
The Archer
Whittle the world to just arrow and eye.
Buff Ability. Target teammate's next Attack will hit and deal Critical Damage. Cooldown: 1
Dev Notes:
Great if one of your other Agents has an attack with high single-target damage, or has effects that trigger on a Crit -- Like Eddie, Purnima, Alex, or Nocturne.Synergizes very well with teams that have high damage attacks or multi-target abilities like Eddie (Light Em Up), Purnima (Aimed Shot, Kill Shot), Jianyi (Dancing Blade), Nocturne (Volt gun combo'd with upgrades), or Isaac (Spitfire, Cannonade, Repel)
This card also combos very well with The Blacksmith, The Waif, The Rogue, The Conjunction, The Changeling, The Abdication, The Strategist, and The Sage

What came first, the hero or the song?
Buff Ability. Grant Inspired to all teammates and dispel all Debuffs. Teammates already Inspired gain +1 AP. Refunds +1 AP. Cooldown: 3
Dev Notes:
Inspired is a universally useful buff, and especially useful when you get it for 'free' because it refunds the AP you spend to cast it. Great when Agents get further buffs from being Inspired.
This card works well for all characters since Inspired grants 15% to Hit and Crit Chance and the ability refunds the AP, making it a free action. This card combos with several accessories from the Healer like the Reflective Charm and the Charm of the Eternal Aeon.
This card synergizes well with The Great Wind card.

Fear what lies behind this door.
Grenade Ability. Deal 150 Damage and shred 20 Armor in target area. One use per Mission. AoE: 4. Range: Close.
Dev Notes:
Armor shred clears the way for maximum combat capability in eary game, and the upgraded damage of the higher levels of The Threshold are very high.
This card works well on any character. It synergizes with the Bombardier's Brace to make it a free action. This card also combos with The Blacksmith (with both cards maxed it deals 300 damage), The Waif, The Abdication, and The Strategist.

The greatest riddles have no answer.
Buff Ability. Grant a teammate +3 Concealed Evade. Cooldown: 3
Dev Notes:
Every Agent can benefit from an Evade or two in the right circumstances, but Lateef is an obvious target for such a buff, as he has abilities that trigger from gaining more stacks of Evade, like his Running Shot ability.
This card synergizes with The Gambler. A fun combo is to have Lateef with The Gambler and The Great Wind while another character can use The Imp to help stack evasion on Lateef to buff him with inspired and a boosted Running Shot.

The Monument
Awe is just the fear of truth.
Debuff Ability. Inflict 3 Stress on surrounding enemies. AoE: 7 Cooldown: 3
Dev Notes:
This card can kickstart a stress-build; use it to tip enemies over the edge early to feed a chain of stress finishers with Ingrid for a bounty of AP, or cast and recharge Mesmerise with Celestine.
This card works on any character since stress finishers don't cost AP to perform. This synergizes really well on characters that capitalize on stress breaking enemies like Celestine (Cruel release), The Alexandrite (Tether, Multiplication), and Ingrid (Killer Instinct - extra AP for stress finishers)

Learn to love the fire's licks and bites.
Debuff Ability. Cast a Burning Hazard. AoE: 4. Range: Close. Cooldown: 3
Dev Notes:
Laying down a Fire Hazard is especially useful when fighting Marteau, because his monsters are vulnerable to Fire damage. The size of the Hazard's Area of Effect (AoE) gets quite large at higher Upgrade levels.

In each heart a hammer rings.
Buff Ability. Target teammate's next attack deals double Damage.
Dev Notes:
Because this card deals a percent increase, it's great on Agents like Purnima whose weapons already have a high base damage.
This card works very well on all characters. The damage increase is especially beneficial to high damage or multi target characters like Eddie (Bullseye, Barrage), Purnima (Aimed Shot, Kill Shot, Trick Shot), Jianyi (Steel Tempest, Dancing Blade), Nocturne (Volt gun combo'd with upgrades), Fedir (Shotgun + Rage), or Isaac (Spitfire, Cannonade, Repel) - Dan Greenwood
This also combos really well with The Waif, The Rogue, The Conjunction, The Changeling, The Abdication, and The Strategist.

No sorrow, no pain, no joy, no strain. Only the song and its dizzy refrain.
Debuff Ability. Target enemy's next attack will miss. Cooldown: 1
Dev Notes:
Reducing the effectiveness of a dangerous enemy by forcing them to miss can buy you a turn to gain the upper hand
This card is great for tough monsters and scions. It becomes more and more effective in the late game when the higher damage enemies start showing up more frequently in missions. It is VERY helpful in the final mission.

The serpent eats itself and never dies.
Self-Buff Ability. Gain +1 AP. Cooldown: 2
Dev Notes:
An extra AP for free can maximize the support ability of Ana to bestow useful buffs to start combat. Consider opening combat with extra AP to really set the table, as "saving it for just the right moment" often leads to never using it at all. Since it has a long cooldown, you could use it twice if the encounter goes on for a long time.
This card works really well with accessories that reduce cooldowns like the Mechanical Vambrace or Ability Optimizer. It also pairs well with Ana Sofia (Commitment). A very strong build for this card is to pair it with The Companions and The Conjunction to create the potential to cast this ability for no AP cost and have it reduce it's own cooldown. To push it further, if Purnima is the character with the build, her Opportunist ability will grant an extra AP to bring the total up to 2 AP for free if another character uses a buff on her.

Who knows better where the fault lines lie?
Ranged Ability. Deals Damage that ignores Armor. Accurate at medium range. Adds Bleeding on Hit.
Dev Notes:
An extra Ranged ability can help Jianyi's late-game Passive Abilities fire more often. Close-range characters like Ingrid, Fedir, Judith and Celestine also always benefit from having a ranged option.

Upon the ground a line is drawn, and words of bronze declare, "No closer."
Melee Ability. Deal 10 Damage and push the target back 6 Tiles. Collisions inflict Knocked Down. Cooldown: 2
Dev Notes:
If an enemy is knocked down, their next turn must be used to stand up. This can buy valuable time.

For nothing is made but summoned; nothing claimed, but called.
Debuff Ability. Cast a Shocked Hazard. AoE: 4. Range: Close. Cooldown: 3
Dev Notes:
Put The Conduit on Nocturne to maximize her Shock-based Abilities. Additionally, the card can be used to discourage melee enemies from closing distance quite so fast.

Nature makes no monsters. Every poison is a cure.
Debuff Ability. Cast a Poisoned Hazard. AoE: 4. Range: Close. Cooldown: 3
Dev Notes:
Placing a Poison Hazard on an enemy can force them to reposition, and damage them at the same time.

In weakness, strength. In strength, a weakness.
Debuff Ability. Target enemy takes 60% more Damage this Round. Cooldown: 3
Dev Notes:
Use this debuff at the start of your turn against a powerful enemy, and follow up with attacks from your heavy-hitting Agents to drive that enemy to their knees.

The strongest blows allow for no reprisals.
Melee Ability. Deal Damage and shred 15 Armor.
Dev Notes:
Armor shred makes all subsequent attacks more efficient, and this card does it without sacrificing damage from an attack.

A knife against the throat of he who thinks he has no foes.
Debuff Ability. Inflict Blinded on all enemies in target area. AoE: 5. Range: Close. Cooldown: 3

A knife against the throat of he who thinks he has no foes.
Ranged Ability. Accurate at medium range. Deals +150% more Damage against enemies with Marked.
Dev Notes:
The Rogue is a huge force multiplier for Eddie and Purnima, who routinely perform extra damage against Marked enemies.

Wraiths and night-cloaked things are here laid bare.
Debuff Ability. Inflict Marked on all enemies in a cone. Range: 12. Refunds +1 AP. Cooldown: 2
Dev Notes:
Use to support Eddie or Purnima to maximize their damage output. At higher levels, the action refunds an AP, allowing the Agent to take an extra action per turn.

Her shield aloft, and on her lips the answer, "Not today."
Buff Ability. Target teammate takes 60% less Damage for 2 Rounds.
Dev Notes:
Celestine in particular benefits from the protection the Shieldmaiden buff applies. I like to place the card on Ana Sofia and make her Celestine's guardian angel.

Fleet of foot and quick to laughter.
Buff Ability. Grant all teammates +3 Speed for 2 Rounds.
Dev Notes:
Equip this on an agent who already synergizes well with Ingrid and let her prance around the battlefield on Killing Instinct chains.
If you're trying to unlock Key Exchanges, Ingrid has several with Eddie, Lateef and Fedir each. Pair her with one of these Agents on Missions to unlock the full story, and place Satyr on that Agent to deal massive damage in the meantime!

A seclusion even death itself cannot assail.
Healing Ability. Fully heal all teammates in target area. AOE: 3. One use per Mission. Range: Close.
Dev Notes:
The ability to Heal is rare and valuable. Ana has upgrades that benefit her when she uses a Heal ability, so this can add a extra chance for her passive abilities to fire. Mother Amina has upgrades that can make this even more effective.
"If Ana Sofia isn't in your main rotation, choose an Agent with limited ammo and a good set of support abilities as your go-to healer, like Judith, Nocturne, Alexandrite, or Celestine."

Tightly twined and never torn apart.
Debuff Ability. Enemies in target area lose Speed. Lasts 2 Rounds. AoE: 5. Range: Close. Regain +1 AP. Cooldown: 4
Dev Notes:
Useful for slowing down the rapid approach of a pack of Cultists or Tidespawn.
"I sometimes put this on Purnima to help her keep melee units at range, where she wants them."
The Whispers
In the shadow is a silence. In the silence is an answer. In the answer is an end.
Debuff Ability. Cast a Void Hazard. AoE: 5. Range: Close. Regain +1 AP. While on a Void Hazard, this Agent deals +30% Damage and gains +20% Crit Chance.
Dev Notes:
To cast the hazard and then be able to benefit from it is powerful. On Purnima, this could increase the effectiveness of a high damage output build, and give her extra movement to maintain her long range and height advantages

A light that spans the vault above.
+15% Hit Chance. On reload, this Agent becomes Inspired.
Dev Notes:
Great for characters who reload a lot, like Eddie or Purnima

Hunters, feed yourselves.
+50 Max HP. Anyone who attacks this Agent becomes Marked.
Dev Notes:
I like to put this on Ingrid when she is also paired with Purnima or Eddie; then her doing her thing and tanking the fight will dramatically benefit the damage output of that other agent.

The price of life is death.
Debuff Abilities have 75% chance to refund +1 AP.
Dev Notes:
On Celestine, who already benefits from casting debuff abilities, this passive can supercharge her AP.

Let nothing sunder that which fate has joined.
When using Buff Abilities, the targeted teammates heal 2 Stress and this Agent has a 75% chance to have Ability Cooldowns reduced.
Dev Notes:
On Ana, who thrives on casting buff abilities, this can make her even more efficient.

None can live without the red elixir.
Attacks have 50% chance to inflict Bleeding. When attacking Bleeding enemies, regain +15 HP.
Dev Notes:
Since Bleeding causes damage when the target moves, this can make Eddie's Light Em Up extremely powerful. Since Leech rewards health when hitting bleeding targets, agents like Isaac, who hits targets multiple times, can gaine quite a bit of health

A pact to share a stranger's fate.
When using Buff Abilities, this Agent has 75% chance to regain +1 AP and targeted teammate has 25% chance to gain +1 AP. Maximum +2 AP per Round.
Dev Notes:
For Ana, this could proc off of her +1 AP blessing ability, both extending her efficiency and her targets

Loose the trap and slip away.
Attacks deal +50% Damage when Invisible. This Agent can gain Invisible by crossing the full distance of a 2 AP move. Cooldown: 3

The king was just, but he is dead, and empty stands the throne.
After inflicting a Stress Break on an Enemy, this Agent recovers 4 Stress and 60 Health.

The king was just, but he is dead, and empty stands the throne.
After suffering a Stress Break, this Agent deals +60% Damage for the rest of the Mission.

A mountain does not weep for thunderclouds.
This Agent has +20 Armor and -1 Speed.

Fate is never made, but won — or lost.
After dodging an attack, this Agent becomes Inspired and recover 30 Health.
Dev Notes:
On an Agent like Lateef, who often has Evade, this can ensure he's often buffed with Inspired

Alone at last, in time to watch the end.
This Agent's Attacks have a +33% chance to inflict Dazed. If the enemy is already Dazed, they inflict Knocked Down.
Dev Notes:
Equip on an agent who often gets additional AP or extra attacks for maximum effect

In every rule a trap; in every move a goal.
After Reloading, the Agent's next attack deals +50% Damage.
Dev Notes:
Fedir's Enraged buff heals him for a percentage of the damage he deals, so increasing his damage after a reload means more healing for Fedir

Be ready when it comes.
Upon becoming Inspired, this Agent gains +2 Speed for 2 Rounds. While Inspired, attacks have 25% chance to grant +1 AP. Maximum +3 AP per Round.
Dev Notes:
Equipped on an Agent that you often deploy with Ana, this can make a simple cast of her basic buff ability extra effective.

What lightning misses, rain will wash away.
Missed attacks still graze for 30 Damage. -9% Crit Chance.
Dev Notes:
The Storm is really good on Isaac. Base damage that is close to his normal damage per shot helps to ensure he is dealing non-stop damage with every attack. The more you level the card the better the damage. Plus if you add The Leech, Isaac becomes a major damage dealer.

Step with care upon this mortal ground.
This Agent has +2 Speed, but suffers 5 Damage when crossing the full distance of a 1 AP Move.

Become the red right hand of death.
This Agent recovers +45 Health after killing an enemy, and loses 15 HP at the end of each Round.
Dev Notes:
This card pairs great with Ingrid who is on the front lines taking damage and who wants to land killing blows to trigger her Killer Instinct passive

Water overflows the seeker's cup.
This Agent has +10% Crit Chance. On scoring a Crit, this Agent's Cooldowns are reduced by 1.
Dev Notes:
Eddie or Jianyi, who get increasing crit chances throughout their skill tree can benefit from reduced cooldowns with this card

Who will walk where others fear to tread?
This Agent has +5 Max Stress, and when attacked, their attacker suffers +1 Stress.
Dev Notes:
Good support for a stress-focused team like Celestine and Alex

Never look away.
When attacked, this Agent suffers less Stress but loses 4 Max HP until the end of the Mission.
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