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

Ice Towers 25 gold
Fire Altar 25 gold
Nature Seeds 10-20 gold (×2 replant)

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

0 mana No bonus (bad luck!)
1 mana Half bonus (0.5x)
2+ mana Full bonus (1x)
🔥

Altar of Sacrifice

Sacrifice a random hand card once per turn, before playing any cards. Rewards use its printed mana cost.

Cost: 50 gold

Level Effects (sacrifices 1 random card)
Lv.1 Sacrifice a random hand card. Give a random hero up to 6 Armor.
Lv.2 Sacrifice a random hand card. Give a random hero up to 10 Armor.
Lv.3 Sacrifice a random hand card. All heroes gain up to 8 Armor.
Lv.4 Sacrifice a random hand card. All heroes gain up to 10 Armor. Restore up to 8 HP to the hero missing the most HP.
Lv.5 Sacrifice a random hand card. All heroes gain up to 12 Armor and restore up to 12 HP. If the card costs mana, remove 1 Debuff from each.

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.

Soldiers
0%
Archetypes
25%
Hybrids
50%
Bosses
75%

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

Level Effects
Lv.1 At turn start, deal 5 damage to a random enemy.
Lv.2 At turn start, deal 8 damage to a random enemy.
Lv.3 At turn start, deal 11 damage to the enemy with the least HP.
Lv.4 At turn start, deal 14 damage to the enemy with the least HP.
Lv.5 At turn start, deal 18 damage to the enemy with the least HP, ignoring Armor.
🌨️

Sleet Tower

Deals damage to all enemies at turn start.

Build: 25 gold

Level Effects
Lv.1 At turn start, deal 2 damage to all enemies.
Lv.2 At turn start, deal 3 damage to all enemies.
Lv.3 At turn start, deal 5 damage to all enemies.
Lv.4 At turn start, deal 7 damage to all enemies.
Lv.5 At turn start, remove up to 2 Armor from each enemy. Deal 9 damage to all enemies.
🧊

Ice Tower

Applies Chill or Freeze at turn start. Higher levels affect more enemies.

Build: 25 gold

Level Effects
Lv.1 At turn start, apply Chill to a random enemy for 2 turns.
Lv.2 At turn start, apply Chill to up to 2 random enemies for 2 turns.
Lv.3 At turn start, apply Chill to a random enemy for 2 turns. Apply Freeze to another (same if alone) for 1 turn.
Lv.4 At turn start, apply Freeze to a random enemy for 1 turn. Apply Chill to all enemies for 1 turn.
Lv.5 At turn start, apply Freeze to a random enemy for 2 turns. Apply Chill to all enemies for 1 turn.

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

FAST Thorn, Bramble (10g):
Dormant 0 → Base 1-2 → Adv 3-4 → Dead 5+
MEDIUM Mushroom (15g):
Dormant 0-1 → Base 2-4 → Adv 5-7 → Dead 8+
SLOW Vine, Sleep (20g):
Dormant 0-2 → Base 3-6 → Adv 7-10 → Dead 11+

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

Trigger: At turn start
Base At turn start, deal 6 damage to a random enemy.
Adv. At turn start, deal 12 damage to the enemy with the least HP.
🌹

Bramble Seed

Grows after victories. Retaliates when enemy attacks hit heroes.

Cost: 10 gold

Trigger: When hero takes damage
Base When an enemy attack hits a hero, deal 4 damage to the attacker.
Adv. When an enemy attack hits a hero, deal 8 damage to the attacker. Apply 2 Poison for the rest of combat.
🍄

Mushroom Seed

Grows after victories. Damages surviving enemies when an enemy dies.

Cost: 15 gold

Trigger: When enemy dies
Base When an enemy dies, deal 8 damage to all surviving enemies.
Adv. When an enemy dies, deal 15 damage to all surviving enemies.
🌿

Vine Seed

Grows after victories. Applies Root at turn start.

Cost: 20 gold

Trigger: At turn start
Base At turn start, apply Root to a random enemy for 1 turn.
Adv. At turn start, apply Root to up to 2 random enemies for 1 turn.
💤

Sleep Seed

Grows after victories. Applies Sleep at combat start.

Cost: 20 gold

Trigger: At combat start
Base At combat start, apply Sleep to a random enemy for 1 turn.
Adv. At combat start, apply Sleep to up to 2 random enemies for 2 turns.

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