


Long story short, this adds too many extra perks to the game.
Currently adds/modifies over 100 perks.
There are likely a good number of bugs that were not caught, simply because there are so many perks. If you do come across any bugs, please ping me in the modding #support-and-requests channel of the Discord
Thank to Stonewall, sara, JackRenoson, Voodoo, GCHero, ga7021, Corydonn, and Corrufiles for their opinions and help with testing/debugging.
exp0: Start with 10 Experience. Gain 10 Experience on level up.
exp1: Start with 10 Experience. Gain 10 Experience on level up.
exp2: Start with 10 Experience. Gain 10 Experience on level up.
exp3: Start with 40 Experience. Gain 40 Experience on level up.
health6b: Max HP -12. Gain 12 Max HP on level up.
health6c: Max HP +36. Lose 14 Max HP on level up
health6d: At the start of your turn, if you are at max HP, gain 2 Vitality.
resistance5b: All Resistances -4%. Gain 4% to all Resistances on level up
resistance5c: All Resistances +12%. Lose 4% to all Resistances on level up
resistance5d: Maximum resistances for heroes and monsters are now 97%.
currency6b: Gain 125 gold on level up.
currency6c: For every 2,000 gold you have, gain +10% damage.
currency6d: Rerolling the shop costs 25% less.
currency6e: Divinations cost 15% less.
shards5b: Gain 125 shards on level up.
shards5c: Increases chance for cards to be corrupted by 2%.
disarm1a: This hero is immune to Disarm.
disarm1b: Disarm on this hero cannot be dispelled unless specified, but increases all resists by 10%.
silence1a: This hero is immune to Silence.
silence1b: Silence on this hero cannot be dispelled unless specified, but increases all damage by 7.
sight1d: At the start of your turn, gain 1 Evasion for every enemy with 100 or more Sight charges.
sight1e: When a monster reaches 100 charges of Sight, Dispel Sight and Purge 3.
fast0b: Fast on this hero can stack, but loses all charges at the start of turn.
fast0c: Fast on this hero falls off at the end of turn.
slow0b: Slow on monsters can stack up to 10, but only reduces Speed by 1 per charge
slow0c: Slow on heroes can stack up to 10, but only reduces Speed by 1 per charge
mark1d: Once per combat, when an enemy reaches 10 Mark, apply 2 Taunt.
energy2d: Significantly increases the damage dealt by some high cost cards. Reduces damage dealt by some low cost cards. Works best for single damage instances.
shackle1a: +1 Charge applied
shackle1b: This hero is immune to Shackle.
shackle1c: Shackle cannot be prevented by Immunity or Buffer.
shackle1d: At start of your turn, gain Fortify equal to your twice your Shackles.
shackle1e: Shackle on this hero increases Dark charges applied by 1 per charge of Shackle.
shackle1f: Shackle on monsters increases all damage received by 0.5 per base Speed per charge of Shackle.
mitigate1a: At the start of your turn, gain 2 Mitigate, but only stacks to 5.
mitigate1b: Mitigate on this hero does not lose charges at start of turn and stacks to 12.
mitigate1c: At the start of your turn, gain 7 Block per Mitigate charge.
mitigate1d: Mitigate on this hero reduces incoming damage by 2 per charge, but loses all charges at the start of your turn.
mitigate1e: Mitigate on heroes and monsters increases damage done by 10% per charge.
poison2d: If Restricted Power is enabled, increases Max Charges to 300.
poison2e: Poison on heroes and monsters reduces Slashing resistance by 0.25% per charge.
poison2f: Poison on monsters reduces all resistances by 5% for every 100 charges.
poison2g: Once per turn, when a monster with Poison dies, transfer 50% of their Poison charges to a random monster.
poison2h: -1 Poison. When this hero applies Poison, deal indirect Mind damage to the target equal to 30% of their Poison charges.
bleed2d: If Restricted Power is enabled, increases Max Charges to 300.
bleed2e: When this hero hits an enemy with Bleed, they heal for 25% of the target's Bleed charges.
bleed2f: Bleed on monsters reduces Piercing resist by 0.25% per charge.
bleed2g: When a monster dies with Bleed, all monsters lose HP equal to 25% of the killed target's Bleed charges.
thorns1d: Cannot be purged unless specified.
thorns1e: When a monster with Thorns dies, transfer their Thorns charges to a random hero.
reinforce1d: Reinforce on this hero increases Block charges received by 1 per charge of Reinforce.
block5b: If Restricted Power is enabled, increases Max Charges to 600.
block5c: At start of combat, apply 2 Block to all heroes.
block5d: When this hero gains Block, they deal 1 Blunt to themselves and a random monster.
taunt1e: Taunt on this hero can stack and increases damage by 1 per charge.
fortify1d: At the end of this hero's turn, gain 1 Reinforce for every 2 Fortify charges.
sharp1e: If Sharp on a hero would increase a damage type, it increases it by 1.5 damage per charge. Sharp on heroes only stacks to 25.
fury1d: For all heroes, at the end of turn, spread 70% of Fury to adjacent heroes. Fury on heroes loses all charges at end of turn.
crack2d: Crack on monsters reduces Speed by 1 for every 5 charges.
crack2e: Crack on monsters reduces Lightning resistance by 0.3% per charge.
burn2e: Burn increases the damage dealt by Dark explosions by 0.5% per charge.
chill2e: Chill on monsters reduces Cold and Mind resistance by 0.5% per charge.
chill2f: At the start of your turn, suffer 3 Chill. Chill on this hero reduces Speed by 1 for every 10 charges
chill2g: Chill on this hero reduces Speed by 1 for every 3 charges but does not reduce Cold resistance.
spark2d: Spark on this hero increases Lighting damage by 0.2 per charge.
spark2e: Spark deal Fire damage. Spark decreases Fire resistance by 0.5% per charge and Lightning resistance by 0.5% per charge.
spark2f: When you hit an enemy with Sparks, deal Lightning damage equal to 20% of their Sparks to their sides.
spark2g: When this hero applies Spark, apply 1 Crack.
insulate1d: Insulate on this hero prevents their Speed from being lowered by Chill.
insulate1e: Insulate on this hero increases Elemental damage by 10% per stack, but only increases Elemental resistances by 15%. Insulate on this hero stacks to 15.
shield5b: If Restricted Power is enabled, increases Max Charges to 300.
shield5c: At start of combat, apply 4 Shield to all heroes.
wet1d: Wet does not Dispel or Prevent Burn.
inspire0d: If this hero ends their turn with 4 or more cards, gain 1 Inspire
energize1a: At start of your first turn, gain 1 Energize.
energize1b: Energize gives 2 energy per charge, but you can only have a maximum of 1 Energize.
energize1c: Energize increases all damage 1 per charge.
energize1d: If you end your turn with 4 or more energy, gain 1 Energize.
spellsword1a: Max stacks +2
spellsword1b: Spellsword on heroes reduces incoming damage by 2, but does not increase damage
spellsword1c: At the start of your turn, all heroes and monsters gain 1 Spellsword
spellsword1d: When this hero cast a Spell or Attack that costs 4 or more, gain 1 Spellsword
powerful1d: If this hero gains Powerful when it is at max charges, gain 1 Vitality.
paralyze1a: +1 Charge.
paralyze1b: At the end of your turn, dispel Paralyze from all heroes.
paralyze1c: Once per enemy per combat, when an enemy reaches 100 Spark, apply 1 Paralyze.
zeal1a: Zeal +1.
zeal1b: Zeal on this hero loses 3 charges per turn rather than all charges.
zeal1c: Zeal on all heroes can stack, but reduces Speed by 2 per charge.
zeal1d: Zeal on heroes and monsters increases all resistances by 0.5% per Wet charge.
zeal1e: When this hero loses Zeal at end of turn, deal indirect Holy and Fire damage to all monsters equal to 4x the number of charges lost.
scourge1a: Scourge +1.
scourge1b: Scourge on heroes and monsters loses 3 charges per turn rather than all charges. // TODO: Replace with -1/dark explosion
scourge1c: Scourge on monsters can stack but increases all resists by 3% per charge.
scourge1d: Instead of Chill, Scourge deals 2 Shadow damage per Sight charge.
scourge1e: Scourge on monsters increases burn damage by 15%/charge
weak1a: Weak +1.
weak1b: Weak on monsters reduces the application of Auras and Curses by 20%.
weak1c: Weak cannot be prevented by Immunity or Buffer, but reduces damage and healing by 25% instead of 50%.
weak1d: This hero is immune to Weak.
heal5b: When this hero heals a character at Max HP, apply 2 Powerful. [Powerful application cannot be increased by modifiers]
heal5c: +35% Heal received.
insane2d: Crack on monsters increases Blunt damage by an additional 1 for every 40 charges of Insane on that monster.
insane2e: Insane on this hero increases the effectiveness of sharp by 1% per charge.
insane2f: At the start of their turn, heroes and monsters gain 1 Scourge for every 30 Insane charges on them.
dark2e: Dark explosions deal Fire damage. Dark reduces Fire resistance by 0.5% per charge in addition to reducing Shadow resistance.
sanctify2d: Every 5 stacks of Sanctify increase the number of Dark charges needed for an explosion by 1.
sanctify2e: At start of their turn, heroes gain 1 Zeal for every 20 Sanctify charges on them.
decay1d: Decay purges Reinforce on heroes and monsters.
decay1e: Every stack of decay increases the damage dealt by poison by 20%.
courage1d: Courage increases Shield gained by this hero by 1 per charge.
vitality1d: Vitality on this hero dispels Poison.
bless1d: Bless on all heroes increases Slashing, Fire, and Holy damage by 3% per charge but does not increase damage by 1.
stanza0d: On their first turn, this hero gains Stanza I.
stanza0e: On their first turn, this hero gains Stanza II. This hero cannot gain Stanza I or Stanza III
regeneration1d: Regeneration on heroes prevents 1 Vulnerable per charge
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