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Heals that hurt

Cleric

Healer who keeps the party standing and smites with Holy Power.

Starting HP
78
Energy
3
Cards
72
Upgrade choices
84
Templar knight in a white surcoat with a red cross, a spiked mace and a cross shield.

Your class passive

Holy Power: healing, your first guard card each turn and mace hits build Holy Power (up to 10). Smites spend it instead of energy.

This stays with you whichever mastery you choose.

Starting deck

Before mastery swaps. Each path below replaces specific copies.

Three ways to play Cleric

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.

Lingering Light mastery icon

Recommended first path

Lingering Light

Every fight starts with 5 Holy Power, and each Smite you play heals you 2.

Your first saga, solo or in a party.

Starting swaps

Starting weapon: Copper Oathstone Mace of the Cleric

Reward focus: smite / holy power

Signature reward: Zeal

Templar mastery icon

Mastery path

Templar

Healing past your max HP becomes guard (yours, or the ally's you healed).

If you like a Cleric who fights in the front row.

Starting swaps

Starting weapon: Copper Reliquary Hammer

Reward focus: mace / melee

Signature reward: Mace Discipline

Hearthwarden mastery icon

Mastery path

Hearthwarden

Whenever you heal an ally, you heal 2 as well. Solo: your first heal each turn is +2.

Party healers, and solo players who heal a lot.

Starting swaps

Starting weapon: Copper Kite Shield of the Cleric

Reward focus: party / heal

Signature reward: Lay on Hands

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

See the Cleric's cards in action

Watch Every Cleric Card in Tarnished Crown: Ascent on YouTube

The Cleric 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 Cleric 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 Cleric's own cards.

72 cards

Answering Blow: Tactic, uncommon, 1 energy. Gain 8 guard. The first time you are attacked before your next turn, deal 4 damage back and heal 2.

Answering Blow

1 energy · Tactic

Gain 8 guard. The first time you are attacked before your next turn, deal 4 damage back and heal 2.

Self

Starting pool

Compare upgrade

Upgrade

Answering Blow+: Tactic, uncommon, 1 energy. Gain 11 guard. The first time you are attacked before your next turn, deal 4 damage back and heal 2.

Answering Blow+

1 energy · Tactic

Gain 11 guard. The first time you are attacked before your next turn, deal 4 damage back and heal 2.

Self

Avatar of Dawn: Rite, rare, 3 energy. Your Attacks deal +4 damage and heal you 2.

Avatar of Dawn

3 energy · Rite

Your Attacks deal +4 damage and heal you 2.

Self

Starting pool

Compare upgrade

Upgrade

Avatar of Dawn+: Rite, rare, 3 energy. Your Attacks deal +5 damage and heal you 3.

Avatar of Dawn+

3 energy · Rite

Your Attacks deal +5 damage and heal you 3.

Self

Beacon: Tactic, uncommon, 1 energy. Call an ally to the front row. They gain 6 guard.

Beacon

1 energy · Tactic

Call an ally to the front row. They gain 6 guard.

Ally

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Beacon+: Tactic, uncommon, 1 energy. Call an ally to the front row. They gain 9 guard.

Beacon+

1 energy · Tactic

Call an ally to the front row. They gain 9 guard.

Ally

Benediction: Rite, uncommon, 1 energy. Whenever an ally plays a Tactic, they heal 2.

Benediction

1 energy · Rite

Whenever an ally plays a Tactic, they heal 2.

Self

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Benediction+: Rite, uncommon, 1 energy. Whenever an ally plays a Tactic, they heal 3.

Benediction+

1 energy · Rite

Whenever an ally plays a Tactic, they heal 3.

Self

Blessing: Tactic, uncommon, 1 energy. Heal an ally 3. Gain 1 Holy Power.

Blessing

1 energy · Tactic

Heal an ally 3. Gain 1 Holy Power.

Ally

Starting pool

Compare upgrade

Upgrade

Blessing+: Tactic, uncommon, 1 energy. Heal an ally 5. Gain 2 Holy Power.

Blessing+

1 energy · Tactic

Heal an ally 5. Gain 2 Holy Power.

Ally

Brimming Grace: Rite, uncommon, 1 energy. At the start of your turn, if you are above 90% HP, gain 5 guard.

Brimming Grace

1 energy · Rite

At the start of your turn, if you are above 90% HP, gain 5 guard.

Self

Set 1

Compare upgrade

Upgrade

Brimming Grace+: Rite, uncommon, 0 energy. At the start of your turn, if you are above 90% HP, gain 5 guard.

Brimming Grace+

0 energy · Rite

At the start of your turn, if you are above 90% HP, gain 5 guard.

Self

Buckler Blessing: Tactic, common, 1 energy. Gain 6 guard. Your next Attack this turn also heals 3.

Buckler Blessing

1 energy · Tactic

Gain 6 guard. Your next Attack this turn also heals 3.

Self

Starting pool

Compare upgrade

Upgrade

Buckler Blessing+: Tactic, common, 1 energy. Gain 8 guard. Your next Attack this turn also heals 4.

Buckler Blessing+

1 energy · Tactic

Gain 8 guard. Your next Attack this turn also heals 4.

Self

Bulwark Prayer: Tactic, uncommon, 1 energy. Gain 10 guard. If you have 5+ Holy Power, gain 5 more.

Bulwark Prayer

1 energy · Tactic

Gain 10 guard. If you have 5+ Holy Power, gain 5 more.

Self

Starting pool

Compare upgrade

Upgrade

Bulwark Prayer+: Tactic, uncommon, 1 energy. Gain 13 guard. If you have 5+ Holy Power, gain 5 more.

Bulwark Prayer+

1 energy · Tactic

Gain 13 guard. If you have 5+ Holy Power, gain 5 more.

Self

Censure: Attack, common, 1 energy. Deal 7 damage. Shaken 1.

Censure

1 energy · Attack

Deal 7 damage. Shaken 1.

Enemy

Starting pool

Compare upgrade

Upgrade

Censure+: Attack, common, 1 energy. Deal 10 damage. Shaken 2.

Censure+

1 energy · Attack

Deal 10 damage. Shaken 2.

Enemy

Chain Heal: Tactic, common, 1 energy. Heal the party 1. The light jumps to a random enemy for 3 damage, then to a random enemy for 4. Every enemy is Seared 1.

Chain Heal

1 energy · Tactic

Heal the party 1. The light jumps to a random enemy for 3 damage, then to a random enemy for 4. Every enemy is Seared 1.

No target selection

Starting pool

1 in the starting deck before mastery swaps.

Compare 2 upgrades

Branch A

Extended Chain: Tactic, common, 1 energy. Heal the party 1. The light hits the chosen enemy for 3, then jumps to random enemies for 4 and 5. Every enemy is Seared 1.

Extended Chain

1 energy · Tactic

Heal the party 1. The light hits the chosen enemy for 3, then jumps to random enemies for 4 and 5. Every enemy is Seared 1.

Enemy

Branch B

Siphoning Chain: Tactic, common, 1 energy. The light jumps to a random enemy for 3 damage, then a random enemy for 4. Every enemy is Seared 2. Then heal 3.

Siphoning Chain

1 energy · Tactic

The light jumps to a random enemy for 3 damage, then a random enemy for 4. Every enemy is Seared 2. Then heal 3.

No target selection

Cleansing Touch: Tactic, common, 0 energy. Cleanse Bleed and Venom. Heal 1. Spend.

Cleansing Touch

0 energy · Tactic

Cleanse Bleed and Venom. Heal 1. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Cleansing Touch+: Tactic, common, 0 energy. Cleanse Bleed and Venom. Heal 3.

Cleansing Touch+

0 energy · Tactic

Cleanse Bleed and Venom. Heal 3.

Self

Consecrate: Tactic, uncommon, 1 energy. Deal 4 damage to ALL enemies. Heal the party 2.

Consecrate

1 energy · Tactic

Deal 4 damage to ALL enemies. Heal the party 2.

No target selection

Starting pool

Compare upgrade

Upgrade

Consecrate+: Tactic, uncommon, 1 energy. Deal 7 damage to ALL enemies. Heal the party 3.

Consecrate+

1 energy · Tactic

Deal 7 damage to ALL enemies. Heal the party 3.

No target selection

Crusade: Attack, rare, 2 energy. Mace. Deal 8 damage twice. Gain 2 Holy Power.

Crusade

2 energy · Attack

Mace. Deal 8 damage twice. Gain 2 Holy Power.

Enemy

Set 2

Compare upgrade

Upgrade

Crusade+: Attack, rare, 2 energy. Mace. Deal 10 damage twice. Gain 3 Holy Power.

Crusade+

2 energy · Attack

Mace. Deal 10 damage twice. Gain 3 Holy Power.

Enemy

Crusader's Rite: Attack, rare, 2 energy. Mace. Deal 10 damage, +4 for every 2 Holy Power you have (not spent).

Crusader's Rite

2 energy · Attack

Mace. Deal 10 damage, +4 for every 2 Holy Power you have (not spent).

Enemy

Set 1

Compare upgrade

Upgrade

Crusader's Rite+: Attack, rare, 2 energy. Mace. Deal 13 damage, +4 for every 2 Holy Power you have (not spent).

Crusader's Rite+

2 energy · Attack

Mace. Deal 13 damage, +4 for every 2 Holy Power you have (not spent).

Enemy

Crushing Mace: Attack, uncommon, 2 energy. Mace. Deal 14 damage that ignores guard. Winded 2.

Crushing Mace

2 energy · Attack

Mace. Deal 14 damage that ignores guard. Winded 2.

Enemy

Set 1

Compare upgrade

Upgrade

Crushing Mace+: Attack, uncommon, 2 energy. Mace. Deal 18 damage that ignores guard. Winded 2.

Crushing Mace+

2 energy · Attack

Mace. Deal 18 damage that ignores guard. Winded 2.

Enemy

Devotion: Tactic, common, 1 energy. Gain 5 guard. Draw 1.

Devotion

1 energy · Tactic

Gain 5 guard. Draw 1.

Self

Starting pool

Compare upgrade

Upgrade

Devotion+: Tactic, common, 1 energy. Gain 8 guard. Draw 1.

Devotion+

1 energy · Tactic

Gain 8 guard. Draw 1.

Self

Divine Aegis: Tactic, rare, 2 energy + 6 Holy Power. Costs 6 Holy Power. Gain 25 guard (10 + 3 per point). Your guard is kept through your next turn. Spend.

Divine Aegis

2 energy + 6 Holy Power · Tactic

Costs 6 Holy Power. Gain 25 guard (10 + 3 per point). Your guard is kept through your next turn. Spend.

Self

Spend

Set 3

Compare upgrade

Upgrade

Divine Aegis+: Tactic, rare, 2 energy + 6 Holy Power. Costs 6 Holy Power. Gain 29 guard (14 + 3 per point). Your guard is kept through your next turn. Spend.

Divine Aegis+

2 energy + 6 Holy Power · Tactic

Costs 6 Holy Power. Gain 29 guard (14 + 3 per point). Your guard is kept through your next turn. Spend.

Self

Spend

Dome of Protection: Rite, rare, 0 energy + 8 Holy Power. Costs 8 Holy Power. For the next 2 enemy turns, enemy attacks deal no damage to you.

Dome of Protection

0 energy + 8 Holy Power · Rite

Costs 8 Holy Power. For the next 2 enemy turns, enemy attacks deal no damage to you.

Self

Set 3

Compare 2 upgrades

Branch A

Reinforced Dome: Rite, rare, 0 energy + 8 Holy Power. Costs 8 Holy Power. For the next 2 enemy turns, enemy attacks deal no damage to you and debuffs on you are cleansed.

Reinforced Dome

0 energy + 8 Holy Power · Rite

Costs 8 Holy Power. For the next 2 enemy turns, enemy attacks deal no damage to you and debuffs on you are cleansed.

Self

Branch B

Searing Dome: Rite, rare, 0 energy + 8 Holy Power. Costs 8 Holy Power. For the next 2 enemy turns, enemy attacks deal no damage to you. At the end of your turn deal 6 damage to ALL enemies while it lasts.

Searing Dome

0 energy + 8 Holy Power · Rite

Costs 8 Holy Power. For the next 2 enemy turns, enemy attacks deal no damage to you. At the end of your turn deal 6 damage to ALL enemies while it lasts.

Self

Exalted: Rite, rare, 1 energy. While at 10 Holy Power, whenever you play an Attack or are healed, deal 3 damage to a random enemy.

Exalted

1 energy · Rite

While at 10 Holy Power, whenever you play an Attack or are healed, deal 3 damage to a random enemy.

Self

Set 3

Compare upgrade

Upgrade

Exalted+: Rite, rare, 1 energy. While at 10 Holy Power, whenever you play an Attack or are healed, deal 4 damage to a random enemy.

Exalted+

1 energy · Rite

While at 10 Holy Power, whenever you play an Attack or are healed, deal 4 damage to a random enemy.

Self

Faith: Rite, uncommon, 1 energy. Whenever you are healed, gain 1 extra Holy Power.

Faith

1 energy · Rite

Whenever you are healed, gain 1 extra Holy Power.

Self

Starting pool

Compare 2 upgrades

Branch A

Shield Discipline: Rite, uncommon, 1 energy. Whenever you are healed, gain 1 extra Holy Power. Your guard gains are +2.

Shield Discipline

1 energy · Rite

Whenever you are healed, gain 1 extra Holy Power. Your guard gains are +2.

Self

Branch B

Consecrated Plate: Rite, uncommon, 1 energy. Whenever you are healed, gain 1 extra Holy Power. Take 2 less damage from each enemy attack.

Consecrated Plate

1 energy · Rite

Whenever you are healed, gain 1 extra Holy Power. Take 2 less damage from each enemy attack.

Self

Faithful Strike: Attack, common, 1 energy. Mace. Deal 7 damage. Gain 1 extra Holy Power.

Faithful Strike

1 energy · Attack

Mace. Deal 7 damage. Gain 1 extra Holy Power.

Enemy

Starting pool

Compare upgrade

Upgrade

Faithful Strike+: Attack, common, 1 energy. Mace. Deal 10 damage. Gain 1 extra Holy Power.

Faithful Strike+

1 energy · Attack

Mace. Deal 10 damage. Gain 1 extra Holy Power.

Enemy

Field Dressing: Tactic, common, 1 energy. Heal an ally 3. Spend.

Field Dressing

1 energy · Tactic

Heal an ally 3. Spend.

Ally

Spend

Starting pool

Compare upgrade

Upgrade

Field Dressing+: Tactic, common, 1 energy. Heal an ally 4. Spend.

Field Dressing+

1 energy · Tactic

Heal an ally 4. Spend.

Ally

Spend

Flanged Mace: Attack, common, 1 energy. Mace. Deal 4 damage twice.

Flanged Mace

1 energy · Attack

Mace. Deal 4 damage twice.

Enemy

Starting pool

Compare upgrade

Upgrade

Flanged Mace+: Attack, common, 1 energy. Mace. Deal 5 damage twice.

Flanged Mace+

1 energy · Attack

Mace. Deal 5 damage twice.

Enemy

Font of Dawn: Tactic, uncommon, 2 energy. Heal an ally 4. Spend.

Font of Dawn

2 energy · Tactic

Heal an ally 4. Spend.

Ally

Spend

Starting pool

Compare upgrade

Upgrade

Font of Dawn+: Tactic, uncommon, 1 energy. Heal an ally 4. Spend.

Font of Dawn+

1 energy · Tactic

Heal an ally 4. Spend.

Ally

Spend

Hallowed Ground: Rite, rare, 2 energy. At the start of your turn heal 3 and gain 3 guard.

Hallowed Ground

2 energy · Rite

At the start of your turn heal 3 and gain 3 guard.

Self

Starting pool

Compare upgrade

Upgrade

Hallowed Ground+: Rite, rare, 2 energy. At the start of your turn heal 4 and gain 5 guard.

Hallowed Ground+

2 energy · Rite

At the start of your turn heal 4 and gain 5 guard.

Self

Hallowed Mail: Tactic, common, 1 energy. Gain 5 guard. Enemy attacks deal 1 less damage to you until your next turn.

Hallowed Mail

1 energy · Tactic

Gain 5 guard. Enemy attacks deal 1 less damage to you until your next turn.

Self

Starting pool

Compare upgrade

Upgrade

Hallowed Mail+: Tactic, common, 1 energy. Gain 8 guard. Enemy attacks deal 2 less damage to you until your next turn.

Hallowed Mail+

1 energy · Tactic

Gain 8 guard. Enemy attacks deal 2 less damage to you until your next turn.

Self

Hammer of the Sun: Attack, rare, 0 energy + 6 Holy Power. Costs 6 Holy Power. Deal 16 spell damage and Stun.

Hammer of the Sun

0 energy + 6 Holy Power · Attack

Costs 6 Holy Power. Deal 16 spell damage and Stun.

Enemy · Reach

Starting pool

Compare 2 upgrades

Branch A

Lingering Light: Attack, rare, 0 energy + 6 Holy Power. Costs 6 Holy Power. Deal 16 spell damage and Stun. When the Stun ends, the target is Shaken 2.

Lingering Light

0 energy + 6 Holy Power · Attack

Costs 6 Holy Power. Deal 16 spell damage and Stun. When the Stun ends, the target is Shaken 2.

Enemy · Reach

Branch B

Hammer's Verdict: Attack, rare, 0 energy + 6 Holy Power. Costs 6 Holy Power. Deal 16 spell damage and Stun. 24 damage if the target is below 30% HP.

Hammer's Verdict

0 energy + 6 Holy Power · Attack

Costs 6 Holy Power. Deal 16 spell damage and Stun. 24 damage if the target is below 30% HP.

Enemy · Reach

Holy Bolt: Attack, uncommon, 1 energy. Deal 7 spell damage.

Holy Bolt

1 energy · Attack

Deal 7 spell damage.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Holy Bolt+: Attack, uncommon, 1 energy. Deal 10 spell damage.

Holy Bolt+

1 energy · Attack

Deal 10 spell damage.

Enemy · Reach

Holy Smite: Attack, common, 0 energy + 4 Holy Power. Costs 4 Holy Power. Deal 9 spell damage.

Holy Smite

0 energy + 4 Holy Power · Attack

Costs 4 Holy Power. Deal 9 spell damage.

Enemy · Reach

Starting pool

1 in the starting deck before mastery swaps.

Starter swap: Lingering Light.

Compare 2 upgrades

Branch A

Restorative Smite: Attack, common, 0 energy + 4 Holy Power. Costs 4 Holy Power. Deal 9 spell damage. Heal 3.

Restorative Smite

0 energy + 4 Holy Power · Attack

Costs 4 Holy Power. Deal 9 spell damage. Heal 3.

Enemy · Reach

Branch B

Replenishing Smite: Attack, common, 0 energy + 4 Holy Power. Costs 4 Holy Power. Deal 9 spell damage. Gain 1 energy.

Replenishing Smite

0 energy + 4 Holy Power · Attack

Costs 4 Holy Power. Deal 9 spell damage. Gain 1 energy.

Enemy · Reach

Judgement: Attack, rare, 0 energy + 7 Holy Power. Costs 7 Holy Power. Deal 20 spell damage to ALL enemies.

Judgement

0 energy + 7 Holy Power · Attack

Costs 7 Holy Power. Deal 20 spell damage to ALL enemies.

No target selection

Starting pool

Compare upgrade

Upgrade

Judgement+: Attack, rare, 0 energy + 7 Holy Power. Costs 7 Holy Power. Deal 26 spell damage to ALL enemies.

Judgement+

0 energy + 7 Holy Power · Attack

Costs 7 Holy Power. Deal 26 spell damage to ALL enemies.

No target selection

Lay on Hands: Tactic, uncommon, 2 energy. Heal an ally 10. Spend.

Lay on Hands

2 energy · Tactic

Heal an ally 10. Spend.

Ally

Spend

Starting pool

Signature reward: Hearthwarden.

Compare upgrade

Upgrade

Lay on Hands+: Tactic, uncommon, 2 energy. Heal an ally 14. Spend.

Lay on Hands+

2 energy · Tactic

Heal an ally 14. Spend.

Ally

Spend

Linked Prayer: Tactic, uncommon, 2 energy. Heal the party 1. The light jumps to random enemies for 4, 5, 6 and 7 damage.

Linked Prayer

2 energy · Tactic

Heal the party 1. The light jumps to random enemies for 4, 5, 6 and 7 damage.

No target selection

Set 1

Compare upgrade

Upgrade

Linked Prayer+: Tactic, uncommon, 2 energy. Heal the party 1. The light jumps to random enemies for 5, 6, 7 and 8 damage.

Linked Prayer+

2 energy · Tactic

Heal the party 1. The light jumps to random enemies for 5, 6, 7 and 8 damage.

No target selection

Litany of Faith: Rite, uncommon, 1 energy. Whenever you play an Attack or are healed, gain 1 guard.

Litany of Faith

1 energy · Rite

Whenever you play an Attack or are healed, gain 1 guard.

Self

Starting pool

Compare upgrade

Upgrade

Litany of Faith+: Rite, uncommon, 1 energy. Whenever you play an Attack or are healed, gain 2 guard.

Litany of Faith+

1 energy · Rite

Whenever you play an Attack or are healed, gain 2 guard.

Self

Mace Blow: Attack, basic, 1 energy. Mace. Deal 7 damage.

Mace Blow

1 energy · Attack

Mace. Deal 7 damage.

Enemy

Starter card

3 in the starting deck before mastery swaps.

Compare upgrade

Upgrade

Mace Blow+: Attack, basic, 1 energy. Mace. Deal 10 damage.

Mace Blow+

1 energy · Attack

Mace. Deal 10 damage.

Enemy

Mace Discipline: Rite, uncommon, 1 energy. Your Attacks deal +2 damage and generate 1 extra Holy Power.

Mace Discipline

1 energy · Rite

Your Attacks deal +2 damage and generate 1 extra Holy Power.

Self

Starting pool

Signature reward: Templar.

Compare 2 upgrades

Branch A

One-Handed Mace Rites: Rite, uncommon, 1 energy. Your Attacks deal +2 damage and generate 1 extra Holy Power. From next turn, your first Attack each turn heals 3.

One-Handed Mace Rites

1 energy · Rite

Your Attacks deal +2 damage and generate 1 extra Holy Power. From next turn, your first Attack each turn heals 3.

Self

Branch B

Two-Handed Mace Rites: Rite, uncommon, 1 energy. Your Attacks deal +2 damage and generate 1 extra Holy Power. From next turn, your first Attack each turn applies Winded 2 and heals 3.

Two-Handed Mace Rites

1 energy · Rite

Your Attacks deal +2 damage and generate 1 extra Holy Power. From next turn, your first Attack each turn applies Winded 2 and heals 3.

Self

Mace Sweep: Attack, uncommon, 1 energy. Mace. Deal 5 damage to ALL enemies.

Mace Sweep

1 energy · Attack

Mace. Deal 5 damage to ALL enemies.

No target selection

Starting pool

Compare upgrade

Upgrade

Mace Sweep+: Attack, uncommon, 1 energy. Mace. Deal 8 damage to ALL enemies.

Mace Sweep+

1 energy · Attack

Mace. Deal 8 damage to ALL enemies.

No target selection

Martyr's Oath: Tactic, uncommon, 1 energy. Gain 8 guard. Until the next round, the next enemy hit on the chosen ally is taken by you instead.

Martyr's Oath

1 energy · Tactic

Gain 8 guard. Until the next round, the next enemy hit on the chosen ally is taken by you instead.

Ally

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Martyr's Oath+: Tactic, uncommon, 1 energy. Gain 11 guard. Until the next round, the next enemy hit on the chosen ally is taken by you instead.

Martyr's Oath+

1 energy · Tactic

Gain 11 guard. Until the next round, the next enemy hit on the chosen ally is taken by you instead.

Ally

Martyr's Rite: Tactic, rare, 1 energy. Lose 6 HP. Gain 8 Holy Power. Spend.

Martyr's Rite

1 energy · Tactic

Lose 6 HP. Gain 8 Holy Power. Spend.

Self

Spend

Set 1

Compare upgrade

Upgrade

Martyr's Rite+: Tactic, rare, 1 energy. Lose 4 HP. Gain 8 Holy Power. Spend.

Martyr's Rite+

1 energy · Tactic

Lose 4 HP. Gain 8 Holy Power. Spend.

Self

Spend

Mending Smite: Attack, uncommon, 0 energy + 5 Holy Power. Costs 5 Holy Power. Deal 12 spell damage. Heal 4.

Mending Smite

0 energy + 5 Holy Power · Attack

Costs 5 Holy Power. Deal 12 spell damage. Heal 4.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Mending Smite+: Attack, uncommon, 0 energy + 5 Holy Power. Costs 5 Holy Power. Deal 15 spell damage. Heal 4.

Mending Smite+

0 energy + 5 Holy Power · Attack

Costs 5 Holy Power. Deal 15 spell damage. Heal 4.

Enemy · Reach

Mending Word: Tactic, common, 1 energy. Heal the party 2. Deal 4 damage to ALL enemies.

Mending Word

1 energy · Tactic

Heal the party 2. Deal 4 damage to ALL enemies.

No target selection

Starting pool

Compare upgrade

Upgrade

Mending Word+: Tactic, common, 1 energy. Heal the party 3. Deal 7 damage to ALL enemies.

Mending Word+

1 energy · Tactic

Heal the party 3. Deal 7 damage to ALL enemies.

No target selection

Overhand Benediction: Attack, common, 2 energy. Mace. Deal 12 damage, Winded 2. Heal 1.

Overhand Benediction

2 energy · Attack

Mace. Deal 12 damage, Winded 2. Heal 1.

Enemy

Starting pool

Compare upgrade

Upgrade

Overhand Benediction+: Attack, common, 2 energy. Mace. Deal 16 damage, Winded 2. Heal 1.

Overhand Benediction+

2 energy · Attack

Mace. Deal 16 damage, Winded 2. Heal 1.

Enemy

Prayer: Tactic, common, 0 energy. Gain 1 Holy Power. Spend.

Prayer

0 energy · Tactic

Gain 1 Holy Power. Spend.

Self

Spend

Set 1

Compare upgrade

Upgrade

Prayer+: Tactic, common, 0 energy. Gain 2 Holy Power. Spend.

Prayer+

0 energy · Tactic

Gain 2 Holy Power. Spend.

Self

Spend

Purification: Tactic, uncommon, 2 energy. Heal the party 4. Deal 8 damage to ALL enemies.

Purification

2 energy · Tactic

Heal the party 4. Deal 8 damage to ALL enemies.

No target selection

Starting pool

Compare 2 upgrades

Branch A

Wave of Light: Tactic, uncommon, 2 energy. Cleanse Bleed and Venom. Heal the party 4. Deal 8 damage to ALL enemies. Gain 1 Holy Power.

Wave of Light

2 energy · Tactic

Cleanse Bleed and Venom. Heal the party 4. Deal 8 damage to ALL enemies. Gain 1 Holy Power.

No target selection

Branch B

Overflow: Tactic, uncommon, 2 energy. Heal the party 4 (overhealing becomes guard, up to 7). Deal 8 damage to ALL enemies.

Overflow

2 energy · Tactic

Heal the party 4 (overhealing becomes guard, up to 7). Deal 8 damage to ALL enemies.

No target selection

Purify: Rite, uncommon, 2 energy. For 4 turns, at the start of your turn heal 3. Another Purify refreshes it.

Purify

2 energy · Rite

For 4 turns, at the start of your turn heal 3. Another Purify refreshes it.

Self

Set 1

Compare 2 upgrades

Branch A

Cleansing Ground: Rite, uncommon, 2 energy. For 4 turns, at the start of your turn heal 3 and remove your Bleed.

Cleansing Ground

2 energy · Rite

For 4 turns, at the start of your turn heal 3 and remove your Bleed.

Self

Branch B

Cleansing Flame: Rite, uncommon, 2 energy. For 4 turns, at the start of your turn heal 3 and deal 3 damage to ALL enemies.

Cleansing Flame

2 energy · Rite

For 4 turns, at the start of your turn heal 3 and deal 3 damage to ALL enemies.

Self

Radiance: Tactic, uncommon, 0 energy + 3 Holy Power. Costs 3 Holy Power. Heal an ally 5.

Radiance

0 energy + 3 Holy Power · Tactic

Costs 3 Holy Power. Heal an ally 5.

Ally

Set 2

Compare upgrade

Upgrade

Radiance+: Tactic, uncommon, 0 energy + 3 Holy Power. Costs 3 Holy Power. Heal an ally 8.

Radiance+

0 energy + 3 Holy Power · Tactic

Costs 3 Holy Power. Heal an ally 8.

Ally

Radiant Orb: Rite, uncommon, 1 energy. For 3 turns, at the end of your turn heal 2.

Radiant Orb

1 energy · Rite

For 3 turns, at the end of your turn heal 2.

Self

Set 2

Compare 2 upgrades

Branch A

Hallowed Orb: Rite, uncommon, 1 energy. For 3 turns, at the end of your turn heal 3.

Hallowed Orb

1 energy · Rite

For 3 turns, at the end of your turn heal 3.

Self

Branch B

Searing Orb: Rite, uncommon, 1 energy. For 3 turns, at the end of your turn heal 2 and deal 2 damage to a random enemy.

Searing Orb

1 energy · Rite

For 3 turns, at the end of your turn heal 2 and deal 2 damage to a random enemy.

Self

Raise the Fallen: Tactic, rare, 2 energy. Return a downed ally with 40% of their max HP. Heal the party 4. Spend.

Raise the Fallen

2 energy · Tactic

Return a downed ally with 40% of their max HP. Heal the party 4. Spend.

Self

Spend

Starting pool

Offered in parties of 2 or more heroes.

Not offered with the Oath of the Lone Wolf.

Compare upgrade

Upgrade

Raise the Fallen+: Tactic, rare, 2 energy. Return a downed ally with 60% of their max HP. Heal the party 6. Spend.

Raise the Fallen+

2 energy · Tactic

Return a downed ally with 60% of their max HP. Heal the party 6. Spend.

Self

Spend

Rebounding Light: Tactic, common, 1 energy. Heal 1 now and heal 3 at the start of your next turn.

Rebounding Light

1 energy · Tactic

Heal 1 now and heal 3 at the start of your next turn.

Self

Starting pool

Compare upgrade

Upgrade

Rebounding Light+: Tactic, common, 1 energy. Heal 2 now and heal 4 at the start of your next turn.

Rebounding Light+

1 energy · Tactic

Heal 2 now and heal 4 at the start of your next turn.

Self

Rebuke: Attack, common, 0 energy + 3 Holy Power. Costs 3 Holy Power. Deal 5 spell damage. Shaken 1.

Rebuke

0 energy + 3 Holy Power · Attack

Costs 3 Holy Power. Deal 5 spell damage. Shaken 1.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Rebuke+: Attack, common, 0 energy + 3 Holy Power. Costs 3 Holy Power. Deal 8 spell damage. Shaken 1.

Rebuke+

0 energy + 3 Holy Power · Attack

Costs 3 Holy Power. Deal 8 spell damage. Shaken 1.

Enemy · Reach

Resurrection: Rite, rare, 2 energy. Unique. The first time you would die this fight, return with 40% max HP instead. Echo: Heal 6.

Resurrection

2 energy · Rite

Unique. The first time you would die this fight, return with 40% max HP instead. Echo: Heal 6.

Self

Unique

Starting pool

Compare 2 upgrades

Branch A

Second Breath: Rite, rare, 2 energy. Unique. The first time you would die this fight, return with 70% max HP instead. Echo: Heal 6.

Second Breath

2 energy · Rite

Unique. The first time you would die this fight, return with 70% max HP instead. Echo: Heal 6.

Self

Unique

Branch B

Mass Resurrection: Rite, rare, 2 energy. Unique. The first time you would die this fight, return with 40% max HP instead and draw 3 cards. Echo: Heal 6.

Mass Resurrection

2 energy · Rite

Unique. The first time you would die this fight, return with 40% max HP instead and draw 3 cards. Echo: Heal 6.

Self

Unique

Reversal: Tactic, rare, 0 energy + 4 Holy Power. Costs 4 Holy Power. The next enemy attack before your next turn deals you nothing and heals you 8 instead.

Reversal

0 energy + 4 Holy Power · Tactic

Costs 4 Holy Power. The next enemy attack before your next turn deals you nothing and heals you 8 instead.

Self

Starting pool

Compare 2 upgrades

Branch A

Reversal of Fortune: Tactic, rare, 0 energy + 4 Holy Power. Costs 4 Holy Power. Every enemy attack before your next turn deals you nothing and heals you 8 instead.

Reversal of Fortune

0 energy + 4 Holy Power · Tactic

Costs 4 Holy Power. Every enemy attack before your next turn deals you nothing and heals you 8 instead.

Self

Branch B

Mirror of Faith: Tactic, rare, 0 energy + 4 Holy Power. Costs 4 Holy Power. The next enemy attack before your next turn deals you nothing and deals 9 damage to the attacker.

Mirror of Faith

0 energy + 4 Holy Power · Tactic

Costs 4 Holy Power. The next enemy attack before your next turn deals you nothing and deals 9 damage to the attacker.

Self

Righteous Fury: Rite, rare, 0 energy + 8 Holy Power. Costs 8 Holy Power. For 3 turns: debuffs on you are cleansed, and you gain 3 Holy Power now and at the start of your next 2 turns.

Righteous Fury

0 energy + 8 Holy Power · Rite

Costs 8 Holy Power. For 3 turns: debuffs on you are cleansed, and you gain 3 Holy Power now and at the start of your next 2 turns.

Self

Set 3

Compare 2 upgrades

Branch A

Zeal: Rite, rare, 0 energy + 8 Holy Power. As Righteous Fury, and while it lasts your Holy Power cards deal +3 damage.

Zeal

0 energy + 8 Holy Power · Rite

As Righteous Fury, and while it lasts your Holy Power cards deal +3 damage.

Self

Branch B

Avenging Wrath: Rite, rare, 0 energy + 8 Holy Power. As Righteous Fury, and while it lasts your Attacks deal +3 damage and heal 2.

Avenging Wrath

0 energy + 8 Holy Power · Rite

As Righteous Fury, and while it lasts your Attacks deal +3 damage and heal 2.

Self

Sacred Blow: Attack, uncommon, 2 energy. Mace. Deal 12 damage. Gain 2 Holy Power.

Sacred Blow

2 energy · Attack

Mace. Deal 12 damage. Gain 2 Holy Power.

Enemy

Starting pool

Compare upgrade

Upgrade

Sacred Blow+: Attack, uncommon, 2 energy. Mace. Deal 15 damage. Gain 3 Holy Power.

Sacred Blow+

2 energy · Attack

Mace. Deal 15 damage. Gain 3 Holy Power.

Enemy

Sanctified Plate: Rite, uncommon, 2 energy. At the start of your turn gain 4 guard.

Sanctified Plate

2 energy · Rite

At the start of your turn gain 4 guard.

Self

Set 2

Compare upgrade

Upgrade

Sanctified Plate+: Rite, uncommon, 2 energy. At the start of your turn gain 6 guard.

Sanctified Plate+

2 energy · Rite

At the start of your turn gain 6 guard.

Self

Sanctuary: Tactic, rare, 0 energy + 5 Holy Power. Costs 5 Holy Power. Gain 15 guard. Heal 5. This turn, attacks aimed at your allies hit you instead.

Sanctuary

0 energy + 5 Holy Power · Tactic

Costs 5 Holy Power. Gain 15 guard. Heal 5. This turn, attacks aimed at your allies hit you instead.

Self

Starting pool

Compare upgrade

Upgrade

Sanctuary+: Tactic, rare, 0 energy + 5 Holy Power. Costs 5 Holy Power. Gain 20 guard. Heal 8. This turn, attacks aimed at your allies hit you instead.

Sanctuary+

0 energy + 5 Holy Power · Tactic

Costs 5 Holy Power. Gain 20 guard. Heal 8. This turn, attacks aimed at your allies hit you instead.

Self

Searing Light: Attack, common, 1 energy. Deal 3 damage 3 times, each to a different enemy where possible. Undead it hits are Seared 1.

Searing Light

1 energy · Attack

Deal 3 damage 3 times, each to a different enemy where possible. Undead it hits are Seared 1.

No target selection

Set 1

Compare upgrade

Upgrade

Searing Light+: Attack, common, 1 energy. Deal 4 damage 3 times, each to a different enemy where possible. Undead it hits are Seared 1.

Searing Light+

1 energy · Attack

Deal 4 damage 3 times, each to a different enemy where possible. Undead it hits are Seared 1.

No target selection

Shared Light: Tactic, uncommon, 1 energy. Heal an ally 6 and give them 1 Holy Power's worth of guard: 4 guard.

Shared Light

1 energy · Tactic

Heal an ally 6 and give them 1 Holy Power's worth of guard: 4 guard.

Ally

Starting pool

Starter swap: Hearthwarden.

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Shared Light+: Tactic, uncommon, 1 energy. Heal an ally 9 and give them 6 guard.

Shared Light+

1 energy · Tactic

Heal an ally 9 and give them 6 guard.

Ally

Shield of Faith: Tactic, common, 1 energy. Gain 6 guard. Generates 2 Holy Power instead of 1.

Shield of Faith

1 energy · Tactic

Gain 6 guard. Generates 2 Holy Power instead of 1.

Self

Starting pool

Compare upgrade

Upgrade

Shield of Faith+: Tactic, common, 1 energy. Gain 9 guard. Generates 2 Holy Power instead of 1.

Shield of Faith+

1 energy · Tactic

Gain 9 guard. Generates 2 Holy Power instead of 1.

Self

Shield of Faith: Tactic, basic, 1 energy. Gain 5 guard and 2 Holy Power.

Shield of Faith

1 energy · Tactic

Gain 5 guard and 2 Holy Power.

Self

Starter card

Starter swap: Lingering Light.

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Upgrade

Shield of Faith+: Tactic, basic, 1 energy. Gain 7 guard and 2 Holy Power.

Shield of Faith+

1 energy · Tactic

Gain 7 guard and 2 Holy Power.

Self

Siphon Light: Attack, uncommon, 1 energy. Deal 5 damage to ALL enemies. Heal 2 per enemy hit.

Siphon Light

1 energy · Attack

Deal 5 damage to ALL enemies. Heal 2 per enemy hit.

No target selection

Starting pool

Compare upgrade

Upgrade

Siphon Light+: Attack, uncommon, 1 energy. Deal 8 damage to ALL enemies. Heal 2 per enemy hit.

Siphon Light+

1 energy · Attack

Deal 8 damage to ALL enemies. Heal 2 per enemy hit.

No target selection

Smite of Reckoning: Attack, uncommon, 0 energy + 6 Holy Power. Costs 6 Holy Power. Deal 15 spell damage (3 per point).

Smite of Reckoning

0 energy + 6 Holy Power · Attack

Costs 6 Holy Power. Deal 15 spell damage (3 per point).

Enemy · Reach

Set 2

Compare upgrade

Upgrade

Smite of Reckoning+: Attack, uncommon, 0 energy + 6 Holy Power. Costs 6 Holy Power. Deal 20 spell damage (4 per point).

Smite of Reckoning+

0 energy + 6 Holy Power · Attack

Costs 6 Holy Power. Deal 20 spell damage (4 per point).

Enemy · Reach

Steadfast Vigil: Tactic, common, 1 energy. Gain 7 guard. Keep.

Steadfast Vigil

1 energy · Tactic

Gain 7 guard. Keep.

Self

Keep

Starting pool

Compare upgrade

Upgrade

Steadfast Vigil+: Tactic, common, 1 energy. Gain 10 guard. Keep.

Steadfast Vigil+

1 energy · Tactic

Gain 10 guard. Keep.

Self

Keep

Sunfire Sweep: Attack, common, 1 energy. Deal 5 damage to ALL enemies. Heal 1 per enemy hit.

Sunfire Sweep

1 energy · Attack

Deal 5 damage to ALL enemies. Heal 1 per enemy hit.

No target selection

Starting pool

Compare upgrade

Upgrade

Sunfire Sweep+: Attack, common, 1 energy. Deal 8 damage to ALL enemies. Heal 1 per enemy hit.

Sunfire Sweep+

1 energy · Attack

Deal 8 damage to ALL enemies. Heal 1 per enemy hit.

No target selection

Templar's Stand: Tactic, common, 2 energy. Gain 13 guard.

Templar's Stand

2 energy · Tactic

Gain 13 guard.

Self

Starting pool

Compare upgrade

Upgrade

Templar's Stand+: Tactic, common, 2 energy. Gain 17 guard.

Templar's Stand+

2 energy · Tactic

Gain 17 guard.

Self

Tithing Smite: Attack, uncommon, 0 energy + 4 Holy Power. Costs 4 Holy Power. Deal 7 spell damage. Gain 1 energy.

Tithing Smite

0 energy + 4 Holy Power · Attack

Costs 4 Holy Power. Deal 7 spell damage. Gain 1 energy.

Enemy · Reach

Set 2

Compare upgrade

Upgrade

Tithing Smite+: Attack, uncommon, 0 energy + 4 Holy Power. Costs 4 Holy Power. Deal 10 spell damage. Gain 1 energy.

Tithing Smite+

0 energy + 4 Holy Power · Attack

Costs 4 Holy Power. Deal 10 spell damage. Gain 1 energy.

Enemy · Reach

Unbroken Faith: Rite, rare, 2 energy. At the start of your turn gain 1 Holy Power and heal 2.

Unbroken Faith

2 energy · Rite

At the start of your turn gain 1 Holy Power and heal 2.

Self

Starting pool

Compare upgrade

Upgrade

Unbroken Faith+: Rite, rare, 1 energy. At the start of your turn gain 1 Holy Power and heal 2.

Unbroken Faith+

1 energy · Rite

At the start of your turn gain 1 Holy Power and heal 2.

Self

Vow of Steel: Rite, uncommon, 1 energy. Whenever you play a Mace Attack, gain 3 guard and 1 Holy Power.

Vow of Steel

1 energy · Rite

Whenever you play a Mace Attack, gain 3 guard and 1 Holy Power.

Self

Starting pool

Compare upgrade

Upgrade

Vow of Steel+: Rite, uncommon, 1 energy. Whenever you play a Mace Attack, gain 4 guard and 1 Holy Power.

Vow of Steel+

1 energy · Rite

Whenever you play a Mace Attack, gain 4 guard and 1 Holy Power.

Self

Wandering Sun: Rite, uncommon, 2 energy. For 3 turns, at the end of your turn deal 3 damage to ALL enemies and heal 1.

Wandering Sun

2 energy · Rite

For 3 turns, at the end of your turn deal 3 damage to ALL enemies and heal 1.

Self

Starting pool

Compare upgrade

Upgrade

Wandering Sun+: Rite, uncommon, 2 energy. For 3 turns, at the end of your turn deal 4 damage to ALL enemies and heal 1.

Wandering Sun+

2 energy · Rite

For 3 turns, at the end of your turn deal 4 damage to ALL enemies and heal 1.

Self

Ward: Tactic, basic, 1 energy. Gain 6 guard.

Ward

1 energy · Tactic

Gain 6 guard.

Self

Starter card

4 in the starting deck before mastery swaps.

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Upgrade

Ward+: Tactic, basic, 1 energy. Gain 8 guard.

Ward+

1 energy · Tactic

Gain 8 guard.

Self

Warding Light: Tactic, uncommon, 1 energy. Gain 8 guard. Heal an ally 2.

Warding Light

1 energy · Tactic

Gain 8 guard. Heal an ally 2.

Ally

Starting pool

Compare upgrade

Upgrade

Warding Light+: Tactic, uncommon, 1 energy. Gain 11 guard. Heal an ally 3.

Warding Light+

1 energy · Tactic

Gain 11 guard. Heal an ally 3.

Ally

Zeal: Rite, uncommon, 1 energy. At the start of your turn gain 1 Holy Power.

Zeal

1 energy · Rite

At the start of your turn gain 1 Holy Power.

Self

Starting pool

Signature reward: Lingering Light.

Compare upgrade

Upgrade

Zeal+: Rite, uncommon, 1 energy. At the start of your turn gain 2 Holy Power.

Zeal+

1 energy · Rite

At the start of your turn gain 2 Holy Power.

Self

Zealous Strike: Attack, basic, 1 energy. Mace. Deal 8 damage. Heal 4.

Zealous Strike

1 energy · Attack

Mace. Deal 8 damage. Heal 4.

Enemy

Starter card

Starter swap: Templar.

Compare upgrade

Upgrade

Zealous Strike+: Attack, basic, 1 energy. Mace. Deal 11 damage. Heal 5.

Zealous Strike+

1 energy · Attack

Mace. Deal 11 damage. Heal 5.

Enemy

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.

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.

Holy Power

The Cleric's second resource (0-10). Earned by healing, guarding and mace attacks; Smites spend it instead of energy.

Keep

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

Rows

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

Seared

Cannot heal, regenerate or drain while it lasts. Undead that are Seared stay down.

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.

Tactic

A card type: Tactics guard, draw, heal or set things up. Most are played by dragging them up.

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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