Getting into Divinity isn't as simple as Wrath or Calm, though - to get into Divinity, you need to build up ten Mantra. You also exit Divinity when the turn ends. When in Divinity, all your attacks deal triple damage with no drawbacks, and you gain three energy upon entering the stance. Though Wrath and Calm are the most commonly used stances, the Watcher does have a third stance: Divinity. Another one worth mentioning, though, is Like Water, a power that causes you to gain five (seven upgraded) block at the end of your turn if you're in Calm.Ĭards to look out for: Worship, Pray, Prostrate, Devotion, Blasphemy, Ragnarok, Sands of Time, Reach Heaven Since a lot of the cards you'll be looking to take in a Pressure Points deck give block in addition to their draw or scry, there are plenty of defensive options, and many of the retain cards that work well in stance decks work well here too. Evaluate can also be worth taking - it gives you block and shuffles an Insight (a free card that draws two more cards when played) into your draw pile. Scry benefits greatly from additional draw, so Inner Peace, which draws cards while in Calm, and Sanctity, which gives block and draws cards if the last card played was a skill (such as Pressure Points) are excellent choices. The most notable scry cards are Third Eye - which gives you seven-block (ten upgraded) and lets you scry three (five upgraded) meaning you can see and discard the top three cards on your draw pile - and Foresight, which lets you scry three (four upgraded) at the start of each turn. Scry is very strong with any Watcher deck, so don't be afraid of taking good scry cards regardless of how you're dealing damage. Hotfix: Fixed issue where Sensory Stone event may give you colored cards.This means that, for example, once you're set defensively, you can scry all non-Pressure Points cards to maximise your chances of drawing good offensive hands.Grammar improvements for Sensory Stone event.Egg relics now show pre-upgraded cards for Sensory Stone event's choices.Additional lore in the Sensory Stone event.Fix grammar issue in Sensory Stone event.Adding ambient SFX for Sensory Stone event.The memory dialogue is randomly picked regardless of your current character.The "Fear" and "Triumph" memories appear to be linked to the Demon Form and Wraith Form powers respectively.It's possible that the Silent's tribe is the same one as in the Ironclad's memory "Fear".The "Serenity" memory may recount a moment in the Watcher's journey to the Spire.The "Confusion" memory may recount the Defect's reawakening at the bottom of the Spire.The "Triumph" memory may recount a battle between the Silent and the Nemesis elite.The "Fear" memory may recount the demonic encounter that gave the Ironclad his powers.When completing this event, you 'recall' what appear to be memories regarding the pasts of the characters.Each choice is treated like a typical card reward for combat you pick from 3 possible colorless cards (affected by Question Card, and Busted Crown), skip picking a card, or gain 2 Max HP with Singing Bowl.Recently, one of your peers had stopped reporting on their assignment: a Spire of unknown origin.Īs the fight ends, you continue onward, unfazed by the bloody scene that took place. Two primitive creatures fight over a carcass on the side of the road. Standing victoriously, you wait in silence as the others ceremoniously place the creature's skull atop your head. You have proven yourself amongst your sisters. The remains of a ghostly creature sink slowly into the mud before you, barely visible in the moonlight. Dead bodies of a tribe surround you while the village is engulfed in terrible dark flames. Navigating through the Beyond, you discover a glowing tesseract spinning and shifting gently in the air.Ī sharp pain flows through you, followed by vivid flashes of a distant memory.Ī demonic creature towers above you, wings spread wide as it howls with laughter. Add 3 Colorless Cards to your deck, take 10 damage.Add 2 Colorless Cards to your deck, take 5 damage.
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