Clumsy
When drawn, gain 1 vulnerable. unplayable.
corrupted action
Meek
When drawn, gain 1 weakness. unplayable. Flaw.
Oblivious
When drawn, gain 1 dazzled. unplayable. Flaw.
Heroic Determination
Your Flaws no longer apply to you. When you draw a Flaw, discard it, gain 1 Strength and draw a card.
enchantment
Nervous Breakdown
conjure 4 random Flaws to your deck. Draw a card.
action
Boot and Rally
Gain 1 sickened. Next turn, gain 4 rally.
Projection
Add a copy of every Flaw in your deck to your foe's deck. charges (2/2).
Lash Out
Make a basic attack. Repeat for each Flaw in your deck.
melee action
Forsake Faith
Consume an active code. All Divine actions are defiled and corrupted. All costs are converted to . Cannot gain .
divine action
Code of Blood
When you spend , lose 5 When you spend , inflict 2 bleeding. bloodlust: lifedrain. code: All cards in your deck have in their cost
corrupted code
The Bell Tolls
Inflict poison equal to 3 times your sated. Gain 1 burning.
fire action
Madness
Start Descent Shuffle 5 Terror Cards into your Draw Pile and Draw 5 Cards
Allaloth
Bringer of destruction
attunement
Retreat, Surrender
Gain 1 evasion. At the start of your next turn, leave the current non-boss battle. The encounter gets reshuffled into the event deck.
Flax
one use: cleanse your stagger and slow, then gain 3 resilience. Add a Seedling to your deck.
ingredient
Certain Death
Lose any armor, barrier, evasion and impervious. Gain Marked for 1 turn. Deal damage equal to your ferocity and end your turn. unique.
ranged action