620 entries

Systems

Abilities, proficiencies, cards, combat rules, quests, party preparation, Player Town, and Rune Board rules.

69 cards

Trait Cards

Characters receive a Trait Card choice at hero levels 1, 5, 9, and every four levels after that. Each draft draws nine eligible cards from the global weighted pool. Domains do not reserve slots.

Most repeatable cards have no fixed rank cap and use diminishing returns after rank 4. Cards with an authored maximum show that limit in their details. Draftable signature cards can be chosen once. Innate racial signatures and granted signatures such as Gun License do not appear in drafts. Advanced racial Trait Cards can be drafted by their required race; any prerequisite Trait is listed on the card.

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297 cards

Mastery Cards

Proficiency-specific cards with their current effects, rank values, prerequisites, and artwork.

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36 volumes

Field Notices

Expedition Contracts and books that grant proficiency levels.

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7 services

Player Town

Barracks, Card Master, Grand Temple, Training Grounds, Bounty Merchant, Enchanter's Hut, Prep Room. Establishment costs, recruit upgrades, Gun License, equipment maintenance, and card resets.

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1 results
NameSectionDescriptionKey facts
Mixed-Crew Methodmixed_crew_method
Trait CardsAfter a weapon attack, the next spell begun within six seconds costs 15 percent less mana and resolves 10 percent faster. After a spell resolves, the next weapon attack begun within six seconds deals 12 percent more damage. Each prepared bonus is consumed by the action that uses it.
Domain
Practice
Rarity
Legendary
Type
Racial signature
Effects
Mixed-Crew Method: 1
More details (5)
Minimum hero level
1
Rank behavior
Granted by race; fixed at rank 1
Acquisition
Human racial signature
Trait Card draft
Not available
Reset or refund
Not available