Glory
13 rooms
3 bosses | 18 encounters
7 events | 3 ancients
Browse all game keywords, intents, ascension levels, orbs, afflictions, and modifiers in one searchable glossary.
13 rooms
3 bosses | 18 encounters
7 events | 3 ancients
14 rooms
3 bosses | 21 encounters
10 events | 4 ancients
15 rooms
3 bosses | 22 encounters
13 events | 2 ancients
15 rooms
3 bosses | 20 encounters
10 events | 2 ancients
Play without any Ascension modifiers.
Elites spawn more often.
Ancients only heal 80% of your missing HP.
Enemies and Treasure Chests drop 25% less Gold.
Start each run with 1 less potion slot.
Start each run Cursed.
Less Rest Sites.
Rare and Upgraded cards appear less often.
All enemies are harder to kill.
All enemies have deadlier attacks.
Fight two bosses at the end of Act 3.
Cannot be removed or transformed from your Deck.
If this card is in your Hand at the end of this turn, it is Exhausted.
Removed until the end of combat.
Start each combat with this card in your Hand.
Retained cards are not discarded at the end of turn.
If this card is discarded from your Hand before the end of your turn, play it for free.
Unplayable cards cannot be played.
Passive: At the end of turn, increase this Orb's damage by .
Evoke: Deal damage to the enemy with the lowest HP.
Passive: At the end of turn, gain Block.
Evoke: Gain Block.
Passive: At the end of turn, deal damage to ALL enemies and reduce this orb's value by 1.
Evoke: Deal damage to ALL enemies.
Passive: At the end of turn, deal damage to a random enemy.
Evoke: Deal damage to a random enemy.
Passive: At the start of turn,
gain 1Energy.
Evoke: Gain 2Energy.
Plasma is unaffected by Focus.
Only 1 Bound card can be played each turn. Cards are un-Bound at end of turn.
Bound
Costs an additional 1Energy.
Entangled
Take damage when this card is played.
Take damage.
Add Ethereal to this card.
You can only play 1 card this turn.
Ringing.
You cannot play additional Skills this turn. Clears at the end of the turn.
This enemy intends to Attack {IsMultiplayer:everyone |}for {Damage} damage{Repeat:plural:| {} times}.
This enemy intends to use a Buff.
This enemy intends to apply Afflictions on your cards.
This creature is trying to take you down with it. It will attack you for {Damage} damage before being destroyed.
This enemy intends to apply a Debuff to you.
This enemy intends to apply a powerful Debuff to you.
This enemy intends to Block on its turn.
This enemy intends to Escape.
This enemy intends to Heal.
This enemy is doing nothing this turn.
This enemy intends to give you {CardCount} Status {CardCount:plural:card|cards}.
This enemy can't act on its next turn.
This enemy intends to summon Monsters.
This enemy's intentions are Unknown.
Start with 5 colorless cards.
Elite enemies swarm the Spire and drop better rewards.
Card rewards now contain only 2 cards.
At the start of each Act, add a random Curse to your deck.
Unknown rooms can now contain Elites, but are also more likely to contain Treasure rooms.
Choose 10 card rewards to replace your starting deck.
You may ignore paths when choosing the next room to travel to.
Whenever you add a card to your deck, add 2 additional copies. You can no longer remove cards from your deck at the Merchant.
Start with a random deck of 30 cards.
Enemies drop 200% more gold, but you can no longer Smith at Rest Sites.
You start each combat with 3 Strength. All enemies start combat with 3 Strength.
Resting at Rest Sites heals all of your HP, but costs 5 Max HP.
Choose 10 out of 30 cards to replace your starting deck.
Start with 5 copies of a single card.
Whenever you enter a new room, lose 1 Max HP. Start each combat with 5 Plating.
Normal enemies drop relics instead of cards.
Win a Run with a fully-upgraded deck.
Complete all other Achievements.
Exhaust 20 cards in a single combat.
Deal 999 Damage in a single blow.
Apply 999 Doom to a single enemy.
Apply 50 Strength to Osty.
Forge a Sovereign Blade that does at least 999 damage.
Have 20 Stars at once.
Play 5 cards using Sly off a single card.
Apply 99 Poison to a single enemy.
Complete Act 4.
Complete the Timeline.
Defeat every enemy in the Glory.
Defeat every enemy in the Hive.
Defeat a Boss.
Defeat every enemy in the Overgrowth.
Defeat every enemy in the Underdocks.
Beat Ascension 10 as the Defect.
Win as the Defect.
Discover all Cards.
Encounter all Events.
Discover all Relics.
Climb 10,000 floors.
Beat Ascension 10 as the Ironclad.
Win as the Ironclad.
Beat Ascension 10 as the Necrobinder.
Win as the Necrobinder.
Win a Run without obtaining any relics.
Play 20 cards in a single turn.
Beat Ascension 10 as the Regent.
Win as the Regent.
Beat Ascension 10 as the Silent.
Win as the Silent.