If you are a new reader, welcome and thank you for giving Deckmaster a chance, but I advise you to skip this chapter. It is full of spoilers.
All of the information that follows will be revealed through the natural course of the story, and if I do my job as a writer correctly, you shouldn’t ever need to come back here.
That said, I am definitely not perfect, and if I ever do screw up and make you feel like you need help remembering something, this glossary is here for you as a reference.
If you ever decide to take a break from and then return to the story and feel like you’ve forgotten a few details about how things work, you can check back here for a quick refresher.
And if you’re just the kind of person who enjoys digging into the numbers and mechanics, you can find all of those collected below.
I’ve tried to organize things in a way that will make finding whatever information you’re looking for quick and simple.
The glossary is split into several sections, each hidden behind spoiler tags to help you find what you want and avoid what you don’t.
Now, while the section titles should be self-explanatory, I did want to make of note about why there are two card lists. They each contain the exact same information; they’re just organized in different ways.
Alphabetical is for anyone looking to quickly find a specific card.
Chronological is for anyone who only wants to see what Dylan has access to up to a certain part of the story. That way, you can avoid spoilers for chapters you haven’t read yet.
This glossary will be kept up to date with the story, but it will not track absolutely everything. It is meant to be a reference that anyone at any part of the story can look to for more information.
For details about some of the more changeable aspects of Dylan’s journey, such as his stat values, his mastery progress, or the specific number of copies he has of each card, I will create a supplemental chapter at the end of each volume. Or maybe, at the end of each major arc within a volume if I feel enough progress has been made to warrant an update.
I do want to emphasize, however, that those supplemental chapters (like this glossary) are not required reading. They’ll be there if you want to look at them, but you’ll lose nothing by skipping past them.
Finally, I’d like to once again thank everyone for reading my story. It’s already received more attention than I could have hoped for when I started it. I hope you enjoy what I’ve written and what’s still to come.
But enough with my rambling. I’m giving one last warning about the contents of this glossary.
If you are a new reader, continuing any further will spoil you, and if you’re an old reader who isn’t up to date, be careful when navigating below if you want to avoid the same thing happening to you.
If you are up to date or simply don’t care about potential spoilers, then I hope you find this information useful.
General Terms and Definitions (contains spoilers from throughout the story)
[Statistics and Advancement]
Statistics: The quantifiable power granted by the System and its classes. They do not represent or measure a person’s physique, skills, or capabilities. They are the power the System has granted in addition to what already exists.
Basic Statistics: Common stats shared by every class. Includes the following: Resilience, Physical Power, Magic Power, Mana, and Mana Regeneration.
* Resilience: Resilience is not health, but it is closely tied to a person’s life. It helps prevent damage by softening blows and preventing wounds. When injuries do occur, the stat can also aid by stimulating unnaturally rapid physical regeneration. Any protection or healing resilience enacts causes the stat to be drained, and without special means, it can usually only be regenerated with meditation. When a person’s resilience has been exhausted, they are more vulnerable and must rely on the fortitude of their underlying physique to survive any further damage.
* Physical Power: Physical Power is the measure of how much stronger a body is after being initiated by the System. It represented how efficiently someone can channel their body’s Mana through their veins, muscles, and bones. It strengthens reflexes, durability, and explosive force. Most uses of the stat come from unconscious actions, but with enough training, Physical Power can be directed with more deliberate focus.
* Magic Power: This stat represents how well a person can harness the power of internal and external Mana to create magical effects such as spells or enchantments. Most of those effects are governed by class skills. Similar to Physical Power, most basic uses of the stat come from unconscious actions, but more varied and powerful effects can be created with dedication and practice.
* Mana: This stat measures how much free Mana a person has access to. Everyone, even those not initiated by the System have Mana within them, but it is often difficult, or even impossible, to access. Every other stat represents some kind of manipulation of that Mana to empower those under the System’s charge. But the Mana stat is different; it is extra Mana granted by the System intended as a resource pool. Its most common use is to power class skills, but it can be used in other ways such as charging manatech or special equipment.
* Mana Regeneration: How much of the Mana stat is restored over time. It is usually measured by the amount regenerated every minute.
Rare Statistics: Uncommon stats that are unique to certain classes. Can also be obtained through System rewards. Includes the following: Defense, Vitality.
* Defense: This stat reduces all damage received by a certain amount.
* Vitality: Vitality is often referred to as backup Resilience. When active, the stat slowly drains itself to regenerate any depleted Resilience. At first, this process is automatic, but those with more experience can manipulate how it functions, accelerating, slowing, or even halting its regeneration. Like Resilience, the most common way to restore Vitality is through meditation.
Statistic Tiers: A measure of how the System classifies power. The threshold for advancing to the next statistic tier is always ten times the previous tier threshold. Once advanced, stat functionality often undergoes qualitative changes.
* Tier 0: 0-9
* Tier 1: 10-99
* Tier 2: 100-999
* Tier 3: 1000-9999
* Tier 4: 10000-99999
* Tier 5: 100000-999999
Class Statistics: The key stats designated by the System for each class. They will generally be the most impactful in raising the power of class skills, and once they all reach the next tier, the class will advance to the next tier as well.
Class Tiers: A general System measure of how powerful a person has become. To increase their class tier, a person must increase the tier of each of their class statistics. Reaching a new tier often increases the functionality and effectiveness of preexisting skills. It is also commonly accompanied by receiving new, more powerful, and/or more varied skills.
Mid-Tier Classifications: Because of the wide range of stat values within each tier, especially within higher tiers, there is often a large gap in power between people of the same class tier. This has caused humans to further classify power within a tier as low, middle, high, or peak. In general, reaching a new level of classification follows the same rules as advancing to a new class tier. That means that all class statistics must reach the threshold for that new level, but because this is a human and not a System delineation, people are not always strict about maintaining those classifications. Mid-tier thresholds are measured by the percentage of the total stat value a class needs to reach to advance to the next true tier.
* Low: 10-39%
* Middle: 40-79%
* High: 80-95%
* Peak: Above 95%, It’s not uncommon for one or more class statistics to have already advanced to the next tier.
True and Pseudo Tiers: There are times when bonuses, whether temporary (as might come from a potion) or more permanent (as seen with equipment), can push a stat above the threshold for the next tier. This causes that stat to reach what is called a pseudo tier. True tier advancement only happens when the base stat value crosses the appropriate threshold. The distinction is important because stats that reach pseudo tiers do not undergo the same qualitative changes seen with true tier advancement.
[Other Terms]
Adaptive Gear: Special equipment made by an Adaptive Bondsmith that bonds with and tailors its stats and bonuses to the individual user based on their class. Only one piece of adaptive gear may be equipped per class tier.
The Awakening: The name given to the cataclysmic events that accompanied the awakening of mana in the world and the arrival of the System 150 years ago. The planet grew, causing widespread natural disasters. Monsters appeared, causing widespread panic. And in the chaos, civilization collapsed. In the time since, the survivors have rebuilt and begun to form a newly emerging global community.
The Awakening Stone: The node of the System responsible for initiating people during the Tutorial, giving them stats and classes.
Boon War: A periodic competition between worlds organized by the System offering various personal and global rewards.
Dungeons: Enclosed spaces set up by the System that offer a variety of challenges and rewards to those who enter them.
* Challenge Dungeon: A dungeon specially curated by the System that is designed to test and then reward those who enter it. Each dungeon offers a different kind of experience as well as individualized rewards for those who overcome the obstacles inside.
* Wild Dungeon: A dungeon with the function of filtering and purifying the world’s ambient mana. A portion of the purified mana is released back into the world and a portion is deposited within the dungeon in the form of mana crystals. The impurities are used to spawn monsters to challenge those who enter. In addition to monster materials and mana crystals, the dungeon offers general but somewhat random rewards to those who reach the core. The value of those rewards are dependent on the number and strength of the monsters cleared on the way.
Dungeon Break: When a dungeon’s walls fail and its contents spill out into the world around its entrance. Usually only occurs with wild dungeons, and only if too much pressure has built up inside of them. The most common cause of this is if the dungeon spawns more monsters than it can contain, and because of this, any wild dungeons near settled areas are cleared regularly.
Dungeon Core: A node of the System responsible for governing the functions of a dungeon.
Mana Crystals: Pure mana in crystalized form. They see widespread use as currency, training aids, and power sources for magic and manatech.
Mana Exhaustion: A debilitating state of painful weakness that any person who completely depletes their Mana will enter. Thoughts become slower, and movement becomes near impossible. Recovery requires restoring one point of Mana.
Manatech: Technology that incorporates and manipulates Mana. It is commonly given by the System as a reward and then analyzed by human specialists. This often leads to the creation of new technologies, often looking for ways to fill the gaps left by the technology destroyed or rendered useless in the Awakening, as well as the production of reverse engineered copies of the original System reward. With rare exceptions, reverse engineered pieces of manatech are generally less effective.
Mana Technique: A unique way of manipulating Mana that a person develops in the years after receiving their class to complement their abilities. There is debate about whether they are given by the System or are an innately human talent.
Monsters: Creatures empowered by mana. They come in a variety of types and classifications.
* Natural: These monsters are wild animals that have evolved under the effect of the world’s ambient mana. After reaching a certain level of power, they often possess intelligence and wisdom rivaling a human's.
* System Created: Monsters created under the complete power and control of the System. They are generally viewed more as advanced programs than real forms of life. Often found in challenge dungeons and Boon Wars.
* Wild: Monsters spawned by and under the influence of the impurities filtered out the world’s ambient mana in wild dungeons. As a result, whatever thought and intelligence they may have otherwise had is generally corrupted beyond repair. Their actions are typically dominated by an instinctual aggression against most other forms of life.
The System: An incomprehensible entity that helps direct the growth of multiple worlds and the people living in them. It grants stats and classes to those under its charge, and it encourages their growth by presenting multiple challenges for them to face, rewarding them for doing so.
The Tutorial: The roughly annual event that draws in and initiates anyone who has turned eighteen years old since the last Tutorial to the System and their classes. It is divided into an individual phase and a group phase. The former allows people to familiarize themselves with their new classes and abilities in a private training room. The latter allows people to familiarize themselves with their roles in a group by placing them in a specially curated challenge dungeon. Rewards are given at multiple stages.
Deckmaster Rules and Mechanics
[Basics of Card Play] (from chapter five)
[1. Every card in a deck has two costs, a summoning cost, usually paid in mana, and an activation cost, usually paid in energy.]
[2. Card Play begins when the Deckmaster summons a loaded deck, actualizing it and putting it into play.]
[3. To summon a deck, the Deckmaster must pay the combined summoning costs of all cards that deck contains.]
[4. To keep a deck in play, the Deckmaster must pay 5 percent of the deck’s summoning cost every minute.]
[5. The Deckmaster may unsummon their deck at any time.]
[6. Card Play is divided into 15 second turns.]
[7. When the first turn begins, the Deckmaster draws cards until reaching the hand limit of 5 cards (4 + Class Tier).]
[8. At the beginning of each subsequent turn, the Deckmaster may draw a card if their hand is not currently full.]
[9. Alternatively, if the Deckmaster’s available energy is less than their Class Tier (currently 1), the Deckmaster may forgo this draw and generate 1 energy.]
[10. If the Deckmaster exceeds the hand limit at the beginning of a turn, they have their Class Tier in seconds to reduce their hand down to the limit. If they do not, cards will be randomly discarded until at the hand limit.]
[11. The Deckmaster may play any card in their hand at any time by paying its activation cost.]
[12. The Deckmaster may discard any card from their hand at any time.]
[13. Cards that are played or discarded are considered out of play; they will remain out of play even if the deck is unsummoned and later summoned again. Out of play cards can be brought back by either reshuffling or restoring the deck.]
[14. The Deckmaster may reshuffle a loaded deck at any time, even when unsummoned. This action shuffles all cards back into the deck, hand and out of play cards included. Every time a deck is reshuffled, its associated summoning and maintenance costs double. This includes the active maintenance cost of an already summoned deck.]
[15. The Deckmaster may restore their deck during meditation. Restoration returns a deck to its original condition. This removes all reshuffling costs, all boons, and all penalties the deck may have accrued.]
[Card States] (from chapter five)
[Cards in a Deckmaster’s hand can be in either a real or an illusory state. When illusory, they are intangible and will hover in the air according to the Deckmaster’s will. When real, they can be touched and physically handled.]
[Cards are first drawn as illusory but must be in a real state in order to be played.]
[Card Creation] (from chapter eleven)
[Under normal circumstances, a Deckmaster may only create a number of Blank Cards per day equal to their Class Tier.]
[Creating a new card requires three things: Material to fuel the card, Intent to shape it, and a Blank Card to receive its form.]
[Material can include, but is not limited to, the following: physical substance, energy, ideas, and essence.]
[Card Mastery] (from chapter twelve)
[As you gain experience with and continue to use your cards, they gain Mastery.]
[You are considered to have Mastered a card when it has reached 100 percent Mastery.]
[Mastered cards unlock new features, such as the ability to upgrade their Tier.]
[Additionally, when you Master a card, its keywords become available for you to use as a part of Card Creation.]
[When adding a keyword during Card Creation, the new card is guaranteed to have that keyword.]
[You may add 1 keyword to each card you create at Tier 1, 2 keywords at Tier 3, 3 at Tier 5, and so on.]
[Deck Management] (from chapter twelve)
[All cards are unique. They can only exist in one deck at a time.]
[A deck cannot have fewer than 40 cards.]
[With the exception of Energy type cards, a deck cannot have more than 4 copies of the same card (3 + Class Tier).]
[You may have one deck loaded per Class Tier.]
[After editing the contents of a loaded deck, you must reload it before it can be summoned.]
[Each deck may be equipped with 1 Deck Enhancement.]
[Phantom Decks] (from chapter forty)
[Phantom Decks may include any cards in the Card Catalog and do not need to follow the normal rules of deck management.]
[Phantom Decks cannot be Loaded.]
[If a Phantom Deck does conform to the normal rules of deck management, it can be Activated, becoming a Real Deck.]
[Warning: Activating a Phantom Deck may Deactivate one or more Real Decks depending on the cards the Phantom Deck requires.]
[Warning: Any Loaded or Summoned Deck that is Deactivated will dissipate.]
Deckmaster Class Skills
[Meditation] (from chapter four)
[A common skill shared between all classes. Governs the ability to enter a state of focused relaxation that enhances the communion with internal and external Mana to restore and increase statistics, enhance regeneration, or trigger special class skills.]
[Deck Management] (from chapter four)
[This comprehensive skill governs all aspects of deck management. This includes but is not limited to: loading a deck, creating a new deck, changing the cards in a deck, and restoring a deck.]
[Card Creation] (from chapter four)
[This skill governs both the creation of Blank Cards and the use of Blank Cards to create complete cards.]
[Card Play] (from chapter four)
[This skill governs the actualization of loaded decks and the ability to play their cards.]
Deck Enhancements
[Summoned Energy] (from chapter twelve)
[When the enhanced deck is summoned, generate 2 Energy.]
Stolen novel; please report.
[Tempo] (from chapter twenty-six)
[While the enhanced deck is summoned, the base turn duration is reduced by 3 seconds.]
[Favored Card] (from chapter thirty-four)
[When the enhanced deck is loaded, choose one of the cards it contains to be its Favored Card. When the enhanced deck is summoned, if the Favored Card is not out of play, it will always be included in the opening hand. When the enhanced deck is reshuffled, draw the Favored Card immediately.]
Card Terms and Definitions
[Card Types] (contains spoilers from throughout the story)
Basic Card Types: Energy, Spell, Summon
Major Card Subtypes: Creature, Equipment, Object
Minor Card Subtypes: Armor, Food, Lizard, Phantom, Spider, Weapon, Welf, Wisp
Card Type Modifiers: Temporary
Rare Card Types: DESTROY
[Channel] (from chapter seven)
[When played, a card with channel will immediately activate its primary effect. It will then repeat that effect for as long as its maintenance cost is paid. The Deckmaster may choose to end the effect at any time.]
[Salvage] (from chapter twelve)
[When a card with salvage is discarded, activate its salvage effect.]
[Field] (from chapter nineteen)
[A card with field enacts its effect on all possible targets that fall within its designated field range. Unless otherwise indicated, the field is centered on the location of the card at the moment of its activation and will not move.]
[Unfettered] (from chapter thirty-two)
[A creature with Unfettered is resistant to all forms of control effects. There is a medium chance to completely ignore such effects, and any that the creature fails to resist will have their durations reduced by 75%.]
[Temporary Card] (from chapter thirty-four)
[Temporary Cards are cards added to a summoned deck during Card Play, and they cannot exist outside of Card Play. If played, discarded, or if the deck it is tethered to is unsummoned, a Temporary Card will be permanently destroyed. If a deck is reshuffled while a Temporary Card is still available to play, the card will be reshuffled into the deck.]
[Ethereal] (from chapter thirty-four)
[A creature with Ethereal exists in a state that is not fully tethered to this world. There is a 50% chance for any attack directed at the creature to pass through it, causing no harm.]
[Shadow Cloak] (from chapter fifty-one)
[A creature with Shadow Cloak can remain undetected by cloaking itself in shadows. Chances of avoiding detection increase with Magic Power.]
Card List (Alpahbetical)
All equations for scaling values are enclosed in braces.
For example, if a card has a duration of twice Dylan’s Magic Power in seconds, it will appear as follows: Lasts {2MP} seconds.
Abbreviations for all variables are listed below.
MP = Magic Power
MR = Mana Regeneration
CT = Class Tier
Unless otherwise noted, MP is capped at 100 in all equations until cards are upgraded.
A
[Name: Assimilating Void]
[Type: Spell]
[Summoning Cost: 3 Mana]
[Activation Cost: 1 Blank Card]
[Effect: Summon and sacrifice a Blank Card from the Card Catalog to create a void capable of absorbing {CT} attacks. The void will exist for 5 seconds or until {CT} attacks have been absorbed, whichever is shorter. This process consumes the Blank Card. A Temporary Card will be added to your hand approximating the effects of the absorbed attacks.]
B
[Name: Basic Energy]
[Type: Energy]
[Summoning Cost: 1 Mana]
[Activation Cost: Free]
[Effect: Generate 1 Energy.]
[Name: Blank Card]
[Type: N/A]
[Summoning Cost: N/A]
[Activation Cost: N/A]
[Effect: N/A]
C
[Name: Collapsing Earth]
[Type: Spell]
[Summoning Cost: 3 Mana]
[Activation Cost: 2 Energy]
[Effect: Call forth the phantom of a clay bear to strike at and collapse a section of earth. Uses the force of {2MP} Magic Power to act on a circle with a maximum radius of {MP} feet.]
D
[Name: DESTROY]
[Type: DESTROY]
[Summoning Cost: 999 Mana]
[Activation Cost: 999 Resilience]
[Effect: DESTROY]
[Name: Draw]
[Type: Spell]
[Summoning Cost: 1 Mana]
[Activation Cost: 1 Energy]
[Effect: Draw 2 cards.]
[Duplicate Card]
[Type: N/A]
[Summoning Cost: N/A]
[Activation Cost: N/A]
[Effect: Touch this card to any other card in the Card Catalog to permanently create a duplicate of that card. This card will be consumed once duplication is complete.]
E
[Name: Energy Energy]
[Type: Energy]
[Summoning Cost: 1 Energy]
[Activation Cost: 1 Energy]
[Effect: Generate 1 Energy.]
F
[Name: Fist]
[Type: Temporary Spell]
[Summoning Cost: Free]
[Activation Cost: Free]
[Effect: Call forth a fist to strike at a target with 300.3 Physical Power.]
Special Note: Temporary Card created by Assimilating Void. It no longer exists.
G
[Name: Giant Web]
[Type: Summon]
[Subtypes: Object]
[Summoning Cost: 2 Mana]
[Activation Cost: 2 Energy]
[Effect: Summon a Giant Web. Lasts {0.5(CT)²} minutes. Covers a maximum area of {(π)(0.5MP)²} square feet. Has a sticking power equivalent to {0.25MP} Physical Power.]
[Name: Golden Domeberries]
[Type: Summon]
[Subtypes: Object, Food]
[Summoning Cost: 1 Mana]
[Activation Cost: 1 Energy]
[Effect: Summon {MP/10} Golden Domeberries. They last for the duration of Card Play, until destroyed, or until consumed.]
Special Note: Cannot summon a fraction of a berry.
H
I
[Name: Immobilize]
[Type: Spell]
[Summoning Cost: 2 Mana]
[Activation Cost: 1 Energy]
[Effect: Stop all of a target’s movement for 1 second. Channel 1 Mana/second.]
[Name: Intermediate Energy]
[Type: Energy]
[Summoning Cost: 1 Mana]
[Activation Cost: Free]
[Effect: Generate 2 Energy.]
[Name: Intermediate Welf]
[Type: Summon]
[Subtypes: Creature, Welf]
[Summoning Cost: 3 Mana]
[Activation Cost: 2 Energy]
[Effect: Summon an Intermediate Welf. Lasts for the duration of Card Play or until destroyed. Has a Resilience of {0.6MP} and a Physical Power of {0.8MP}.]
J
K
L
[Name: Living Spider Shield]
[Type: Summon]
[Subtypes: Equipment, Armor, Creature, Spider]
[Summoning Cost: 4 Mana]
[Activation Cost: 3 Energy]
[Effect: Summon a Living Spider Shield. Lasts for the duration of Card Play or until destroyed. Has a Resilience of {MP}.]
[Name: Lizard Corpse]
[Type: Summon]
[Subtypes: Object]
[Summoning Cost: 3 Mana]
[Activation Cost: 3 Energy]
[Effect: Summon a Lizard Corpse. Lasts the duration of Card Play.]
[Name: Lizard Ravager]
[Type: Summon]
[Subtypes: Creature, Lizard]
[Summoning Cost: 5 Mana]
[Activation Cost: 4 Energy]
[Effect: Summon a Lizard Ravager. Lasts for the duration of Card Play or until destroyed. Has a Resilience of {MP}, a Physical Power of {1.4MP}, and a Defense of {CT}. Skill: Unfettered.]
[Name: Lunadera’s Bloom]
[Type: Spell]
[Summoning Cost: 2 Mana]
[Activation Cost: 2 Energy]
[Effect: Calls forth the bloom of a lunadera orchid. Field {MP} feet. Lasts for 1 minute. Removes all negative mental status effects from all beings in the Field, and prevents all negative mental status effects from affecting any being remaining in the Field. All beings within the Field regenerate an additional {3MR} Mana per turn.]
Special Note: MR value capped at 3CT in the equation.
M
[Name: Makeshift Remedy]
[Type: Spell]
[Summoning Cost: 2 Mana]
[Activation Cost: 3 Energy]
[Effect: Touch the Makeshift Remedy card to a summoned creature’s wound to restore up to {0.25MP} of that creature’s Resilience.]
[Name: Mana Bolt]
[Type: Spell]
[Summoning Cost: 1 Mana]
[Activation Cost: 1 Energy]
[Effect: Fire a bolt of pure mana. Deals {MP} damage.]
[Name: Mana Shield]
[Type: Spell]
[Summoning Cost: 1 Mana]
[Activation Cost: 1 Energy]
[Effect: Create a personal shield with a power of {0.4MP}. Lasts 10 turns or until destroyed.]
[Name: Mana Spike]
[Type: Spell]
[Summoning Cost: 1 Mana]
[Activation Cost: 2 Energy]
[Effect: Call down a spike of pure mana. Deals {2MP} damage.]
[Name: Mana Surge]
[Type: Spell]
[Summoning Cost: Free]
[Activation Cost: 2 Energy]
[Effect: Restore 10 Mana.]
[Name: Mature Welf]
[Type: Summon]
[Subtypes: Creature, Welf]
[Summoning Cost: 4 Mana]
[Activation Cost: 4 Energy]
[Effect: Summon a Mature Welf. Lasts for the duration of Card Play or until destroyed. Has a Resilience of {0.8MP} and a Physical Power of {1.1MP}.]
N
O
P
[Name: Phantom Archer]
[Type: Summon]
[Subtypes: Creature, Phantom]
[Summoning Cost: 2 Mana]
[Activation Cost: 2 Energy]
[Effect: Summon a Phantom Archer. Lasts for 5 turns. Has a Resilience of {0.3MP} and a Physical Power of {MP}.]
[Name: Phantom Rally]
[Type: Spell]
[Summoning Cost: 3 Mana]
[Activation Cost: 2 Energy]
[Effect: Restore and then double the durations of all currently activated Phantom cards. Salvage: Double the Physical Power and Magic Power of all currently activated Phantom cards for the rest of the turn.]
[Name: Phantom Shadow Squirrel]
[Type: Summon]
[Subtypes: Creature, Phantom]
[Summoning Cost: 2 Mana]
[Activation Cost: 1 Energy]
[Effect: Summon a Phantom Shadow Squirrel. Lasts for 5 turns. Has a Resilience of {0.2MP}, a Physical Power of {0.2MP}, and a Magic Power of {MP}. Skill: Shadow Cloak.]
[Name: Phantom Soldier]
[Type: Summon]
[Subtypes: Creature, Phantom]
[Summoning Cost: 2 Mana]
[Activation Cost: 2 Energy]
[Effect: Summon a Phantom Soldier. Lasts for 5 turns. Has a Resilience of {1.2MP} and a Physical Power of {0.3MP}.]
[Name: Phantom Sword]
[Type: Summon]
[Subtypes: Equipment, Weapon, Phantom]
[Summoning Cost: 1 Mana]
[Activation Cost: 1 Energy]
[Effect: Equip a Phantom Sword. Lasts for 10 turns and bypasses 10 percent of defense.]
Q
R
[Name: Restore Mana]
[Type: Spell]
[Summoning Cost: 1 Mana]
[Activation Cost: 2 Energy]
[Effect: Restore 7 Mana]
S
[Name: Shadow Cloak]
[Type: Spell]
[Summoning Cost: 2 Mana]
[Activation Cost: 1 Energy]
[Effect: Surround a target with shadows. Channel 1 Mana/turn.]
[Name: Siphoning Veil]
[Type: Spell]
[Summoning Cost: 5 Mana]
[Activation Cost: 4 Energy]
[Effect: Creates a veil of smoke that both slows and siphons energy from all incoming attacks. Weaker attacks may be stopped altogether. Lasts for {MP} turns. A portion of the siphoned energy is used to further empower the veil, increasing its duration. This effect scales with the amount of energy siphoned from each attack. Each turn, the duration may increase by no more than {3MP} additional turns.]
T
U
V
[Name: Verdant Dressing]
[Type: Spell]
[Summoning Cost: 2 Mana]
[Activation Cost: 2 Energy]
[Effect: Wraps a target in the fronds of an ethereal sangverve fern. Lasts {0.5(CT)²} minutes. Speed the target’s physical regeneration.]
W
[Name: Wisps of Knowledge]
[Type: Spell]
[Summoning Cost: 5 Mana]
[Activation Cost: Free]
[Effect: For each card you draw, summon a Wisp that lasts for {1 + CT} turns. Channel 1 Energy/turn. Wisps are considered Type: Summon, and Subtypes: Creature, Wisp. They have a Resilience of {0.1MP} and a Magic Power of {0.25MP}. Skill: Ethereal.]
X
Y
[Name: Young Welves]
[Type: Summon]
[Subtypes: Creature, Welf]
[Summoning Cost: 4 Mana]
[Activation Cost: 3 Energy]
[Effect: Summon a pair of Young Welves. They last for the duration of Card Play or until destroyed. They each have a Resilience of {0.4MP} and a Physical Power of {0.5MP}.]
Z
Card List (Chronological)
All equations for scaling values are enclosed in braces.
For example, if a card has a duration of twice Dylan’s Magic Power in seconds, it will appear as follows: Lasts {2MP} seconds.
Abbreviations for all variables are listed below.
MP = Magic Power
MR = Mana Regeneration
CT = Class Tier
Unless otherwise noted, MP is capped at 100 in all equations until cards are upgraded.
Chapter Six
[Name: Basic Energy]
[Type: Energy]
[Summoning Cost: 1 Mana]
[Activation Cost: Free]
[Effect: Generate 1 Energy.]
[Name: Intermediate Energy]
[Type: Energy]
[Summoning Cost: 1 Mana]
[Activation Cost: Free]
[Effect: Generate 2 Energy.]
[Name: Mana Bolt]
[Type: Spell]
[Summoning Cost: 1 Mana]
[Activation Cost: 1 Energy]
[Effect: Fire a bolt of pure mana. Deals {MP} damage.]
[Name: Mana Spike]
[Type: Spell]
[Summoning Cost: 1 Mana]
[Activation Cost: 2 Energy]
[Effect: Call down a spike of pure mana. Deals {2MP} damage.]
[Name: Phantom Sword]
[Type: Summon]
[Subtypes: Equipment, Weapon, Phantom]
[Summoning Cost: 1 Mana]
[Activation Cost: 1 Energy]
[Effect: Equip a Phantom Sword. Lasts for 10 turns and bypasses 10 percent of defense.]
[Name: Mana Shield]
[Type: Spell]
[Summoning Cost: 1 Mana]
[Activation Cost: 1 Energy]
[Effect: Create a personal shield with a power of {0.4MP}. Lasts 10 turns or until destroyed.]
[Name: Draw]
[Type: Spell]
[Summoning Cost: 1 Mana]
[Activation Cost: 1 Energy]
[Effect: Draw 2 cards.]
Chapter Seven
[Name: Phantom Soldier]
[Type: Summon]
[Subtypes: Creature, Phantom]
[Summoning Cost: 2 Mana]
[Activation Cost: 2 Energy]
[Effect: Summon a Phantom Soldier. Lasts for 5 turns. Has a Resilience of {1.2MP} and a Physical Power of {0.3MP}.]
[Name: Phantom Archer]
[Type: Summon]
[Subtypes: Creature, Phantom]
[Summoning Cost: 2 Mana]
[Activation Cost: 2 Energy]
[Effect: Summon a Phantom Archer. Lasts for 5 turns. Has a Resilience of {0.3MP} and a Physical Power of {MP}.]
[Name: Immobilize]
[Type: Spell]
[Summoning Cost: 2 Mana]
[Activation Cost: 1 Energy]
[Effect: Stop all of a target’s movement for 1 second. Channel 1 Mana/second.]
Chapter Eleven
[Name: Blank Card]
[Type: N/A]
[Summoning Cost: N/A]
[Activation Cost: N/A]
[Effect: N/A]
[Name: Energy Energy]
[Type: Energy]
[Summoning Cost: 1 Energy]
[Activation Cost: 1 Energy]
[Effect: Generate 1 Energy.]
[Name: Mana Surge]
[Type: Spell]
[Summoning Cost: Free]
[Activation Cost: 2 Energy]
[Effect: Restore 10 Mana.]
Chapter Twelve
[Name: Lizard Corpse]
[Type: Summon]
[Subtypes: Object]
[Summoning Cost: 3 Mana]
[Activation Cost: 3 Energy]
[Effect: Summon a Lizard Corpse. Lasts the duration of Card Play.]
[Name: Living Spider Shield]
[Type: Summon]
[Subtypes: Equipment, Armor, Creature, Spider]
[Summoning Cost: 4 Mana]
[Activation Cost: 3 Energy]
[Effect: Summon a Living Spider Shield. Lasts for the duration of Card Play or until destroyed. Has a Resilience of {MP}.]
[Name: Phantom Rally]
[Type: Spell]
[Summoning Cost: 3 Mana]
[Activation Cost: 2 Energy]
[Effect: Restore and then double the durations of all currently activated Phantom cards. Salvage: Double the Physical Power and Magic Power of all currently activated Phantom cards for the rest of the turn.]
Chapter Nineteen
[Name: Lunadera’s Bloom]
[Type: Spell]
[Summoning Cost: 2 Mana]
[Activation Cost: 2 Energy]
[Effect: Calls forth the bloom of a lunadera orchid. Field {MP} feet. Lasts for 1 minute. Removes all negative mental status effects from all beings in the Field, and prevents all negative mental status effects from affecting any being remaining in the Field. All beings within the Field regenerate an additional {3MR} Mana per turn.]
Special Note: MR value capped at 3CT in the equation.
[Name: Makeshift Remedy]
[Type: Spell]
[Summoning Cost: 2 Mana]
[Activation Cost: 3 Energy]
[Effect: Touch the Makeshift Remedy card to a summoned creature’s wound to restore up to {0.25MP} of that creature’s Resilience.]
Chapter Twenty
[Name: Giant Web]
[Type: Summon]
[Subtypes: Object]
[Summoning Cost: 2 Mana]
[Activation Cost: 2 Energy]
[Effect: Summon a Giant Web. Lasts {0.5(CT)²} minutes. Covers a maximum area of {(π)(0.5MP)²} square feet. Has a sticking power equivalent to {0.25MP} Physical Power.]
Chapter Twenty-Five
[Duplicate Card]
[Type: N/A]
[Summoning Cost: N/A]
[Activation Cost: N/A]
[Effect: Touch this card to any other card in the Card Catalog to permanently create a duplicate of that card. This card will be consumed once duplication is complete.]
Chapter Twenty-Seven
[Name: Siphoning Veil]
[Type: Spell]
[Summoning Cost: 5 Mana]
[Activation Cost: 4 Energy]
[Effect: Creates a veil of smoke that both slows and siphons energy from all incoming attacks. Weaker attacks may be stopped altogether. Lasts for {MP} turns. A portion of the siphoned energy is used to further empower the veil, increasing its duration. This effect scales with the amount of energy siphoned from each attack. Each turn, the duration may increase by no more than {3MP} additional turns.]
Chapter Thirty-Two
[Name: Lizard Ravager]
[Type: Summon]
[Subtypes: Creature, Lizard]
[Summoning Cost: 5 Mana]
[Activation Cost: 4 Energy]
[Effect: Summon a Lizard Ravager. Lasts for the duration of Card Play or until destroyed. Has a Resilience of {MP}, a Physical Power of {1.4MP}, and a Defense of {CT}. Skill: Unfettered.]
[Name: DESTROY]
[Type: DESTROY]
[Summoning Cost: 999 Mana]
[Activation Cost: 999 Resilience]
[Effect: DESTROY]
Chapter Thirty-Four
[Name: Assimilating Void]
[Type: Spell]
[Summoning Cost: 3 Mana]
[Activation Cost: 1 Blank Card]
[Effect: Summon and sacrifice a Blank Card from the Card Catalog to create a void capable of absorbing {CT} attacks. The void will exist for 5 seconds or until {CT} attacks have been absorbed, whichever is shorter. This process consumes the Blank Card. A Temporary Card will be added to your hand approximating the effects of the absorbed attacks.]
[Name: Wisps of Knowledge]
[Type: Spell]
[Summoning Cost: 5 Mana]
[Activation Cost: Free]
[Effect: For each card you draw, summon a Wisp that lasts for {1 + CT} turns. Channel 1 Energy/turn. Wisps are considered Type: Summon, and Subtypes: Creature, Wisp. They have a Resilience of {0.1MP} and a Magic Power of {0.25MP}. Skill: Ethereal.]
Chapter Forty-Eight
[Name: Fist]
[Type: Temporary Spell]
[Summoning Cost: Free]
[Activation Cost: Free]
[Effect: Call forth a fist to strike at a target with 300.3 Physical Power.]
Special Note: Temporary Card created by Assimilating Void. It no longer exists.
Chapter Fifty
[Name: Restore Mana]
[Type: Spell]
[Summoning Cost: 1 Mana]
[Activation Cost: 2 Energy]
[Effect: Restore 7 Mana]
[Name: Intermediate Welf]
[Type: Summon]
[Subtypes: Creature, Welf]
[Summoning Cost: 3 Mana]
[Activation Cost: 2 Energy]
[Effect: Summon an Intermediate Welf. Lasts for the duration of Card Play or until destroyed. Has a Resilience of {0.6MP} and a Physical Power of {0.8MP}.]
[Name: Young Welves]
[Type: Summon]
[Subtypes: Creature, Welf]
[Summoning Cost: 4 Mana]
[Activation Cost: 3 Energy]
[Effect: Summon a pair of Young Welves. They last for the duration of Card Play or until destroyed. They each have a Resilience of {0.4MP} and a Physical Power of {0.5MP}.]
[Name: Mature Welf]
[Type: Summon]
[Subtypes: Creature, Welf]
[Summoning Cost: 4 Mana]
[Activation Cost: 4 Energy]
[Effect: Summon a Mature Welf. Lasts for the duration of Card Play or until destroyed. Has a Resilience of {0.8MP} and a Physical Power of {1.1MP}.]
Chapter Fifty-One
[Name: Collapsing Earth]
[Type: Spell]
[Summoning Cost: 3 Mana]
[Activation Cost: 2 Energy]
[Effect: Call forth the phantom of a clay bear to strike at and collapse a section of earth. Uses the force of {2MP} Magic Power to act on a circle with a maximum radius of {MP} feet.]
[Name: Shadow Cloak]
[Type: Spell]
[Summoning Cost: 2 Mana]
[Activation Cost: 1 Energy]
[Effect: Surround a target with shadows. Channel 1 Mana/turn.]
[Name: Phantom Shadow Squirrel]
[Type: Summon]
[Subtypes: Creature, Phantom]
[Summoning Cost: 2 Mana]
[Activation Cost: 1 Energy]
[Effect: Summon a Phantom Shadow Squirrel. Lasts for 5 turns. Has a Resilience of {0.2MP}, a Physical Power of {0.2MP}, and a Magic Power of {MP}. Skill: Shadow Cloak.]
[Name: Golden Domeberries]
[Type: Summon]
[Subtypes: Object, Food]
[Summoning Cost: 1 Mana]
[Activation Cost: 1 Energy]
[Effect: Summon {MP/10} Golden Domeberries. They last for the duration of Card Play, until destroyed, or until consumed.]
Special Note: Cannot summon a fraction of a berry.
Chapter Fifty-Two
[Name: Verdant Dressing]
[Type: Spell]
[Summoning Cost: 2 Mana]
[Activation Cost: 2 Energy]
[Effect: Wraps a target in the fronds of an ethereal sangverve fern. Lasts {0.5(CT)²} minutes. Speed the target’s physical regeneration.]
Notable Equipment
[Card Catalog] (obtained in chapter four)
[The book that holds a Deckmaster’s card collection as well as all of the information about the rules and mechanics that govern the class.]
[Adaptive Gear, Bracelet] (obtained in chapter thirty-four)
[Unnamed Deckmaster Equipment]
[Magic Power: +10%]
[Mana: +10%]
[Mana Regeneration: +5%]
[Extra Enhancement Slot: A Deck Enhancement may be applied to Unnamed Deckmaster Equipment. This Deck Enhancement will apply to all loaded decks. After applying or changing this Deck Enhancement, all decks must be reloaded for it to take effect.]