pacovf Posted July 29, 2019 Share Posted July 29, 2019 I've been taking notes of the possible upgrades of the starter cards, and of the special improvised cards from Fight Dirty and Quick Thinking. If you see anything missing or any mistakes, please let me know. Anecdotally, it seems like some upgrades (like Feint of Hesh) are more rare than others. But I may just not have enough statistics to conclude. This would have been easier if I knew how to access the relevant files Some people might consider this a spoiler, in which case, please don't read it. This is valid as of 30th July 2019. ----------------------------- COMBAT DECK Feint (1) (10xp): Apply 4 defense. Boosted feint (1): Apply 6 defense. Lucid Feint (1): Apply 7 defense, expend. Kra'deshi Feint (1): Apply 4 defense, heal 4. Expend. Feint of Clarity (1): Apply 10 defense, destroy. Feint of vision (1): Apply 4 defense. Draw a card. Feint of the healer (1): Apply 4 defense, heal 1. Spined feint (1): Apply 4 defense. Gain 3 counter. Rival feint (1): Apply 4 defense. Gain 1 combo. Feint of Hesh (1): Apply 4 defense, remove 1 harmful condition. Following Feint (1): Apply 4 defense. Your next attack this turn deals maximum damage. Elbow strike (1) (4xp): 3 damage. Strike of vision (1): 3 damage. Draw a card Strained strike (1): 4 damage. Discard a card. Lucid strike (1): 5 damage. Expend Stone strike (1): 3 damage. Gain 2 defense. Counter strike (1): 3 damage. Gain 3 counter. Rival strike (1): 3 damage. Gain 1 combo. Finishing strike (1): 3 damage. Spend up to 3 combo: deal 2 bonus damage per point spent Strike of clarity (1): 7 damage. Destroy. Stab (1) (6xp): 2-5 damage Rooted Stab (1): 4-5 damage Strained Stab (1): 4-6 damage. Discard a card Stab of the stone (1): 2-5 damage. Gain 2 defense Stab of the deep (1): 2-5 damage. Apply 1 wound. Stab of savagery (1): 2-5 damage. Apply 2 bleed. Stab of the mirror (1): 2-4 damage. Play this card twice. Stab of the nail (1): 2-5 damage. Piercing Stab of clarity (1): 10 damage. Destroy Fight dirty (1) (8xp): improvise a special card: Hide (0): gain 3 defense, expend Enrage (1): gain 1 power, expend Slash (0): 1-2 damage, apply 2 bleed, expend Trip (0): 2-3 damage, apply 2 wound, expend Throw dust (0): apply 1 cripple, expend Mud tosser (0): 1-2 damage. Gain 2 combo, expend Scrapper (0): draw a card, discard a card, expend Scrounge (0): draw 2 cards, expend Promoted Fight dirty (1): improvise a special upgraded card: Boosted Hide (0): gain 5 defense, expend Pale Enrage (0): gain 1 power, expend Boosted Slash (0): 1-2 damage, apply 3 bleed, expend Boosted Trip (0): 3-4 damage, apply 3 wound, expend Boosted Throw dust (0): apply 2 cripple, expend Boosted Mud tosser (0): Gain 3 combo, expend Boosted Scrapper (0): draw 2 cards, discard 2 cards, expend Boosted Scrounge (0): draw 3 cards, expend. ----------------------------- NEGOTIATION DECK Deflection (1) (8xp): Apply 3 composure Boosted Deflection (1): Gain 4 composure Lucid Deflection (1): Apply 6 composure, expend Wide Deflection (1): Apply 4 composure to all your arguments, expend Deflection of clarity (1): Restore 5 resolve and gain 5 composure, destroy Visionary Deflection (1): Apply 3 composure, draw a card Fast talk (1) (8xp): [D] 1-3 damage Clarity Fast talk (1): [D] 6 damage. Destroy Visionary Fast talk (1): [D] 1-3 damage. draw a card Stony Fast talk (1): [D] 1-3 damage. Gain 3 composure. Inspirational Fast talk (1): [D] 1-3 damage. Gain 1 influence. Pale Fast talk (1): [D] 2-3 damage. Spend 1 influence: this card costs 0 Threaten (1) (6xp): [H] 1-4 damage Boosted Threaten (1): [H] 3-4 damage Threaten of clarity (1): [H] 8 damage. Destroy Visionary Threaten (1): [H] 1-4 damage. Draw a card Lucid Threaten (1): [H] 1-4 damage. gain 1 dominance Mirrored Threaten (1): [H] 1-2 damage. Play this twice. Quick thinking (1): improvise a special card: Observation (0): [D] 0-4 damage. Expend Options (0): draw 2 cards, expend Gossip (0): deploy an argument with 2 resolve and bait, expend Withdrawn (0): gain (apply) 3 composure, expend Gruff (0): [H] incept 1 flustered, expend Consideration (0): apply 2 composure on 2 random arguments, expend Debate (0): [H] 1-2 damage, expend Stammer (0): incept 2 vulnerability, expend Carry over (0): Gain 1 bonus action next turn Improved quick thinking (1): improvise an special upgraded card: Tall observation (0): [D] 0-6 damage. Expend [] Options (0): draw 3 cards, expend Boosted Gossip (0): deploy an argument with 4 resolve and bait, expend [] Withdrawn (0): gain 5 composure, expend Boosted Gruff (0): [H] incept 2 flustered, expend Boosted Consideration (0): apply 3 composure on 2 random arguments, expend Boosted Debate (0): [H] 2-3 damage, expend Boosted Stammer (0): incept 3 vulnerability, expend [] Carry over (0): Gain 2 bonus actions next turn Link to comment Share on other sites More sharing options...
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