Ash of the First Bell
Gain 2 extra Energy on the first turn of each combat.
Relics are permanent. Once you pick one up it works for the rest of the run, usually by bending a rule. Ember Coin, for example, pays 15 extra gold after each battle and makes your attacks hit harder the more gold you carry. Emberdeck has 65 of them. Elite fights always drop one, and each guardian lets you choose a boss relic.
Start each combat with 3 Might.
Whenever you lose HP, gain 2 Rage.
While below half HP, your attacks deal 50% more damage.
Whenever an enemy dies on your turn, gain 1 Energy and draw 2 cards.
Your Rage no longer decays.
The first time each turn you reach maximum Rage, gain 2 Energy and draw 1 card.
At the start of your turn, keep up to 10 of your Block.
While Enraged, your attacks deal double damage instead of 50% more.
Whenever you play an Opening, draw 1 card.
Block effects grant +3 Block.
Whenever Spirit would exceed its maximum, deal 3 damage to all enemies for each point lost.
Completing a sequence grants 1 Energy and draws 1 card.
The first card you play each turn costs 0.
The third card you play each turn resolves twice.
Your Opening and Flow progress carries over between turns.
Finishers that complete a sequence resolve twice.
Start each combat with 5 Thorns.
Whenever you gain Growth, gain 3 Block.
Each form has a gift when you shift into it: Guardian, 8 Block; Stalker, 1 Might; Grove, 1 Growth.
Whenever your discard pile is shuffled into your draw pile, heal 5 HP.
In Stalker, your attacks also apply 2 Bleed to each enemy hit.
Whenever you shift into a different form, draw 2 cards.
Start each combat with full Growth (6).
Every form bonus on your cards is always active, whatever form you are in.
Start each combat with 1 Brand on every enemy. When a Branded enemy dies, its Brands move to the next living enemy.
Start each combat with 1 Haze.
The first time each turn you Snuff 5 Brands, gain 1 Energy.
Start each combat with 3 Smolder on every enemy.
Whenever you apply Shaken, also Brand 1.
The first time each turn you Pivot, draw 1 card.
Whenever a card Snuffs 3 or more Brands, draw 1 card.
Whenever an enemy dies with Smolder, every other enemy gains that much Smolder.
At the end of your turn, if you did not Snuff this turn, gain 1 Hush.
Whenever you pay Strain at the start of your turn, gain 2 Block per Energy paid.
Whenever a card applies Numb, gain 2 Block.
At the start of your turn, if you owe no Strain, gain 1 Surge.
Static deals 2 extra damage when it discharges.
Whenever you Vent Strain, draw 1 card.
The first time each turn your attunement changes element, gain 3 Block.
Strain never takes your last Energy; the unpaid rest carries over.
Once per turn, when you play a Spark, a Tide and a Rime card in a row, gain 1 Energy.
Gain 1 Energy at the start of each turn. Whenever you pay Strain, lose 1 HP per Energy paid.
Start each combat with 2 Etch.
The first time each combat you reach 8 Etch, gain 1 Energy.
At the start of your turn, if you have 4 or more Etch, gain 3 Block.
The first time you heal each turn, gain 1 Etch.
Whenever an enemy's Fuse resolves or is Set Off, gain 1 Etch.
Start each combat with 2 Risen.
Start each combat with 2 Barrow.
Whenever a card spends 6 or more Etch, gain 1 Energy.
Gain 1 additional Energy every turn. You no longer gain Etch at the start of your turn.