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 6 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).
Deal 6 (8) damage to ALL enemies.
|Finesse||Uncommon||Skill||0||Gain 2 (4) Block.
Draw 1 card.
|Flash of Steel||Uncommon||Attack||0||Deal 3 (6) damage.
Draw 1 card.
|Good Instincts||Uncommon||Skill||0||Gain 4 (7) Block.|
|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.
(Obtained from event: Winding Halls)
Deal damage equal to the number of cards in your draw pile.
|Panacea||Uncommon||Skill||0||Gain 1 (2) Artifact.|
|Purity||Uncommon||Skill||0||Choose and exhaust 3 (5) cards in your hand. Exhaust.|
|Swift Strike||Uncommon||Attack||0||Deal 5 (8) 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.|
|Enlightenment||Rare||Skill||0||Reduce the cost of cards in your hand to 1 this turn (combat).|
|Master Of Strategy||Rare||Skill||0||Draw 3 (4) cards. 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)|
|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.|
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.
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, lose 1 HP for each card in your hand.
Cannot be removed from your deck.
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.