Neutral cards are available to all characters. These cards are generally not gained from normal card reward screens--adventurers must instead acquire them through a combination of merchant shops, events, relic effects, and card effects.
All colorless cards provide a beneficial effect ranging from mildly to extremely powerful.
Like colored cards, colorless cards come in three rarities: common, uncommon, and rare. Unlike character-specific cards, only uncommon and rare colorless cards are sold by the merchant. Every merchant shop offers two colorless cards. Some colorless cards cannot be bought from the Merchant, and are obtained in other ways (Apparitions, Bites, J.A.X., Ritual Dagger, Shivs, All Status cards, and All Curse cards)
|Apparition||Common||Skill||1||Gain 1 Intangible. Exhaust. Ethereal. (no longer ethereal)
(Obtained from event: Council of Ghosts).
|Bite||Common||Attack||1||Deal 7 (8) damage. Heal 2 (3) HP.
(Obtained from event: Vampires(?)).
|J.A.X.||Common||Skill||0||Lose 3 HP.
Gain 2 (3) Strength.
(Obtained from event: Augmenter).
|Ritual Dagger||Common||Attack||1||Deal 15 damage. If this kills an enemy then permanently increase this card's damage by 3 (5)
(Obtained during event: The Nest)
|Shiv||Common||Attack||0||Deal 4 (6) damage.
(Obtained from the effects of various cards.)
|Bandage Up||Uncommon||Skill||0||Heal 4 (6) HP.|
|Blind||Uncommon||Skill||0||Apply 2 Weak (to ALL enemies).|
|Dark Shackles||Uncommon||Skill||0||Enemy loses 9 (15) Strength for the rest of this turn.|
|Deep Breath||Uncommon||Skill||0||Shuffle your discard pile into your draw pile.
Draw 1 (2) card(s).
|Discovery||Uncommon||Skill||1||Choose 1 of 3 random cards to add to your hand. It costs 0 this turn. Exhaust. (Don't Exhaust.)|
Deal 6 (8) damage to ALL enemies.
|Enlightenment||Uncommon||Skill||0||Reduce the cost of cards in your hand to 1 this turn (combat).|
|Finesse||Uncommon||Skill||0||Gain 2 (4) Block.
Draw 1 card.
|Flash of Steel||Uncommon||Attack||0||Deal 3 (6) damage.
Draw 1 card.
|Forethought||Uncommon||Skill||0||Place a card (any number of cards) from your hand on the bottom of your draw pile. It costs 0 until it is played. (They cost 0 until played.)|
|Good Instincts||Uncommon||Skill||0||Gain 5 (8) Block.|
|Impatience||Uncommon||Skill||0||If you have no Attack cards in your hand, draw 2 (3) cards.|
|Jack Of All Trades||Uncommon||Skill||0||Add 1 (2) random Colorless card(s) to your hand.|
|Madness||Uncommon||Skill||1(0)||A random card in your hand costs 0 for the rest of combat. Exhaust.|
Deal damage equal to the number of cards in your draw pile.
|Panacea||Uncommon||Skill||0||Gain 1 (2) Artifact.|
|Panic Button||Uncommon||Skill||0||Gain 30 (40) Block. You cannot gain Block from cards for the next 2 turns. Exhaust.|
|Purity||Uncommon||Skill||0||Choose and exhaust 3 (5) cards in your hand. Exhaust.|
|Swift Strike||Uncommon||Attack||0||Deal 6 (9) damage.|
|Trip||Uncommon||Skill||0||Apply 2 Vulnerable (to ALL enemies).|
|Apotheosis||Rare||Skill||2 (1)||Upgrade ALL of your cards for the rest of combat. Exhaust.|
|Chrysalis||Rare||Skill||2||Add 3 (5) random Skills into your Draw Pile. They cost 0 this combat. Exhaust.|
|Hand of Greed||Rare||Attack||2||Deal 20 (25) damage. If this kills a non-minion enemy, gain 20 (25) Gold.|
|Magnetism||Rare||Power||2(1)||At the start of each turn, add a random colorless card to your hand.|
|Master Of Strategy||Rare||Skill||0||Draw 3 (4) cards. Exhaust.|
|Mayhem||Rare||Power||2(1)||At the start of your turn, play the top card of your draw pile.|
|Metamorphosis||Rare||Skill||2||Add 3 (5) random Attacks into your Draw Pile. They cost 0 this combat. Exhaust.|
|Panache||Rare||Power||0||Every time you play 5 cards in a single turn, deal 10 (14) damage to ALL enemies.|
|Sadistic Nature||Rare||Power||0||Whenever you apply a Debuff to an enemy, they take 3 (4) damage.|
|Secret Technique||Rare||Skill||0||Choose a Skill from your draw pile and place it into your hand. Exhaust. (Don't Exhaust)|
|Secret Weapon||Rare||Skill||0||Choose an Attack from your draw pile and place it into your hand. Exhaust. (Don't Exhaust)|
|The Bomb||Rare||Skill||2||At the end of 3 turns, deal 30 (40) damage to ALL enemies.|
|Thinking Ahead||Rare||Skill||0||Draw 2 cards. Place a card from your hand on top of your draw pile. Exhaust.
|Transmutation||Rare||Skill||X||Add X random (Upgraded) colorless cards into your hand. Exhaust.|
|Violence||Rare||Skill||0||Place 3 (4) random Attack cards from your draw pile into your hand. Exhaust.|
Curses are negative cards that stay in your deck. Under normal circumstances, all curses are unplayable, and many impose an additional negative effect. When you have a Blue Candle you can play Curses, which will make you lose 1 HP and Exhausts the card.
Cannot be removed from your deck. Ethereal.
At the end of your turn, take 2 damage.
At the end of your turn, gain 1 Weak.
There is no escape from this Curse.
(Cannot be Exhausted or Removed from your deck.)
You cannot play more than 3 cards this turn.
While in hand, lose 1 HP when other cards are played.
If transformed or removed from your deck, lose 3 Max HP.
At the end of your turn, put a copy of this card on top of your draw pile. Exhaust.
At the end of your turn, lose HP equal to the number of cards in your hand.
At the end of your turn, gain 1 Frail.
Statuses are negative cards that are removed from your deck at the end of combat. Under normal circumstances, all statuses are unplayable, and some impose an additional negative effect. When you have a Medical Kit you can play Statuses, which will Exhaust them.
At the end of your turn, take 2 (4) damage.
When this card is drawn, lose 1 Energy.