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TermExplanationExample(s)
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APAction Points. Some cards add Action Points increasing the number of cards you can play per turn.You have 5 AP, and play Presence which reads "Next 3 turns: +1 AP", you will start the next 3 turns with 6 AP, and then return back to 5 AP per turn afterwards
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Area Damage (aka AOE)Damage dealt to all foes, and cannot be evadedDeals 33 Area Damage = All foes recieve 35 damage
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Base DamageThe number of damage a card does. Some cards increase base Damage thus modifying your next attack.Next attack this turn: +10 Base Damage = Adds +10 damage to your next outgoing attack
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BlindCauses the next attack to miss. If the target has Evade, it still triggers - treating the blind shot as a valid threat.
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CleanseRemoves a condition (buff or debuff) to users advantage on the target.Cleanse 1 = Can remove 1 negative condition (e.g. bleed) on you, or 1 positive condition on opponent (e.g. shield)
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CounterTriggers a defensive attack only when attaacked by an opponent.Counter 20 = When target is attacked it fires a counter direct attack of 20 damage
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Direct DamageDamage is direct and only hits 1 target, and can be evaded Deals 15 Direct Damage = if target is hit it takes 15 damage
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DiscardYour discard pile. Cards played end up here, unless exiled. They remain here until recycled
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DrawDraw a card from your deckDraw 1 = Draw 1 card
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Draw DeckYour deck you draw Action Cards from to play your battles. When you reach the end of your deck it is Recycled.
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EvadeAvoids direct damage attacks. Consumed after evading a hit. Evade 3 = Next 3 direct attacks miss. If one attack misses, there will be 2 evades left, until end of turn.
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ExileExile on a card removes it from play for the duration of a battle (standard play), or a run (Infinite Tides mode).
Exile this card = after playing this card will be removed from your deck for the remainder of the battle or run
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HemorrhageWhen triggered, all active Bleed effects are instantly combined, converted into damage, and cleared.Bleed 3 (15 damage each) is triggered by Hemorrhage, dealing 45 immediate damage to the opponent and removing all Bleed icons.
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Next [X] TurnsThe effect will occur over your next [X] turns
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Next TurnYour next turn unless specified otherwise
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ParalyzeTarget draws fewer cards next turn.Paralyze 2 = Target draws 2 less cards next turn
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PersistentThe effect lasts additional turns beyond normal duration.Persistent: Conditions Lasts 1 Extra Turn.
Persistent 2 = Condition Lasts 2 Extra Turns.
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Recycle [discard]Moves cards from your discard back into your draw deck. Some cards only recycle specific types (e.g., only Damage cards).Playing Regroup w/ "Recycle Discard" = causes your entire discard pile to be placed moved back into your draw deck
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ReductionReduces attack by X%Next incoming attack this turn: Reduction 50% = when hit the target will recieve only 50% of the damage (e.g 100 direct damage will become 50)
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RepairTerm for healing healthRepair 35 = Heals 35 health on target
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ResolvesAn attack resolves means it's attempted, and it either hits or misses. A card resolves when it's played whether it's intended effect occurs or does not.
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Search [target]Search [deck or discard] for 1 card and take a follow-up action. Cards are sorted by type, then AP cost.Stack the Deck, allows you to search your deck and place 1 card on top of your deck.
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ShieldA condition that absorbs damage from a direct, or area attack, and typically lasts 1 turn unless persistent.Shield 50 = Puts up a shield that can absorb up to 50 damage for 1 turn
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StunPVP: Removes X AP for next Turn
PVE: Mob can't make a move while Stun
Stun 4 = Removes 4 AP from target for next turn
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WaveboundIn Infinite Tides Mode, this card is removed from your deck after use and returns at the start of the next Wave.
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UncleansableTarget condition cannot be removed by a cleanse card.
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VulnerableA negative condition that makes target vulnerable and all damage attacks done to them are increased by 33%. These effects compoundVulnerable for 1 turn = Target will take 33% more damage per each damage attack. Example 45 points of direct damge will become 60.

Inflict Vulnerable until your next attack resolves = Vulnerable will stay on until next attack either connects, or is evaded.
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Comment in chat if anything is missing or confusing
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