Vision Structures
Each Vision has unique structures and mechanics that define their playstyle. Build and upgrade these structures during your run to gain powerful advantages in combat.
💰 Costs & Upgrade Rates
Build Costs
Upgrade Costs & Success Rate
Ice Towers and Fire Altar only (Seeds don't upgrade)
| Level | Cost | Success |
|---|---|---|
| Lv.1 → 2 | 50g | 80% |
| Lv.2 → 3 | 75g | 60% |
| Lv.3 → 4 | 100g | 40% |
| Lv.4 → 5 | 125g | 20% |
⚠️ Gold is spent even on failed upgrades!
Altar of Sacrifice
Fire Visions can build an Altar of Sacrifice that provides defensive boons in exchange for cards.
How the Altar Works
Optionally activate at turn start to sacrifice a RANDOM card from hand for armor/healing. 1 slot, upgradeable Lv1-5.
- • Click to activate at the start of your turn (optional)
- • Sacrifices a RANDOM card from your hand
- • Bonus scales with mana cost of sacrificed card
Mana Scaling
Altar of Sacrifice
Sacrifice a random hand card once per turn, before playing any cards. Rewards use its printed mana cost.
Cost: 50 gold
Strategic Decisions
- "If it lands on 0 mana, I lose a useful card with no bonus..."
- "I have many expensive cards in hand - good odds for full bonus!"
- "Only 0-1 mana cards in hand, better skip activation"
- "I'm in trouble, must risk it even with a mediocre hand"
Ice Towers
Ice Visions can build defensive towers that attack enemies at the start of each combat turn.
How Towers Work
Towers persist across battles and can be upgraded (Lv1-5) with gold. Max 2 slots.
- • Towers activate at the start of each combat turn
- • Each tower can be upgraded up to Level 5
- • Tower effects stack - having multiple towers creates powerful combos
Enemy Ice Resistance
Stronger enemies have a chance to resist freeze and chill effects from Ice Towers.
Damage from towers is NOT reduced - only status effects (freeze/chill) can be resisted.
Stalactite Tower
Deals damage to one enemy at turn start. Higher levels target the enemy with the least HP.
Build: 25 gold
Sleet Tower
Deals damage to all enemies at turn start.
Build: 25 gold
Ice Tower
Applies Chill or Freeze at turn start. Higher levels affect more enemies.
Build: 25 gold
Seeds of Destiny
Nature Visions can plant Seeds that grow stronger over time through a natural lifecycle.
How Seeds Work
Seeds cost 10-20g based on type. Replanting the same seed type DOUBLES its cost (encourages variety). 3 slots, not upgradeable.
- • Seeds have a lifecycle that progresses through combats
- • NOT upgradeable - they grow naturally over time
- • After death, the slot frees up for a new seed
- • Different triggers: turn start, combat start, on kill, on damage
Seed Growth Speeds
Replant Cost: Planting the same seed type again costs 2x. Third time 4x, etc. Vary your choices!
Thorn Seed
Grows after victories. Deals damage to an enemy at turn start.
Cost: 10 gold
Bramble Seed
Grows after victories. Retaliates when enemy attacks hit heroes.
Cost: 10 gold
Mushroom Seed
Grows after victories. Damages surviving enemies when an enemy dies.
Cost: 15 gold
Vine Seed
Grows after victories. Applies Root at turn start.
Cost: 20 gold
Sleep Seed
Grows after victories. Applies Sleep at combat start.
Cost: 20 gold
Strategic Decisions
- "Should I plant 3 fast seeds (Thorn) or diversify?"
- "Sleep Seed costs more but is amazing vs elite/boss!"
- "My seed is about to die - plant a new one now or wait?"
- "I'm at floor 25, seeds won't fully mature in time..."
💡 Strategy Tips
Ice: Tower Synergies
Combine Ice Tower (freeze) with Stalactite (damage). Stalactite Lv3+ targets highest HP - perfect for bosses!
Ice: Upgrade Priority
Focus on one tower to Lv3 first. Level 3 unlocks status effects. Remember: upgrade success rate decreases (80%→60%→40%→20%)!
Fire: Mana Odds
Check your hand's mana distribution! Many 2+ mana cards = good odds. Lots of 0 mana cards (Sprint, etc.) = risky, might get no bonus.
Fire: When to Activate
Activate when hand has mostly expensive cards. Skip when you have many 0-1 mana cards - bad expected value.
Nature: Seed Timing
Plant seeds early! They need 3 combats to activate. At floor 25+, seeds may die before reaching Advanced phase.
Nature: Seed Combos
Mushroom + Thorn: Kill triggers AoE, Thorn finishes low HP. Sleep + Vine: Max control against tough fights.
📊 Structure Comparison
| Aspect | Ice (Towers) | Fire (Altar) | Nature (Seeds) |
|---|---|---|---|
| Slots | 2 | 1 | 3 |
| Types | 3 | 1 | 5 |
| Upgradeable | Yes (Lv1-5) | Yes (Lv1-5) | No (lifecycle) |
| Activation | Automatic | Click (optional) | Automatic |
| Cost per Turn | None | 1 random card | None |
| Duration | Permanent | Permanent | 9 combats |
| Fills Gap | Damage | Defense | Burst/Control |