleed 2.

Self

Unique

Set 2

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Upgrade

Weeping Wounds+: Rite, uncommon, 0 energy. Unique. Your Bleeds stack instead of overwriting (max 10 per enemy). Echo: ALL enemies gain Bleed 2.

Weeping Wounds+

0 energy · Rite

Unique. Your Bleeds stack instead of overwriting (max 10 per enemy). Echo: ALL enemies gain Bleed 2.

Self

Unique

Wild Swing: Attack, common, 1 energy + Blood 3. Blood 3. Deal 6 damage to ALL enemies.

Wild Swing

1 energy + Blood 3 · Attack

Blood 3. Deal 6 damage to ALL enemies.

No target selection

Starting pool

Compare upgrade

Upgrade

Wild Swing+: Attack, common, 1 energy + Blood 3. Blood 3. Deal 9 damage to ALL enemies.

Wild Swing+

1 energy + Blood 3 · Attack

Blood 3. Deal 9 damage to ALL enemies.

No target selection

Wounded Pride: Rite, uncommon, 1 energy. Whenever you pay a Blood cost, gain 3 guard.

Wounded Pride

1 energy · Rite

Whenever you pay a Blood cost, gain 3 guard.

Self

Starting pool

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Upgrade

Wounded Pride+: Rite, uncommon, 1 energy. Whenever you pay a Blood cost, gain 5 guard.

Wounded Pride+

1 energy · Rite

Whenever you pay a Blood cost, gain 5 guard.

Self

Keywords and effects

Attack

A card type: Attacks deal damage, usually to one enemy you drag them onto.

Bleed

Takes this much damage at the start of its turn, every turn. A new Bleed replaces a weaker one.

Blood

Also costs this much HP to play. A Blood cost can never kill you.

Echo

What a copy of a Unique Rite does when you play it while that Rite is already up: a small one-time effect.

Energy

Every card costs energy (the number in its gem). You get 3 each turn; what you do not use is lost.

Fury

The Berserker gains +1 Might per 20% of HP missing, at most +4.

Guard

Soaks hits before your HP; it falls away at the start of your next turn.

Keep

Stays in your hand at the end of your turn instead of being discarded.

Might

+1 damage per stack on every attack.

Rows

Fighters stand in a front row or a back row. Melee only reaches the front row while anyone stands in it.

Shaken

Deals 30% less damage for this many turns.

Spend

After you play it, the card leaves this fight (it goes to the Spent pile). It is back in your deck next fight.

Stunned

Skips its next turn. Elites and bosses shrug off a second stun in the same fight.

Sundered

Takes 40% more damage for this many turns.

Taunted

Must attack the hero who taunted it.

Thorns

Anyone who attacks you takes this much damage.

Unique

Only one copy works at a time. Play another copy while it is up and that copy does its Echo instead (and if it is upgraded and yours is not, yours becomes the upgraded one). Spare copies help you find it sooner.

Venom

Takes this much damage at the start of its turn, then the Venom drops by 1.

Winded

Gains 30% less guard for this many turns.

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