Spellsword Cards: Demontide

Spellsword Cards: Demontide

Not enough ratings
Class cards, gotta find them all
By Kongdej and 1 collaborators
Skills and cards gained from classes. (old)
   
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Introduction
Words and stuff:
I wanted a place to figure out which class levels gave what, so I started writing this guide.

These things may be subject to change from patch notes, or I may have missed something, if you notice anything like that feel free to let me know.
Last updated: V 1.36

Furthermore, as of currently writing lvl 6, 7 and 8 doesn't have class cards, so currently they don't have entries.

Parsing information:
When I write down cards I have a few "shortcuts" to write certain stats.
Example: Trained Snake (C1, A2/H6, Animal-Piercing)
In the above example, the "C1" means it costs 1 mana
The "A2" means it have 2 attack
and the "H6" means it have 6 health
Others include "U2" for 2 uses on a skill
"D2" means it will have 2 durability for a weapon
The rest of the text is as close to what the card says as my fingers typing wanted it to be :p

Warrior

Lvl 1
(+10 Life)
      Skill:
Recuperate: (C1, U2, Restore up to 3 life +1 per warrior level)
Melee mastery: (+1 Damage with melee weapons)
      Weapon:
Longsword: (C2, A4, D2, Melee-slashing)


Lvl 2
(+6 Life)
      Skill:
Bonus attack: (C1, U1, Hero may attack once more this turn)
      Summon:
Guard hound: (C1, A2/H6, Animal-piercing, Guard)
      Weapon:
Great club: (C1, A4, D3, Melee-crushing)
      Equipment:
Scalemail armor: (C2, +12 armor)

      Choose 1
      Equipment:
Smoke bomb: (C1, Target prevented from attacking or counter attacking 1 turn)
Flask of fire: (C1, Target suffers 2 fire damage for 3 turns)
Strength potion: (C1, Hero gains +2 attack damage for 2 turns)

      Choose 1
      Skill:
Defensive mastery: (Start of your turn: +2 Armor if unarmoured)
Ranged mastery: (+2 Damage with ranged weapons)


Lvl 3
(+6 Life)
      Skill:
Disable: (C3, U2, Deal 2 slashing damage and target is unable to attack or counter attack for 1 turn)
Rally: (C2, U2, Target summon gains one more attack this turn)
      Summon:
Guard hound: (C1, A2/H6, Animal-piercing, Guard)
      Weapon:
Great sword: (C3, A6, D3, Melee-slashing)

      Choose 1
      Skill:
Weapon mastery: (+3 Damage with Weapons when hero has less than half max life)
Disarm Weapon: (C3, U2, Destroy weapon of enemy hero (excludes weapons with unlimited durability))
Weapon fusion: (C3, U1, +4 damage for current weapon)


Lvl 4
(+6 Life)
      Skill:
Sweeping strikes: (Deal half damage to any summon beside the summon your hero attacks with a melee weapon)
Riposte expertise: (Deal +1 damage to counter attacks)
      Equipment:
Fullplate armor: (C3, +18 Armor)

      Choose 1
      Equipment:
Strength potion: (C1, Hero gains +2 attack damage for 2 turns)
Antitoxin potion: (C1, Immune to poison damage for 3 turns)

      Choose 1
      Equipment:
Acid vial: (C1, Deal 6 acid damage)
Minor restoration potion: (C1, Remove the last negative effect on hero)


Lvl 5
(+6 Life)
      Skill:
Multistrike: (Start of turn: hero may attack once more this turn)
Leadership: (End of your turn: All summons you control restore up to 1 life)
      Weapon:
Pole arm: (C3, A6, D3, Ranged-piercing)
      Equipment:
Throwing spear: (C1, Deal 6 piercing damage)

      Choose 1
      Summon:
War steed: (C3, A4/H12, Animal-crushing, Guard)
Faithful steed: (C3, A3/H9, Animal-crushing, Guard, Summon: Draw a card)
Mage

Lvl 1
(+6 Life)
      Skill:
Knowledge thirst: (Start of your turn: Draw a card if you have 1 or less cards in hand)

      Summon:
Minor illusion: (C1, A0/H8, Illusion-arcane, Guard)
Wolf Companion: (C1, A6/H3, Animal-piercing, Summon: Can attack immediately)
River serpent: (C1, A3/H5, Animal-piercing, Summon: Deal 1 poison damage to enemy hero over 2 turns)
Seeking Wisp: (C1, A2/H3, Spirit-arcane, Guard, Summon: Draw a card)
      Spell:
Scorch: (C2, Deal 8 fire damage to enemy summon and any summons next to it)
Flame bolt: (C1, Deal 5 fire damage)

      Choose 1
      Spell:
Toxic spray: (C1, Deal 6 poison damage)
Acid splash: (C1, Deal 4 acid damage)
Remove armor: (C1, Removes up to 12 armor from target)

      Choose 1
      Spell:
Ray of frost: (C1, Deal 4 cold damage)
Minor spark: (C1, Deal 4 electric damage)
Chilling Touch: (C1, Deal 6 necrotic damage provoking a counter attack)


Lvl 2
(+4 Life)
      Skill:
Arcane Mastery: (Whenever you cast a spell, deal half your mage level as arcane damage to opposing hero)
      Summon:
Fire spirit: (C2, A4/H9, Elemental-fire)
Frostling: (C2, A3/H8, Elemental-cold, Guard)
Swamp salamander: (C2, A3/H9, Animal-slashing, +1 attack damage for each summon you control)
      Spell:
Magic armor: (C2, Gain +10 armor)
Blade ward: (C1, Target may not be attacked until the end of your next turn)

      Choose 1
      Spell:
Thunder clap: (C2, Deal 10 sonic damage)
Brilliant flash: (C2, All enemy summons with 8 or less life cannot attack or counter attack 1 turn)
Bewitch: (C2, Target enemy summon attacks enemy hero)

      Choose 1
      Spell:
Force bolt: (C2, Deal 9 arcane damage +1 per mage level)
Poison Touch: (C2, Target suffers 8 poison damage for 2 turns)
      Summon:
Silent Illusion: (C2, A0/H16, Illusion-arcane, Guard)



Lvl 3
(+4 Life)
      Skill:
Mana shield: (During opponent's turn up to 5 damage dealt to your hero reduces your available mana instead)
      Summon:
Sand sphinx: (C3, A4/H11, Spirit-divine, On death: Restore up to 2 life to all your summons)
Harmony sprite: (C3, A4/H9, Spirit-divine, Guard, On death: Restore up to 6 life to hero)
      Spell
Slumber: (C2, Target with 20 or less life cannot attack or counter attack for 2 turns)
Flash of life: (C1, Restore up to 4 life)
Remove armor: (C1, Removes up to 12 armor from target)

      Choose 1
      Spell:
Trance: (C2, Target cannot attack or counter attack for 2 turns unless damaged)
Galeforce: (C2, Deal 8 crushing damage to an enemy summon and enemy hero)
Ball lightning: (C2, Deal 6 electric damage for 2 turns)

      Choose 1
      Spell:
Blind struck: (C3, Target suffers -4 attack for 2 turns and prevented from attacking or counter attacking 1 turn)
Haze armor: (C3, Gain +12 armor)
Invisibility: (C3, Target cannot be attacked or counter attacked until the end of your 2nd turn)


Lvl 4
(+4 Life)
      Skill:
Brilliant Aura: (Start of your turn: Gain +1 mana if you have 2 or more summons in play)
      Summon:
Harmony Sprite: (C3, A4/H9, Spirit-divine, Guard, On death: Restore up to 6 life to hero)
Sand sphinx: (C3, A4/H11, Spirit-divine, On death: Restore up to 2 life to all your summons)
      Weapon:
Demonic claws: (C3, A8, D2, Melee-slashing, Equip: Hero gains 1 additional attack this turn)
      Spell:
Rigid body: (C3, Prevent enemy summon from attacking or counter attacking for 3 turns)
Enchant weapon: (C3, equipped weapon gains +4 attack damage and +2 uses (Cannot affect weapons without uses))

      Choose 1
      Spell:
Blade storm (C3, Deals 8 damage to enemy summon for 4 turns)
Wind blast (C3, All enemy summons prevented from attacking or counter attacking 1 turn)
Acid arrow (C3, Deals 8 acid damage, then 2 acid damage for 2 turns)

      Choose 1
      Spell:
Magic shield (C2, Gain +4 armor and negate the next arcane damage dealt to hero)
Poison touch (C2, Target suffers 8 poison damage for 2 turns)
      Summon:
Silent Illusion (C2, A0/H16, Illusion-arcane, Guard)


Lvl 5
(+4 life)
Haven't gained this level, so dunno which is choice only

      Summon:
Duplicate image: (C3, A2/H0, Illusion-arcane, Summon: Gains max life equal to the current life of your hero)

      Spell:
Psychic blast: (C3, Deals 7 psychic damage +1 per mage level)
Enfeebled: (C3, Target suffers -4 attack for 3 turns)
Phoenix fire: (C3, Deal 18 fire damage to enemy summon and any summons next to it)
Shatter: (C3, Destroy the weapon of enemy hero and deal 9 sonic damage (Does not affect weapons without duration))
Ethereal form: (C4, Hero cannot b e attacked or counter attacked for 3 turns)
Dispel: (C4, Remove effects from target caused by spells or artifacts)
Flame web: (C3, Target prevented from attacking or counter attacking 1 turns and takes 2 fire damage over 3 turns)

      Choose 1
      Spell:
Fireball: (C4, Deal 20 fire damage to enemy hero or to all summons (including your own))
Lightning strike: (C4, Deal 15 electric damage to enemy hero or to target enemy summon and summons next to it)

      Choose 1
      Spell:
Noxious cloud: (C5, Deal 6 poison damage over 3 turns to all enemy summons and hero)
Drain life: C4, Deal 10 necrotic damage and restore up to 10 life)
Priest

Lvl 1:
(8 Life)
      Skill:
Banish Evil: (C2, U2, Deal 2 divine damage +4 per priest level to all undead and half to demons)
Bastion of Light: (Hero gains life: Each of your summons restores up to 1 life) (Works even when you "heal" at full health (only gains 0 health))
      Summons:
Blessed Toad: (C1, A1/H5, Animal-Crushing, Guard, Gain +1 Attack damage for each summon you control)
Sentient Vine: (C1, A1/H4, Spirit-Crushing, Guard, Summon: Summons you control gain +1 attack damage)
Trained Snake: (C1, A2/H6, Animal-Piercing)
      Spells:
Celestial Summons: (C2, Summon two 2/4 celestial spirits with guard)
Minor Bless: (C1, Target gains +2 attack damage) (Can target self) (when targeting self, only takes effect when wielding a weapon)
Minor Flash: (C1, Target prevented from attacking or counter attacking next turn)
Rescue: (C1, Target restores up to 8 life if it is below 4 life, otherwise it restores up to 4 life) (only heals 4 if target is at precisely 4 life)

      Choose 1
      Spells:
Divine Bolt: (C2, Deal 12 divine damage to enemy summon)
Open Wounds: (C2, Deal 16 necrotic damage to enemy summon provoking a counter atack)
Weakness: (C2, Target suffers -4 attack for 2 turns) (works on enemy) (If you reduce enemy melee weapon to 0 damage and attacks, the weapon still expends charges on counterattacking for 0 damage)


Lvl 2:
(+5 Life)
      Summon:
Dove Transcendent: (C2, A3/H6, Spirit-Divine, Summon: Draw a card)
Sunken Nymph: (C2, A3/H9, Spirit-Divine)
Hill Guardian: (C2, A2/H7, Spirit-Crushing, Guard, End of your turn: Restore up to 3 life for this summon)
      Spells:
Divine Shield: (C2, The next time target is damaged, it instead takes 0 damage)
Divine Cage: (C2, Target may not be attacked or counter attacked for 2 turns)
Divine Strike: (C1, Deals 4 divine damage) (to 1 target?)
Healing Wave: (C2, All your summons resture up to 3 life)
Heal wounds: (C1, Restore up to 6 life to target)
Blessing: (C2, All your summons gain +1 attack damage)

      Choose 1
      Skill:
Divine Radiance: (C3, U1, Deal 6 divine damage to all enemies +1 per priest level)
Divine Knowledge: (C1, U2, Draw cards equal to half your priest level rounded down)
Divine Thunder: (C3, U1, Deal 4 sonic damage to target +3 per priest level)


lvl 3:
(+5 Life)
      Summon:
Crustal Fairy: (C3, A4/H12, Spirit-divine, Summon: Deal divine damage to enemy hero equal to 2x number of summons you control)
Mist Maiden: (C3, A3/H9, Spirit-divine, Guard, Start of your turn: Draw a card if you have 2 or less cards in hand)
Blessed Toad: (C1, A1/H5, Animal-Crushing, Guard, Gain +1 Attack damage for each summon you control)
      Weapon:
Divine Weapon: (C3, A7, D2, Melee-Divine, Equip: Hero gains 1 additional attack this turn)
      Spell:
Durability: (C1, Current hero weapon gaints 3 more uses)
Endurance: (C3, Increase max life by 4, and restore 4 life for hero and all your summons)
Poison Immunity: (C3, Target is immune to poison damage)
Weakness: (C2, Target suffers -4 attack for 2 turns) (works on enemy) (If you reduce enemy melee weapon to 0 damage and attacks, the weapon still expends charges on counterattacking for 0 damage)
Divine Life: (C3, Restore up to 9 life for hero and all summons)

      Choose 1
      Spell:
Minor restoration: (C3, Remove last negative effect on target)
Blind struck: (C3, Target suffers -4 attack for 2 turns, and prevented from attacking or counter attacking 1 turn)
Living Bond: (C3, Target suffers the same damage your hero receives for 2 turns)


Lvl 4
(+5 Life)
      Summon:
Stalwart Treefolk: (C3, A1/H14, Spirit-crushing, Guard, Summon: Restore up to 2 life to all summons)
Pantheon Angel: (C3, A4/H11, Spirit-divine, Summon: Deal 3 divine damage to all enemy summons and hero)
Sentient Vine: (C1, A1/H4, Spirit-Crushing, Guard, Summon: Summons you control gain +1 attack damage)
      Spell:
Minor restoration: (C3, Remove last negative effect on target)
Rigid body: (C3, Prevent enemy summon from attacking or counter attacking for 3 turns)
Living Bond: (C3, Target suffers the same damage your hero receives for 2 turns)

      Choose 1
      Spell:
Blind struck: (C3, Target suffers -4 attack for 2 turns, and prevented from attacking or counter attacking 1 turn)
Endurance: (C3, Increase max life by 4, and restore 4 life for hero and all your summons)
Divine Life: (C3, Restore up to 9 life for hero and all summons)

       Choose:
Blessing: (C2, All your summons gain +1 attack damage)
Divine Cage: (C2, Target may not be attacked or counter attacked for 2 turns)
Heal wounds: (C1, Restore up to 6 life to target)


Lvl 5
(+5 life)
      Skill:
Leadership: (End of your turn: All summons you control restore up to 1 life)
      Spell:
Dispel: (C4, Remove effects from target caused by spells or artifacts)
Beacon of light: (C4, all your summons regain max life)
Necrotic curse: (C4, Target suffers 4 necrotic damage each time they are attacked or counter attacked for 2 turns)
Energy resistance: (C4, Reduce up to 4 fire, cold, electric, arcane and sonic damage dealt to hero)
Spiritual Rift: (C5, Deal 12 divine damage to all enemy summons and hero)
Harness Soul: (C3, Destroy target summon, the hero who controlled it restores life up to the life of the summon)

      Choose 1
      Summon:
Zombie: (C4, A4, H22, Undead-slashing, Immune to poison and necrotic damage)
Wall of faith: (C4, A0, H20, Illusion-crushing, Guard, Summon: Prevented from attacking or counterattacking)
Rogue

Lvl 1:
(+8 health)
      Skill:
Stealth attack: (+1 damage with ranged weapons per rogue level)
      Weapon:
Shortsword: (C1, A3, D2, Melee-slashing
Throwing knives: (C1, A2, D2, Ranged-piercing)
      Equipment:
Leather Armor: (C1, +6 armor)

      Choose 1:
      Equipment:

Flash of fire: (C1, Target suffers 2 fire damage for 3 turns)
Acid vial: (C1, Deal 6 acid damage)
Smoke bomb: (C1, Target prevented from attacking or counter attacking 1 turn)


Lvl 2:
(+5 health)
      Skill:
Cunning defense: (Start of y our turn: +2 armour if unarmoured)
      Equipment:
Flash of fire: (C1, Target suffers 2 fire damage for 3 turns)
Smoke bomb: (C1, Target prevented from attacking or counter attacking 1 turn)

      Choose 1:
      Equipment:

Potion of speed: (C1, Hero gains one extra attack this turn)
Acid vial: (C1, Deal 6 acid damage)
Smoke bomb: (C1, Target prevented from attacking or counter attacking 1 turn)


Lvl 3:
(+5 health)
      Skill:
Assassinate: (C5, U1, Deal hero attack damage x3 to target)
Over equipped: (End of your turn: If you have more than 20 cards remaining in your deck, draw a card)
      Summon:
Night panther: (C3, A4, H8, Animal-crushing, Guard, Start of your turn: Draw a card if you have 2 or less cards in hand)
      Equipment:
Antitoxin Potion: (C1, Immune to poison damage for 3 turns)

      Choose 1:
      Equipment:
Acid vial: (C1, Deal 6 acid damage)
Potion of speed: (C1, Hero gains one extra attack this turn)
Minor Restoration potion: (C1, Remove the last negative effect on hero)


Lvl 4:
(+5 health)
      Skill:
Blur: (Reduces up to 1 slashing, piercing or crushing damage)
Poisoned weapons: (On attack: Defender is poisoned for 1 damage over 2
      Weapon:
Throwing knives: (C1, A2, D2, Ranged-piercing)
Blowgun: (C0, A1, D3, Ranged-piercing)
      Equipment:
Throwing spear: (C1, Deal 6 piercing damage)
Caltrops: (C2, Target is dealt 2 piercing damage each time they attack or defend for 2 turns)


Lvl 5:
(+5 health)
      Skills:
Dodge: (Reduce 1 damage from melee attacks or counter attacks)
Resourceful: (End of your turn: If you have no cards in hand, draw a card)
      Equipment:
Healing potion: (C1, Restore up to 6 life for hero)
Minor Restoration Potion: (C1, Remove the last negative effect on hero)
Fire Bomb: (C1, Target prevented from attacking or counter attacking 1 turn and suffers 2 fire damage over 3 turns)
      Artifacts:
Orb of Replication: (C4, Summon a new copy of target summon)
Monk

Lvl 1:
(+8 health)
      Skill:
Martial arts: (C1, U*, Equip qi fists (2 melee crushing damage). Start of your turn: If qi fists are equipped hero may attack once more this turn)
Unarmoured fighting: (Start of your turn: +2 armor if unarmoured)
      Equipment:
Smoke bomb: (C1, Target prevented from attacking or counter attacking 1 turn)


2nd lvl:
(+5 health)
      Summon:
Mud trap decoy: (C1, A0/H6, Illusion-crushing, Guard, Whenever a summon or hero damages this summon, they are prevented from attacking or counter attacking 1 turn)
      Spell:
Fist flurry: (C1, If qi fists are equipped, gain one more attack this turn)
Stone stance: (C1, Hero gains +6 armor)
Stunning strike: (C1, Deal 1x hero damage and target is unable to attack or counter attack for 1 turn (qi fists must be equipped))
Triple head decoy: (C2, Summon 3 decoys 0/3 with guard if this card is in your hand at start of game it costs 0 mana)

      Choose 1:
      Equipment:
Flask of fire: (C1, Target suffers 2 fire damage for 3 turns)
Acid vial: (C1, Deal 6 acid damage)
Strength potion: (C1, Hero gains +2 attack damage for 2 turns)


Lvl 3:
      Skill:
Deflecting palm: (Reduce up to 2 damage from ranged attacks)
3 gates of qi: (Each turn when you cast a spell 1st: Gain +1 armor 2nd: +1 attack damage for 1 turn 3rd: Draw 2 cards)
      Spell:
Triple head decoy: (C2, Summon 3 decoys 0/3 with guard if this card is in your hand at start of game it costs 0 mana)
10m punch: (C1, Target takes 6 crushing damage)
No shadow kick: (C1, Target takes 6 crushing damage)

      Choose 1:
      Spell:
Fire snake: (C1, Deals 8 fire damage plus your qi fists to target, provokes a counter attack)
Scorch: (C2, Deal 8 fire damage to enemy summon and any summons next to it)
Galeforce: (C2, Deal 8 crushing damage to an enemy summon and enemy hero)


Lvl 4:
      Skill:
Buddha palm: (C3, U2, Deal 8 crushing damage and target is unable to attack or counter attack for 1 turn)
      Summon:
Monastery tiger: (C3, A4/H8, Animal-crushing, Guard, Start of your turn: Draw a card if you have 2 or less cards in hand)
      Spell:
Fortress stance: (C2, Hero gains +12 armor)
Wind blast: (C3, All enemy summons prevented from attacking or counter attacking 1 turn)
6 paths of pain: (C3, Target suffers 6 arcane damage for 3 turns)
      Equipment:
Healing potion: (C1, Restore up to 6 life for hero)
Minor restoration potion: (C1, Remove the last negative effect on hero)



Lvl 5:
(+5 Life)
      Skill:
Multistrike: (Start of your turn: Hero may attack once more this turn)
8th gate of qi: (C1, U1, Convert all remaining mana to uses of this skill if uses reach 8, gain +6 attack damage, suffer 6 arcane damage every turn and remove all uses)
      Equipment:
Stunning strike: (C1, Deal 1x hero damage and target is unable to attack or counter attack for 1 turn (qi fists must be equipped))
Power strike: (C3, Deal 3x hero damage and target is unable to attack or counter attack for 1 turn (qi fists must be equipped))
100 hands: (C3, All enemy summons take 6 crushing damage)
Qi wings: (C4, All your summons and hero gain the effect - flying (can only be attacked by other fliers or range weapons) for 2 turns)
Necro

lvl 1
(+8 health)
      Skill:
Death restoration: (Restore 1 life each time a summon is destroyed)
Lesser reanimate: (C1, U0, Summon a hollow spirit 2/4 with guard gain 1 use when a non undead summon is destroyed)
(Cannot generate a summon if there's 7 summons on the field already)
      Summon:
Undead imp: (C1, A1/H3, Undead-arcane, Guard, Summon: Draw a card)
Wall of bones: (C1, A0/H8, Undead-piercing, Guard, Prevented from attacking or counter attacking)
      Spell:
Flash of life: (C1, Restore up to 4 life)
Chilling touch: (C1, Deal 6 necrotic damage provoking a counter attack)


lvl 2:
(+5 health)
      Spell:
Blessing: (C2, All your summons gain +1 attack damage)
Necrotic thirst: (C1, Deal 5 necrotic damage to your hero, draw 2 cards)
Blade ward: (C1, Target may not be attacked until the end of your next turn)
Open wounds: (C2, Deal 16 necrotic damage to enemy summon provoking a counter attack)
Rot: (C2, Target is dealt 2 necrotic damage each time they attack or defend for 2 turns)
      Artifact:
Tormented life stone: (C2, Deal 5 necrotic damage to target, then restore up to 10 life to target if it wasn't destroyed

      Choose 1:
      Spell:
Bewitch: (C2, Target enemy summon attacks enemy hero)
Scorch: (C2, Deal 8 fire damage to enemy summon and any summons next to it)


Lvl 3:
      Skill:
Soul harvet: (C2, Sacrifice a summon, deal 2 necrotic damage per necromancer level to enemy hero)
      Summon:
Skeleton: (C3, A5/H13, Undead-slashing, Immune to poison and necrotic damage, crushing damage deals +5 crushing damage to this creature)
Silent illusion: (C2, A0/H16, Illusion-arcane, Guard)
      Spell:
Healing wave: (C2, All your summons restore up to 3 life)
Minor restoration: (C3, Removes last negative effect on target)
Living bond: (C3, Target suffers the same damage your hero receives for 2 turns)

      Choose 1:
      Spell:
Magic armor: (C2, Gain +10 armor)
Magic shield: (C2, Gain +4 armor and negate the next arcane damage dealt to hero)


Lvl 4:
      Skill:
Life from death: (Restore 3 life each time a summon is destroyed)
Reanimate: (C3, U0, Summon an animated corpse 4/12 with guard gain 1 use when a non undead summon is destroyed)
(Cannot generate a summon if there's 7 summons on the field already)
      Spell:
Rising hands: (C3, Target prevented from attacking or counter attacking 1 turns and takes 3 necrotic damage over 4 turns)
Harness soul: (C3, Destroy target summon, the hero who controlled it restores life up to the life of the summon)
Remove armor: (C1, Removes up to 12 armor from target)
Rebirth: (C4, Summon a copy of the last creature to enter the opponent's discard pile)

      Choose 1:
      Spell:
Invisibility: (C3, Target cannot be attacked or counter attacked until the end of your 2nd turn)
Shatter: (C3, Destroy the weapon of enemy hero and deal 9 sonic damage (does not affect weapons without duration)


Lvl 5:
      Skill:
Death from life: (Deal 2 necrotic damage to enemy hero each time a summon enters battle)
      Summon:
Zombie: (C4, A4/H22, Undead-slashing, Immune to poison and necrotic damage)
      Spell:
Drain life: (C4, Deal 10 necrotic damage and restore up to 10 life)
Ethereal form: (C4, Hero cannot be attacked or counter attacked for 3 turns)
Necrotic curse: (C4, Target suffers 4 damage each time they are attacked or counter attacked for 2 turns)
Death pulse: (C5, Deal 12 necrotic damage to all enemy summons and hero)
Harbinger's call: (C3, All your summons gain the effect - end of your turn: Restore up to 2 life)
Ninja

Alert: Be prepared for some weird names ^.^

Lvl 1:
(+8 Life)

      Skill:
Kenjutsu: (Ninja weapons your hero equips gain +1 use)
Shuriken: (C2, U*, If your hero has no weapon, equip a 2/2 shuriken)
Substitution: (C3, U1, Return all ninjas in discard to hand. Whenever your ninja is destroyed, 50% chance it returns to your hand)
      Summon:
Doku no kage: (C2, A3/H5, Human-slashing, When summoned or another ninja is summoned, causes 1 poison damage to the enemy hero)
Izanagi: (C1, A2/H4, Human-slashing, When summoned or another ninja is summoned, Izanagi gains +1/+1)
Tabi Jr: (C1, A2/H5, Human-slashing, Summon: Draw a card and may attack immediately)
      Weapon:
Ninjato: (C2, A3, D3, Melee-slashing)
Nunchaku: (C1, A2, D3, Melee-crushing)
Shuriken: (C1, A2, D2, Ranged-piercing)

      Choose 1
      Equipment:
Smoke bomb: (C1, Target prevented from attacking or counter attacking 1 turn)
Caltrops: (C2, Target is dealt 2 piercing damage each time they attack or defend for 2 turns.)
Throwing spear: (C1, Deal 6 piercing damage)


Lvl 2:
(+5 Life)
      Summon:
Moho Kage: (C2, A1/H1, Human-slashing, Summon: Gains attack damage and life equal to a random other ninja in play under your control)
(Name spelled wrong) (Stats gained based on current stats of the target, so a ninja that has taken damage to only have 1 health remaining only contributes 1 health to Moho Kage)
Tsuki no kage: (C2, A3/H3, Human-slashing, Summon: The opponent discards 1 card at random)
Mud wall: (C1, A0/H7, Construct-crushing, Guard, Cannot attack)
      Spell:
Control Genjutsu: (C2, Target enemy summon attacks enemy hero)

      Choose 1
      Equipment:
Flash of fire: (C1, Target suffers 2 fire damage for 3 turns)
Antitoxin Potion: (C1, Immune to poison damage for 3 turns)
Potion of speed: (C1, Hero gains one extra attack this turn)


Lvl 3:
(+5 Life)
      Skill:
Less is more: (C3, U1, If your discard pile has 10 or fewer cards in it shuffle your discard pile back into your deck)
      Summon:
Kentaro: (C3, A2/H12, Human-slashing, Guard)
      Spell:
Wind scythe: (C2, Deal 7 slashing damage to target and your weapon gains 2 uses)
Gravity crush: (C3, Deals 6 crushing damage to all enemy summons. 2x to flying summons)
Lightning gale: (C3, Up to 3 random enemy summons are dealt 3 electic (yes) damage for 3 turns)
Water chains: (C2, Target cannot attack or counter attack for 2 turns unless damaged)


Lvl 4:
(+5 Life)
      Summon:
Kunoichi: (C3, A4/H10, Human-slashing, May attack immediately when summoned)
Ex-kage, shun: (C3, A3/H14, Human-crushing, End of your turn: Deals 2 crushing damage to enemy hero)
      Weapon:
Demon star: (C3, A4, D3, Ranged-piercing)
Hanzo's Kunai: (C2, A3, D3, Melee-piercing, Attack: Deal +2 poison damage after damage is dealt)
      Spell:
Smoke screen: (C3, All your ninjas cannot be attacked for 1 turn)
Sand storm: (C3, All non ninja summons are dealt 8 crushing damage)
Purity of will: (C3, Restore up to 16 life)


Lvl 5:
Blank?
- Currently my ninja is lvl 4, but the contents for lvl 5 is blank.
Bonus round: Craftables

There's a few basic recipes gained through the story, I am not aware of any craftable items that aren't put into the recipe book:

I'll changed the parsing slightly for this:
Craftable
      (Recipe item + item + item) (This is the required items to build the bolded item)
      (Craftable type) (Description) (This describes what the bolded item actually does)


Recipes:
Fire bomb
      (Smoke bomb + Flask of life)
      (Equipment) (C1, Target prevented from attacking or counter attacking 1 turn and suffers 2 fire damage over 3 turns)

Club of healing
      (Club + Minor life potion)
      (Weapon) (C1, A2, D4, Melee-crushing, Attack: Restore up to 1 life after damage is dealt)

Club of life
      (Club of healing + Minor life potion + Minor life potion)
      (Weapon) (C2, A2, D4, Melee-crushing, Attack: Restore up to 2 life after damage is dealt)

Tome of Truth
      (Tome of knowledge + Tome of knowledge)
      (Artifact) (C2, Draw three cards)

Club of Flame
      (Club + Flash of Fire)
      (Weapon) (C2, A2, D4, Melee-crushing, Attack: Deal +2 fire damage after damage is dealt)

Healing potion
      (Minor healing potion + Minor healing potion)
      (C1, Restore up to 6 life for hero)

Solo firebow
      (Lastman's bow + Flask of fire)
      (Weapon) (C3, A5, D4, Ranged-fire, Equipped: At the start of your turn if you have no summons in play, draw a card)

Wand of erasing
      (Tome of knowledge + Minor life potion + Smoke bomb)
      (Artifact) (C4, Opponent discards up to two cards from their hand at random)

Lava stone (Blight stone + flask of fire)
      (Blight Stone + Flask of Fire)
      (- A single blight stone can be bought in the council of mages)
      (Artifact) (C0, Discard 4: Deal 8 Fire damage to target)

Master key set
      (Crimson key + Bronze key + Marble key)
      (Artifact) (C3, Draw four cards)
11 Comments
Anrita Feb 25 @ 7:28pm 
Priest 5 gets Staunch Tauren, not Zombie. They are similar, but the Tauren deals Divine damage and is not Undead.
Anrita Sep 12, 2024 @ 12:13pm 
Ninja Lvl 5 gets lots of nice stuff now.
Anrita Sep 9, 2024 @ 4:40pm 
Monk Lvl 6: Arcane Fists (3 arcane damage Qi Fists), Lvl 7: Nothing
Kongdej  [author] Apr 5, 2019 @ 5:47am 
@Skybow there is no easy setting, only normal/hard.
- I recommend asking on the forums while maybe also include which quests are hard, and which class you're playing, since there should be a few people able to help you out.
- And if you request an easy setting on the forum the developer might actually see it :p
- This game does "require" that you change strategy depending on each enemy encounter. So if there's an encounter that you need to deal fire damage to, you're supposed to go change the deck you have to have some fire damage, and maybe remove it afterwards since it may be suboptimal against other encounters.
skybow Apr 5, 2019 @ 5:05am 
I am only lvl 3 and every quest is lvl 4 and im killed again and again tired of grinding for nothing is there and easy setting so i can make it to the content with out grind crapola
bearcombat Mar 17, 2019 @ 5:37pm 
I've tried *alot* of combinations, and have yet to find a recipe that isn't given. I've tried every weapon with flask of fire, acid vial, potion of strength, and potion of speed. I've tried every potion with every other potion, and some potions with itself. I've tried every tome with every other tome (except tome of knowledge because I've turned mine into tomes of truth). After all that, I'm thinking that there may not be any "hidden" recipes.
Caerold Mar 15, 2019 @ 5:45pm 
Those are all I had as well. Hopefully folks who discover more (assuming there are more?) via experimentation will comment here
Kongdej  [author] Mar 15, 2019 @ 5:02pm 
Threw in the recipes here because lazy :p, Just the recipes put into the recipe book during the campaign.
Caerold Mar 15, 2019 @ 11:57am 
We really need a guide that lists all crafting recipes given/discovered ingame as well. Feel like starting that too?
bearcombat Mar 15, 2019 @ 10:23am 
This is amazing, and you are awesome for making it!