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Nether Seal Evil Signet
cost 3 Qi
level 1 Remove the opponent's all DEF and Guard Up, Deal 30 DMG
level 2 Remove the opponent's all DEF and Guard Up, Deal 36 DMG
level 3 Remove the opponent's all DEF and Guard Up, Deal 42 DMG
Mostly situational in my opinion. Could be useful if someones uses Guard Up, or runs full DEF build, otherwise not so mutch.
meditation phase
break sky eagle
level 1 deal 4 damage continuous deal 1 damage each turn
level 2 deal 4 damage continuous deal 2 damage each turn
level 3 deal 4 damage continuous deal 3 damage each turn
???
dont know this one
foundation phase
dark star bat
level 1 continuous if the damage dealt is equal to or less than 5 gain the same hp
level 2 continuous if the damage dealt is equal to or less than 7 gain the same hp
level 3 continuous if the damage dealt is equal to or less than 9 gain the same hp
lonely night wolf
level 1 continuous when below half max hp all cards add 4 ATK
level 2 continuous when below half max hp all cards add 5 ATK
level 3 continuous when below half max hp all cards add 6 ATK
wolf is an insane damage boost, bat is ok early
virtuoso phase
black earth turtle
level 1 +4 DEF continuous lose 20% DEF per turn instead of 50% and add 2 def per turn
level 2 +8 DEF continuous lose 20% DEF per turn instead of 50% and add 2 def per turn
level 3 +12 DEF continuous lose 20% DEF per turn instead of 50% and add 2 def per turn
brocade rat
level 1 lose 4 hp continuous draw 1 card at end of fight
level 2 lose 8 hp continuous draw 2 card at end of fight
level 3 lose 12 hp continuous draw 3 card at end of fight
turtle is nice
rat is an investment the extra cards also mean extra cultivation so you go first more often and can rank up more quickly, but you will almost certainly lose fights if you use it
immortality phase
scarlet-eye the sky consumer
level 1 continuous steal 2 hp each turn
level 2 continuous steal 3 hp each turn
level 3 continuous steal 4 hp each turn
ashes phoenix
level 1 continuous the first time when hp is 0 or less, revive with 10 hp and add 10 max hp
level 2 continuous the first time when hp is 0 or less, revive with 15 hp and add 15 max hp
level 3 continuous the first time when hp is 0 or less, revive with 20 hp and add 20 max hp
scarlet-eye is too slow in my opinion, phoenix is good
incarnation phase
colorful spirit crane
level 1 continuous double Qi gain
level 2 gain 2 Qi continuous double Qi gain
level 3 gain 4 Qi continuous double Qi gain
shadow owl rabbit
level 1 continuous all cards gain chase, lose 10 hp before chase
level 2 continuous all cards gain chase, lose 8 hp before chase
level 3 continuous all cards gain chase, lose 6 hp before chase
rabbit is dangerous, but powerful
crane is OP if you have the cards for it, but is otherwise useless
mediation phase
rhyme spirit sword
cost 0 qi
level 1 deal 4 damage gain qi equal to unblocked damage
level 2 deal 5 damage gain qi equal to unblocked damage
level 3 deal 6 damage gain qi equal to unblocked damage
diligent sword
cost 0 qi
level 1 deal 6 damage deal 1 more for every 5 points of cultivation
level 2 deal 6 damage deal 1 more for every 4 points of cultivation
level 3 deal 6 damage deal 1 more for every 3 points of cultivation
foundation phase
cloud sword dawn
cost 0 qi
level 1 gain 4 DEF cloud hit: deal 2x3 damage
level 2 gain 6 DEF cloud hit: deal 3x3 damage
level 3 gain 8 DEF cloud hit: deal 4x3 damage
giant ape spirit sword
cost 2 qi
level 1 deal 8 damage gain 2 stacks of increase ATK
level 1 deal 8 damage gain 3 stacks of increase ATK
level 1 deal 8 damage gain 4 stacks of increase ATK
virtuoso phase
unrestrained sword dragon coiled
cost 0 qi
level 1 gain 6 DEF gain 6 more for each unrestrained sword played
level 2 gain 8 DEF gain 8 more for each unrestrained sword played
level 3 gain 10 DEF gain 10 more for each unrestrained sword played
one heart one sword
cost 0 qi
level 1 deal 6 damage, sword intent affects this card 4 times, not affected by weakened
level 2 deal 6 damage, sword intent affects this card 5 times, not affected by weakened
level 3 deal 6 damage, sword intent affects this card 6 times, not affected by weakened
synergy sword formation
cost 0 qi
level 1 gain 4 DEF deal 4 damage, for each "sword formation" in deck gain 3 more DEF and deal 3 more damage
level 2 gain 4 DEF deal 4 damage, for each "sword formation" in deck gain 4 more DEF and deal 4 more damage
level 3 gain 4 DEF deal 4 damage, for each "sword formation" in deck gain 5 more DEF and deal 5 more damage
immortality phase
sword intent flow
cost 0 qi
level 1 gain 2 sword intent, keep sword intent after next card attack
level 2 gain 3 sword intent, keep sword intent after next card attack
level 3 gain 4 sword intent, keep sword intent after next card attack
emptiness sword formation
cost 0 qi
level 1 continuous after you play a "sword formation" card deal 7 damage
level 2 continuous after you play a "sword formation" card deal 10 damage
level 3 continuous after you play a "sword formation" card deal 13 damage
incarnation phase
apex sword citta-darma
cost 0 qi
level 1 continuous each turn gain 2 sword intent
level 2 continuous each turn gain 3 sword intent
level 3 continuous each turn gain 4 sword intent
step moon into cloud
cost 0 qi
level 1 continuous when you play a "cloud sword" gain 1 stack of increase ATK
level 2 continuous when you play a "cloud sword" gain 1 stack of increase ATK chase
level 3 continuous when you play a "cloud sword" gain 2 stack of increase ATK chase
unrestrained sword didargon
cost 0 qi
level 1 deal 2 damage, next "unrestrained sword" will trigger twice
level 2 deal 8 damage, next "unrestrained sword" will trigger twice
level 3 deal 14 damage, next "unrestrained sword" will trigger twice
ill post heptastar and 5 elements latter
meditation phase
wood spirit secret seal
cost 0 Qi
level 1 gain 2 stacks of increase ATK activate wood spirit
level 2 gain 3 stacks of increase ATK activate wood spirit
level 3 gain 4 stacks of increase ATK activate wood spirit
fire spirit secret seal
cost 0 Qi
level 1 opponent loses 8 hp/max hp activate fire spirit
level 2 opponent loses 12 hp/max hp activate fire spirit
level 3 opponent loses 16 hp/max hp activate fire spirit
earth spirit secret seal
cost 0 Qi
level 1 gain 6 DEF this turn and the next activate earth spirit
level 2 gain 9 DEF this turn and the next activate earth spirit
level 3 gain 12 DEF this turn and the next activate earth spirit
metal spirit secret seal
cost 0 qi
level 1 gain 8 stacks of penetrate activate metal spirit
level 2 gain 12 stacks of penetrate activate metal spirit
level 3 gain 16 stacks of penetrate activate metal spirit
water spirit secret seal
cost 0 Qi
level 1 gain 2 stacks of force of water activate water spirit
level 2 gain 3 stacks of force of water activate water spirit
level 3 gain 4 stacks of force of water activate water spirit
foundation phase
metal spirit - chokehold
cost 0 Qi
level 1 deal 8 damage metal spirit: opponent cant heal for the next 2 turns
level 2 deal 12 damage metal spirit: opponent cant heal for the next 3 turns
level 3 deal 16 damage metal spirit: opponent cant heal for the next 4 turns
water spirit - rhyme wood
cost 0 Qi
level 1 water spirit: gain 2 Qi wood spirit: heal 2 for each Qi you have
level 2 water spirit: gain 3 Qi wood spirit: heal 2 for each Qi you have
level 3 water spirit: gain 4 Qi wood spirit: heal 2 for each Qi you have
fire spirit - rhyme earth
cost 0 Qi
level 1 fire spirit: opponent loses 8 max hp earth spirit: gain 4 DEF (gain 1 more for every 2 max hp opponent has lost)
level 2 fire spirit: opponent loses 12 max hp earth spirit: gain 6 DEF (gain 1 more for every 2 max hp opponent has lost)
level 3 fire spirit: opponent loses 16 max hp earth spirit: gain 8 DEF (gain 1 more for every 2 max hp opponent has lost)
virtuoso phase
wood spirit - vine
cost 0 Qi
level 1 deal 4x2 damage wood spirit:for every 5 hp that was added deal an additional attack (up to 3 times)
level 2 deal 4x2 damage wood spirit:for every 5 hp that was added deal an additional attack (up to 4 times)
level 3 deal 4x2 damage wood spirit:for every 5 hp that was added deal an additional attack (up to 5 times)
metal spirit -rhyme water
cost 0
level 1 metal spirit: gain 4 stacks of penetrate water spirit: half penetrate gain force of water equal to stacks lost
level 2 metal spirit: gain 6 stacks of penetrate water spirit: half penetrate gain force of water equal to stacks lost
level 3 metal spirit: gain 8 stacks of penetrate water spirit: half penetrate gain force of water equal to stacks lost
five elements escape
cost 0 Qi
level 1 gain 8 DEF if at least 2 elements have been activated chase
level 1 gain 13 DEF if at least 2 elements have been activated chase
level 1 gain 18 DEF if at least 2 elements have been activated chase
immortality phase
earth spirit - earthquake
cost 0 Qi
level 1 deal 6 damage gain 6 DEF earth spirit: half opponents Qi and DEF
level 2 deal 9 damage gain 9 DEF earth spirit: half opponents Qi and DEF
level 3 deal 12 damage gain 12 DEF earth spirit: half opponents Qi and DEF
wood spirit - rhyme fire
cost 1 Qi
level 1 wood spirit: gain 16 hp fire spirit: half your hp deal 1 damage deal 1 more for each hp lost
level 2 wood spirit: gain 22 hp fire spirit: half your hp deal 1 damage deal 1 more for each hp lost
level 3 wood spirit: gain 28 hp fire spirit: half your hp deal 1 damage deal 1 more for each hp lost
earth spirit - rhyme metal
cost 0 qi
level 1 earth spirit: gain 20 DEF then half your DEF metal spirit:gain 1 stack of penetrate for every 5 DEF lost
level 2 earth spirit: gain 22 DEF then half your DEF metal spirit:gain 1 stack of penetrate for every 4 DEF lost
level 3 earth spirit: gain 24 DEF then half your DEF metal spirit:gain 1 stack of penetrate for every 3 DEF lost
incarnation phase
fire spirit - burning sky
cost 3 Qi
level 1 deal 3x3 damage fire spirit: for every 3 max hp opponent has lost this card adds 1 ATK
level 2 deal 5x3 damage fire spirit: for every 3 max hp opponent has lost this card adds 1 ATK
level 3 deal 7x3 damage fire spirit: for every 3 max hp opponent has lost this card adds 1 ATK
water spirit - tsunami
cost 4 QI
level 1 gain 4 stacks of force of water water spirit:makes your opponent unable to act for 1 turn
level 2 gain 5 stacks of force of water water spirit:makes your opponent unable to act for 1 turn
level 3 gain 6 stacks of force of water water spirit:makes your opponent unable to act for 1 turn
divinity phase (kind of a red/orange color card)
five elements spirit blast
cost 3 qi
level 1
Wood spirit: 25 ATK
Fire spirit: 25 ATK
Earth spirit: 25 ATK
Metal spirit: 25 ATK
Water spirit: 25 ATK
level 2 is 28 ATK for each element
level 3 is 31 ATK for each element
very cool
in practical terms id bet the best way to get all 5 elements is a cosmos seal (its a foundation phase card)
five elements blossom
cost 0 Qi
level 1 play all five elements spirit seals, chase consume
level 2 play all five elements spirit seals, chase consume
level 3 play all five elements spirit seals, chase consume
in total at level 1 thats 4 Qi, 9 damage, opponent loses 3 max hp/hp. heal 4. and DEF 4
and actives all 5 elements of course
level 2 and 3 just play the seals at that level (so its mostly just extra qi)
ive just been playing the event to collect them all, it just hands you a ton of them
meditation phase
hexagrams spirit resurrection
cost 0 Qi
level 1 spend all hexagram and Qi gain 4 hp for each point spent
level 2 spend all hexagram and Qi gain 5 hp for each point spent
level 3 spend all hexagram and Qi gain 6 hp for each point spent
throwing stones for directions
cost 0 Qi
level 1 deal 6 damage apply 0-2 stacks of weak and apply 0-2 stacks of flaw
level 2 deal 6 damage apply 0-2 stacks of weak and apply 0-3 stacks of flaw
level 3 deal 6 damage apply 0-3 stacks of weak and apply 0-3 stacks of flaw
(separate applications so it consumes 2 hexagram)
foundation phase
vitality blossom
cost 0 Qi
level 1 continuous gain 7 hp/max hp when adding hp over max hp, max hp increases with the hp
level 2 continuous gain 11 hp/max hp when adding hp over max hp, max hp increases with the hp
level 3 continuous gain 15 hp/max hp when adding hp over max hp, max hp increases with the hp
star born rhythm
cost 0 Qi
level 1 gain 2 star power post action: chase
level 2 gain 3 star power post action: chase
level 3 gain 4 star power post action: chase
virtuoso phase
sun and moon for glory
cost 1 Qi
level 1 deal 13 damage (for every 2 points your max hp is higher than opponents max hp deal 1 more damage)
level 2 deal 17 damage (for every 2 points your max hp is higher than opponents max hp deal 1 more damage)
level 3 deal 17 damage (for every 1 points your max hp is higher than opponents max hp deal 1 more damage)
all-or-nothing
cost 2 Qi
level 1 deal 2-20 damage gain 2-20 DEF
level 2 deal 8-23 damage gain 8-23 DEF
level 3 deal 14-26 damage gain 14-26 DEF
immortality phase
life continues
cost 0 Qi
level 1 apply 1 stack of internal injury make an additional 1 ATK for each stack of debuff on opponent
level 2 apply 2 stack of internal injury make an additional 1 ATK for each stack of debuff on opponent
level 3 apply 3 stack of internal injury make an additional 1 ATK for each stack of debuff on opponent
astral move - dragon slay
cost 0 Qi
level 1 deal 10 damage, Star point: this card is affected by star power 5 times
level 2 deal 12 damage, Star point: this card is affected by star power 6 times
level 3 deal 14 damage, Star point: this card is affected by star power 7 times
thunder citta-dharma
cost 0 qi
level 1 continuous: gain 1 hexagram all cards containing the name "thunder" add 40% ATK
level 2 continuous: gain 2 hexagram all cards containing the name "thunder" add 50% ATK
level 3 continuous: gain 2 hexagram all cards containing the name "thunder" add 60% ATK
incarnation phase
thin on the ground
cost 0 Qi
level 1 gain 2 max hp Permanently gain 15 hp 1% chance to double effects consumption
level 1 gain 3 max hp Permanently gain 20 hp 1% chance to double effects consumption
level 1 gain 4 max hp Permanently gain 25 hp 1% chance to double effects consumption
with hexagram and strike twice imagine getting 8+ max hp per round (though by the time you get this games probaly already almost over anyway)
preemptive strike
cost 0 Qi
level 1 continuous deal 4 damage post action triggers the first time you activate it
level 2 continuous deal 10 damage post action triggers the first time you activate it
level 3 continuous deal 16 damage post action triggers the first time you activate it
meteorite meteor
cost 0 qi
level 1 lose all star power deal 8 damage for each
level 2 lose all star power deal 9 damage for each
level 3 lose all star power deal 10 damage for each
divinity phase
DESTINY CATASTROPHE
level 1 cost 2 Qi: IF HEXAGRAM IS EXACTLY 8 STACKS SET OPPONENTS HP TO 8
level 2 cost 1 Qi: IF HEXAGRAM IS EXACTLY 8 STACKS SET OPPONENTS HP TO 4
level 3 cost 0 Qi: IF HEXAGRAM IS EXACTLY 8 STACKS SET OPPONENTS HP TO 1
covert shift
cost 1 Qi
level 1
twice next time
hp would be reduced
reverse the loss
level 2 the next 3 times hp would be reduced gain hp instead
level 3 the next 4 times hp would be reduced gain hp instead
Talisman
Void Split Spear
cost 3 Qi
level 1 30 atk opponent loses 4 destiny
level 2 35 atk opponent loses 7 destiny
level 3 40 atk opponent loses 10 destiny
comment: Very good against opponent with low destiny
Mysterious Gates Devil Seal Tower
cost 3 Qi
level 1 25 atk opponent cannot act for 1 turn
level 2 32 atk opponent cannot act for 1 turn
level 3 32 atk opponent cannot act for 2 turns
comment: Use this with Jiang, and congratulations! You have found the most disgusting deck in the game.
Pet
Void The Spirit Consumer
cost 1 Qi
at the start of your turn steal 1 qi from your opponent
steal 2 and 3 qi at level 2 and 3 respectively
comment: Very specific use; useless against an opponent who does not use qi
Cloud Sword sect
Remnant Cloud Phocosky Sword
cost 1 Qi
level 1 8 atk add 8 atk for each "cloud sword" card remaining in your hand
level 2 10 atk add 10 atk for each "cloud sword" card remaining in your hand
level 3 12 atk add 12 atk for each "cloud sword" card remaining in your hand
comment: extremely OP if you somehow managed to go first with all those cards in your hand.
Cloud Spirit Sword Sect
Secret Sword - Spirit Cloud (divinity)
0 cost
Level 1: 4 ATK Cloud Hit: ATK+4 Make an additional attack for each Qi
Level 2: 6 ATK Cloud Hit: ATK+6 Make an additional attack for each Qi
Level 3: 8 ATK Cloud Hit: ATK+8 Make an additional attack for each Qi
Spiritual Pet :
Fat Immortal raccoon (meditation)
0 cost
Level 1: HP+4 CONTINUOUS: Add 1 HP for each your turn(sic)
Level 2: HP+4 CONTINUOUS: Add 2 HP for each your turn(sic)
Level 3: HP+4 CONTINUOUS: Add 3 HP for each your turn(sic)
I think everything is covered now except the second (right) divinity spiritual pet.
Jesus christ, that's worse than the Jiang I saw during the last event that had Strike Twice on both Cide and Soulstat, using Dance of the Dragonfly for chase. I already felt like I couldn't do anything going up against that...
When you exchange a fortunes card for the functional sect secret, treasure or pet card, there's a small chance that the card you receive is one rank higher than the fortunes card you turned in. That's the only way you could possibly get one of the red-rank cards - if you exchange a golden fortunes card and get lucky. (to clarify, with fortunes card I mean the cards you receive first that only have the text that they exchange for a secret / treasure / pet card)