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Endless Bruja: Wrathstealer of Malfeasance
By Bloodie
Build for the Endless game mode focused on damage and blocking. Singleplayer and multiplayer viable.
   
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Introduction
This guide introduces the Bruja Wrathstealer and Malfeasance build for the endless run, which, after completing the deck and with some artifact help, offers excellent offensive and defensive capabilities while not burdening itself with HP sacrifice or Black Bile generation.

While preparing this build, I initially wanted a character capable of high damage while also walking the edge of the knife between Reckoning and Grace. When playing it, the damage feels excellent indeed, but the edge of the knife is actually as wide as the Great Plains.
Deck
Final Build
10 card deck, all cards in Fanny Pack - starting hand (available in Rogue's Hideout Locations)

Wrathstealer x1
Malfeasance x4
Wendigo x1
Surface Pressure x1
Bone Broth x1
Salt Circle x1
Sate x1

At the beginning of your first turn, slam Wrathstealer to gain block and Reckoning. Activate Wendigo to generate more block and draw cards and Surface Pressure for more mana in future turns. Activate Bone Broth if needed to heal HP. Start spamming Malfeasance to kill monsters. Salt Circle helps you to gain more block and Reckoning, while Sate can provide Grace. In later turns, keep spamming Wrathstealer and Malfeasance until you crush your enemies, see them driven before you and hear the lamentations of their women.

Cards Description

Card
Description
Wrathstealer is perhaps the best defensive card in the game and stands as the core defensive and damage increasing card of the deck. We want our enemies to try to hit us fast and hard to gain the most of it. It does not take into account possible damage taken from Rotten monsters, Imp explosions, or self-buffing monsters like Gluttons, but we can manage that by casting it repeatedly in one turn. Wrathstealer is also currently bugged in that it also provides Grace. We are however prepared for the possible fix, as our build also includes Sate to gain Grace.
Malfeasance is the damage-dealing card of this build, which scales with our Reckoning provided by the Wrathstealer (and Salt Circle). As it keeps to Strain itself, we are running multiple copies. Technically, you may also think of replacing 1 copy by Channel Wrath to be able to precisely snipe enemies like the Slithering Magus, but in my opinion it is just not worth it.
Wendigo provides block, although rather small in comparison with the Wrathstealer, and card draw. If you are playing multiplayer with a party member dedicated to providing cards, you can possibly skip this card.
Surface Pressure provides mana in later turns (scaled with your Reckoning). If you are playing multiplayer with a party member dedicated to providing mana or mana discount, you can possibly skip this card.
Bone Broth heals you and your party as long as you are killing monsters. Sure, if all goes well, you shouldn't be taking damage from monsters, but it also keeps healing you if you damage yourself by mechanics like the Hoarder modifier. Technically, if you are going all alone, the preceding Teeth Necklace provides stronger healing, but the Antipope may have to say something about that.
Salt Circle provides more block and Reckoning for the build.
Sate will serve to provide Grace even if they fix the Malfeasance Grace gain bug as long as you keep killing monsters. If there are not four monsters to be killed, it is probably the final turn of the battle anyways.

Upgrade Paths
All possible upgrade paths to final cards of the build, always sorted by usefulness of preceding cards.

Appease-Haruspicy-Wrathstealer
Accessorize-Evil Eye-Scarring-Wrathstealer
Accessorize-Scab-Scarring-Wrathstealer
Accessorize-Scab-Haruspicy-Wrathstealer
Insolence-Scarring-Wrathstealer
Insolence-Haruspicy-Wrathstealer

Channel Wrath-Veer Anger-Malfeasance
Nick Jugular-Necrotize-Veer Anger-Malfeasance
Nick Jugular-Cabrit sans Cor-Tit for Tat-Malfeasance
Nick Jugular-Necrotize-Tit for Tat-Malfeasance

Drain Essence-Soul Shield-Wendigo
Pinch-Blame-Soul Shield-Wendigo

Deadlines-Surface Pressure
Pinch-Blame-Imbrued Lien-Surface Pressure
Drain Essence-Linden Brew-Surface Pressure

Bag of Bones-Teeth Necklace-Bone Broth
Pinch-Inner Well-Teeth Necklace-Bone Broth

Pinch-Blame-Imbrued Lien-Salt Circle
Bag of Bones-Ribleaf Compress-Salt Circle

Pinch-Blame-Soul Shield-Sate
Bag of Bones-Ribleaf Compress-Sate

Any card not listed in these paths is not a part of the solution, and therefore, sooner or later, becomes a part of the problem.

Temporarily Useful Cards
These cards can have a place in the build for the time being, to manage Reckoning/Grace and do damage, until the final build is reached. Only the most efficient upgrade paths are listed.

Damage and Reckoning
(Leeches-)Hex-Malevolent Glare-Sinister Chant
These cards improve your damage and help you gain Reckoning faster, as in early game, the monsters don't do enough damage to fuel the Wrathstealer fast enough. They could probably be removed around floor 40-50. As for the cost-damage efficiency, both Malevolent Glare and Sinister Chant are recommended.

Grace, Reckoning and Damage
(Nick Jugular-)Cabrit sans Cor-Ill Intent-Mind Fracture
These cards do a bit of damage, increase Reckoning and provide you with Grace, until you have Sate or Wrathstealer available for that purpose. In that part, they shall be replaced around floor 25 or so. Ill Intent is probably the most cost efficient, as I feel Mind Fracture is simply not enough bang for your bucks.

Damage
Wickedness-Violent Delight
While you are still running the two lines of cards mentioned above, this can boost your damage. I feel that Wickedness is actually better than the upgrade, because of Exhaust instead of Strain. Just be careful with Cook's Chopped Meat.

Reckoning and Grace
Adjourn-Libation-Corrupt Offering
These cards are used to fuel Reckoning and provide Grace. I actually think the basic Adjourn is the most effective one, as it costs you least HP and provides most Reckoning. They should be definitely replaced as soon as you generate Grace reliably (Wrathstealer, Sate or even Cabrit... etc. cards) as they also spoil your deck with Black Bile and they have no long-term place in the build as they disable the Stone Mask max HP gain.

All lines of cards listed here also fuel your main damage source, which should of course be the Channel Wrath-Veer Anger-Malfeasance cards.
Not Deck
Notes on Other Cards
Haruspicy
Apart from being on the upgrade path to Wrathstealer, this can also be used to card draw and mana gain. However, I prefer Wendigo and Surface Pressure for these purposes, as Haruspicy also messes with your Grace. (Take note that Embrace Ire disables the Grace permanently for the turn and shall never be used.)

Block Skill Cards
These can be useful early on. However, try to follow the path to the Wrathstealer as soon as possible.

Strength-lowering Skill Cards
Not counting the Evil Eye(-Scarring-Wrathstealer), the other cards do not lead to anything useful in the long term, as their defensive value is easily dominated by the Wrathstealer.

Healing Blood/Drops and Reckoning Skill Cards
These are somewhat useful to fuel Reckoning. However, I feel the Malevolent Glare-Sinister Chant cards are more useful for that purpose.

Black Bile Cards/ HP Loss Cards other than Adjourn-
No. Stay out.

Reckoning-reducing Skill Cards
These can be used very early when you still do not generate Grace reliably. However, as they also reduce your damage, replace them as soon as possible.

Other Attack Cards
They are simply less effective than the Attack cards listed in the previous part. Period.

+Damage when HP lost Influence Cards
We do not plan to lose HP, as we are looking for the Stone Mask max HP gain.

Mercy Plea
We do not plan to lose HP.

Ignoring HP loss cost Influence Cards
We do not plan to use HP costing cards. Stay out.

Reckoning-reducing Influence Cards
Now this is simply terrible.

Healing Drops/Blood Influence Cards
Meagre and unwieldy healing compared to the Bone Broth line.

(Ribleaf Compress-)Knead Cobwebs
Well, this does actually heal, if you have plenty of mana with the Surface Pressure. I feel the Bone Broth is still better, as it provides also for the party.

Dark Embrace
At first glance, this may look interesting. However, at the beginning of the turn it reduces incoming damage from reckoning just to your actual HP-1, thus limiting Wrathstealer effect. Stay out.

Last Favor
No. We don't need a card that would activate very, very rarely and possibly still not help us even then.

Other cards not mentioned are probably not worth mentioning.
Artifacts I
Starting Artifacts
Recommendation for starting artifacts, there are three viable (and even great!) choices, of which you can afford two at the same time.

Chirograph - this artifact costs one gemstone and replaces your starting deck with the following cards: 2x Appease, 1x Adjourn, 2x Anoint, 1x Channel Wrath, 2x Hex. This can get you faster on the right track with damage/Reckoning/Grace cards, allowing for a smoother start, especially in singleplayer. Later, you can also possibly exchange it for another artifact in the Mage Library.

Finger Guillotine - this artifact costs two gemstones and gives you 1 max HP after each battle you survive. This is a nearly unconditional max HP gain and should be taken every time.

Sangrethyst - this artifact costs one gemstone and, at the beginning of each battle, makes you lose all your gemstones above 3, giving you 3 max HP for each gem thus lost. This has the highest long-term potential.

To sum it up, I would recommend Chirograph and Finger Guillotine for more casual players and Sangrethyst and Finger Guillotine for those that like more challenging start, to go deeper and to keep pondering each and every gemstone cost.

---

Artifacts in each of the following categories are generally sorted from these better/less bad to those less good/worse.

Excellent Artifacts
These artifacts greatly help the build and are worthy to be aggressively searched for and to be bought even by losing maximum HP (Ritual in Ruins Location).

Whale Figurine - you get one extra gemstone after the battle. Look, it's raining money! This is one of the best artifacts in the game. Early, it will help you to get/improve/remove more cards and get more artifacts. Later on, using the Sangrethyst, it more or less translates to +3 max HP after each battle.

Stone Mask - if you don't lose any HP during battle, gain +3 max HP. As you start using the Wrathstealer-Malfeasance combo, this condition is quite easy to fulfil. Just be sure not to poke the zombies, keep imps at arm's length and don't overeat on Burrito. Speaking of which...

Burrito - when out of mana, use HP instead. This can help you to have a strong first turn in a boss battle (and to make some combinations even survivable, like an encounter with Mirage Mage, Skull Spook, Antipope and Archdemon while under effect of Brain-fogged and Freezing influence) - which is a reason Multiplayer is easier than Singleplayer. Just don't use it unnecessarily to mess with the Stone Mask.

Thumb Lancet - if you don't have enough gemstones to take the selected action, you can do it by losing 5 HP for each missing gemstone (as long as it won't kill you). This is excellent, especially early in the game, when you want every possible reward - card upgrades, artifacts, max HP... at once. Just be sure not to damage yourself too much to be able to survive the next battle. The Bone Broth and predecessor cards can help to bring you back to health.

Golden Ticket - your prices in Future Locations you add are lowered to 1 gemstone. This is excellent, as it saves you gemstones to afford more rewards or more max HP with the Sangrethyst.

Moka Pot - you can use 2 options in each future location. This is excellent early in the game, when you want to Examine, Scoop or Snatch all those artifacts and also add/remove/upgrade cards etc. Keeps some of its usefulness even later. Also helps to mitigate the effects of the Distracted modifier, as it allows you to choose 2 rewards (albeit they have to be in the same Location).

Sticky Finger - when your hand is empty during your turn, draw a card. This is excellent, as it helps you to go on even while encountering the Slithering Magus and you don't need to kill to draw a card (as is the case with the Wendigo). Just don't stick your fingers into too much Burritos.

Can of Beans - prices in future Locations are randomized between the range of 0 and their cost increased by 1. At first glance, this seems not to help you much. However, if you are using Sangrethyst, just take the opportunity to Exercise for free, which nets you one more gem for +3 max HP. In any case, don't take the options which seem overpriced (and don't offer you another excellent artifact at least).
Artifacts II
Good Artifacts
These artifacts help the build and are worthy to be searched for and to be bought for gems (Examine/Snatch in Vault).

Torn Button - gain +8 HP. Technically, you may consider this artifact to be worthy even the max HP loss cost. However, sub specie aeternitatis, as the artifact pool is limited, it may be better to wait and buy it just for gems or get it free.

Glass Caltrop - after the monster's turn, distribute all of your block as a damage to random monsters. Do not take this before you generate a sensible amount of block by the Wrathstealer. Yes, even then it can occasionally rob you of some max HP opportunities (Stone Mask) due to randomly hitting Rotting monster (zombie) and you have to keep an eye out for imps too close, but it helps you to save one of the most precious assets - TIME! Especially, as it deals with shielded bosses like the Cook, Horror Crawler, Spectral Whopper and all those pesky little webbing spider eggs laid by the Arachgod. It also allows you to take the Nonchalant modifier and still be able to do damage. In the Singleplayer, you may possibly hire the Barbarian with this artifact if you find it too dangerous to use it personally.

Kielbasa - one random card from your starting hand has cost reduced to 0. This is excellent early in the game, and even later, when you feed on Kielbasa, you may not need to resort to Burrito.

Loot Crate - draw 1 additional card and get 1 mana after you kill your first monster in each battle. Your own little personal extra Wendigo/Surface Pressure. Very useful early and quite useful even later.

Flawed Ruby - get 3 additional mana on the first turn and get 1 mana less on later turns. This is good, just don't take it too early. As you have the Surface Pressure (ideally in your Fanny Pack) and meaningful Reckoning generation, it helps you to consistently prepare better in the first turn.

Silver Mirror - every time someone gives you block, they will get half of that. Clearly, the usefulness of this artifact depends on the build of your companions. It can also lead to a pretty explosive start if they are using Glass Caltrop.

Silver Spoon - get 3 gemstones. This is clearly worth the 3 gemstones, or negligibly more, as you are trimming the artifact pool, and you can possibly trade it off for another artifact with the Mage in the Library and have it available to be bought again.

Lump of Coal - increase the rarity of one of the cards when picking a Card Reward. This is excellent early in the game, when you are still building your deck and each tier of rarity counts. It is of use even later, as it gives better cards to be sacrificed at the Altar.

Tiny Bamboo - on future Card Reward screens, you have 1 additional card to choose from. This is very useful early in the game, when you are still building your deck. It is of some use even later, as it gives a higher possibility of better cards to be sacrificed at the Altar.

Star - you get one additional mana when fighting bosses. This is a nice bonus to have, especially when you do not have the Burrito yet.

Spring - get 1 additional mana point when the sum of your incoming damage at the beginning of your turn is higher than 15. This usually translates to 1 extra mana in later battles, which is quite useful, especially for the initial preparation.

Jar of Pickles - once per turn, get 1 mana point when you deal at least 15 damage total. This nice mana bonus also keeps you going a bit longer. As with Kielbasa, if you peck at Pickles, you may not need the Burrito for the moment.

Miniature Chair - keep unspent mana points between turns. This is useful early in the game. Later, as you streamline the deck and gain mana of Surface Pressure, it becomes superfluous.

Memento - draw 1 additional card at the beginning of your turn. This is very good early on. Later, you should probably have no card draw issues with the use of Wendigo.

Vicious Hatchet - upon pickup, get 2 random Attack (red) cards. This is good early in the game, if you are still looking for better Attack cards. Late in the game, those cards will be probably used only to be sacrificed at the Altar. Also take note you can possibly trade off the Hatchet for another artifact with the Mage in the Library with no value loss.

Bandaid - heal 3 HP after each battle you survive. This is useful early on. Later, your Bone Broth should take care of the healing.

Friendly Toad - skipping Card Reward heals you for 4 HP. As opposed to the Bandaid, this is more used later in the game. However, the Bone Broth should again take care of the healing.

First Blood - heal yourself for 5 HP after killing your first monster in a battle. As with most of these healing cards, it is most useful early in the game, later being supplanted by the Bone Broth.

Red Cap - heal 15 HP at the beginning of a boss battle. This is also useful early on, especially if you have been liberal with the Thumb Lancet.

Tiny Anchor - heal yourself to 66% of max HP if you survive the battle with 33% of max HP or less. This can help you early in the game, it mitigates the Thumbs Lancet HP loss and/or heals you after an unfortunate incident with imps too close and so on.
Artifacts III
OK Artifacts
These artifacts may slightly help the build or at least do no harm. They should be taken to trim the artifact pool, if there are currently no better alternatives (and if there remain excellent or good artifacts in the pool). If playing with the Sangrethyst starter, they should be taken only for free, or if the Examine cost was already paid.

Paperclip - gain 1 mana while your deck is shuffled for the first time during each battle. This is useful early. Later, you should have enough mana using the Surface Pressure.

Sharpener - your Attack cards deal +1 damage starting from turn 2. Early on, this provides a bit of extra damage.

Tessenjutsu - your attacks deal +1 damage in sections of other heroes. Early on, this provides a bit of extra damage.

Homicidal Organ - your attacks deal +1 damage if you have no Skill (blue) cards in your hand. Early on, this can provide a bit of extra damage. This activates often even late (as you only run a single blue card), however, the 1 bonus damage becomes negligible soon.

Bloody Grail - a random player gets a Healing Blood at the beginning of the battle. Useful early on, especially if you are still stuck with the HP sacrifice cards. Later on, you have better healing.

Goldfish - if another hero starts turn with 10 HP or less, transfer half of your current HP to them. Heal yourself to 10 HP. Early on, this can help to heal a companion. In any case, be careful not to take it unless you have a decent self-heal (Bag of Bones, Teeth Necklace). The Bone Broth also makes it kind of obsolete.

Pawn - don't discard cards after the end of your turn. This may be useful early in the game. Later, as the deck is trimmed and all your influence cards are exhaustible, it doesn't do much. Also look for the Cook not to overfeed you with meat and be careful with modifiers giving Status cards.

Iron Snowflake - start next turn with block equal to double the damage you got this turn. This may increase your early survivability. However, the Wrathstealer should later take care of these issues.

Three Seashells - each time you are damaged in combat, other players are healed for the same amount. This may increase the early survivability of the party. However, it will probably activate very rarely later, as you will be using the Wrathstealer.

Tavern Sign - gain one block for every monster in your slice with an attack intent at the beginning of your turn. This can provide a bit of block, but quite soon, the ratio of the block provided (20-30 at most) to the overall damage incoming becomes negligible.

Nekomata - every 10th attack is played twice. This can be useful early in the game, while later it becomes mostly an overkill.

Flambeau - every 3rd exhausted card heal you 1 HP. Among others, this can help you if you flood your deck with Status cards, which is not recommended to do. Also, there are much more effective ways of healing (Bone Broth).

Evergreen Leaf - get healed 1 HP every time another hero is healed during the battle. OK, but as stated above, there are much more effective ways of healing (Bone Broth).

Brick - gain 10 block if you haven't used any Skill cards this turn. Can be used early on. As soon as you start using Wrathstealer, it is useless.

Trowel - gain two block when you exhaust a card. Early in the game, you have next to none cards to exhaust. Later, the block thus gained is negligible in relation to monsters' damage.

Tilted Cairn - gain 5 block at the end of your turn if you haven't used any Attack (red) cards this turn. This will activate very rarely, as you will be attacking most of the time. Also, the value of 5 block quickly becomes negligible.

Toy Compass - get one mana each time you play 5 Skill (blue) cards in one turn. As the deck is running only one blue card (Wrathstealer), this will activate very rarely. Only during these long turns of boss battles, when you a) probably have enough mana because of Surface Pressure b) do not have enough mana and keep casting using your HP because of Burrito or Evoke Entity c) also have the means to redraw the Wrathstealer (Sticky Finger, Wendigo, companions). Either way, quite useless.

Hourglass - if you have 50% or less HP, your Attack cards deal double damage. This may come into use early on, when you still do not consistently heal yourself (and perhaps also use the Thumb Lancet). Later on, the Bone Broth should keep you at or near full HP.

Best Pal - deal +2 damage when you have no incoming damage from the monsters. This is of some use early in the game, or if your companions spam mass freeze/stun cards (not before Wrathstealer, remind them!). Later, the damage bonus becomes negligible.

Salt Lamp - gain a +2 damage bonus for the next turn, if you haven't killed any monsters this turn. Can be of some use early in the game, but even then, it is pretty conditional.

Crane - give 3 block to all heroes if you haven't used any Attack cards this turn. This will activate very rarely for a very meagre bonus.

Other Shoe - gain a +2 damage bonus for the next turn, if you haven't used any Skill cards this turn. Can be of some use early in the game. As you start using Wrathstealer, it is useless.

Stamp - when a marked enemy dies, transfer its mark to a random enemy and increase it by 1. You do not use marks. It may possibly somewhat support your companions, especially early in the game.

Duck Collar - at the start of your turn, add 1 mark to the marked monster. As with the Stamp, it could help the mark shenanigans of your party members.

Explosive Eyeball - when you die, deals 20 damage to all monsters in the near range and 10 in far range. Early in the run, this can save your party if something goes very awry - or be the last straw that broke nearby imp's back. Later on, this should not come into effect, as you should have the highest survivability of the whole party.

Quartz Lens - your attacks do +1 damage in the Near Range and -1 damage in the far range (but no less than 1). In the long run, this is mostly irrelevant. It may be negligibly negative, as you deal a tad more damage to those imps too close.
Artifacts IV
Bad Artifacts
These artifacts are to be avoided. In the long run, they will do more harm than help.

Iron Pan - you are immune to damage from Ranged (but not Magic) attacks. While this artifact is good for most builds, it is not for this one (not even for your party members) for a simple reason - Wrathstealer - wanting as much incoming damage as possible. More incoming damage equals to more Block, more Reckoning and more Malfeasance damage.

Dice - number of mana points is randomized each turn (between 1 and 8). Early in the game, a low roll can cripple your turn, while a high roll is often excessive. Later, it is mitigated by Burrito and Surface Pressure in turn 2+, but it can still lead to a meagre turn 1 and/or prevent you to gain max HP from the battle (Stone Mask).

Bow Tie - deal 50 damage to one random monster at the beginning of the battle. This is fine for the 12-floor run, but in the endless, it will not impress your enemies for long, especially those randomly hit Rotten monsters, which will hurt you and cost you max HP not gained for the floor (Stone Mask).

Bottle of Miasma - deal 20 damage randomly distributed between monsters at the beginning of the game. Like the Bow Tie, only even worse, as it does less damage and can hit more zombies.

Terrible Artifacts
These artifacts are to be avoided at all costs. They will cripple the build or kill the character outright.

Tsantsa - each time you receive more than five damage in a single attack, half of that damage is reflected back on the attacker. Later in the game, Rotten monsters (zombies) will reflect more than five damage, if you hit but not kill them. This could quickly turn worse than the gunfight at the O.K. Corral and, even if it doesn't kill you outright, it certainly does not help you to gain max HP by surviving battles undamaged (Stone Mask). Also makes the Glass Caltrop and the (not recommended) Bow Tie and Bottle of Miasma potentially deadly.

Wooden Bowl - this will make you lose gemstones at the beginning of the battle leaving you with one and healing 10 HP for each. This will make you ALWAYS lose the gems, even if there is no missing HP. You have much better healing provided by the Bone Broth card and you want the gemstones either for the room rewards, or for Sangrethyst. (Although the Sangrethyst is obtained earlier and thus also earlier evaluated - as the artifacts are always evaluated in the order they were obtained, the Bowl still leaves you with just 1 gemstone, which will then make the Sangrethyst activate only after boss gemstone rewards.)

Clam - you get one gemstone after picking a card reward, however, you can no longer skip card rewards. This can be used in the 12-floor run, but in the endless, it will royally screw up your deck sooner rather than later. (There are simply not enough, or at the very least not cheap enough, Camps/Altars to keep the deck trimmed). For the most foolhardy of players, there technically may be a way to attempt to use it (if you have Sangrethyst, don't have Chirograph and really want those early extra gems for card upgrades or max HP): 1. Pick it early, with very few artifacts owned. 2. Have a Mage companion and hope to exchange it in the Library for almost any other artifact until your deck becomes too large. 3. You've got to ask yourself one question: "Do I feel lucky?" Well, do you, punk?

Rage Cage - all attacks do +2 damage. You can no longer block yourself. Yes, you can get a bit of block through the Wendigo or the preceding influence cards. However, this will make your defense VERY dependable on the rest of the party and in singleplayer, equals practically to a suicide. To add insult to injury, 2 damage is NOTHING in the long run, when you easily do hundreds of damage in one attack.
Locations and Rewards
Smithy
This helps you to upgrade your cards by means of Refine/Weld or Forge. Just be careful not to Refine blindly, if your deck still contains cards which do not upgrade to anything meaningful. Later on, you may use the Smithy to freely upgrade cards meant to be sacrificed at the Altar.

Sage
This is used to remove cards from the deck by means of Blessing/Pray Together/Undergo Exorcism. Very useful early and may be of some use later if the Altar was blocked or you have Status cards in the deck (Doomed modifier).

Corpses
This allows you to get new card(s) by means of Search and Bury or to exchange cards by Give honor. Again, useful early in the game.

Ruins
This allows you to Explore with a 50% chance to get 3 gems - which translates to average net max HP gain with the Sangrethyst, if it costs 1 gem or less. There is also a possibility of Ritual - to exchange max HP for an artifact. As stated before, this should be used only to trade for the excellent artifacts. Final option is to Absorb energy, which should be taken only for free.

Camp
You can heal here by Use medicine or Patch up wounds. More importantly, this provides also an opportunity to increase max HP by Exercise. However, do not take the Exercise, if you own the Sangrethyst and it costs more than 1 gemstone.

Vault
You can Examine, Scoop and Snatch random artifacts here. As always, use the paid options with the Sangrethyst only if there remains something worthy to be searched for.

Hideout
The Rogue's special room allows you to Gift - resetting the companions' location selection charge in singleplayer - that is, if you like to micromanage that also; in multiplayer, it serves to give more gemstones to other party member, which could net a proft for the whole party. You can also Stash to randomly remove cards from the deck, which may be useful early or to get rid of Status cards. Finally, it provides the unique option of Plan - to select a card from the deck to start future battles with in your hand. This is excellent and I recommend all 10 cards of the final deck to be Planned and put in Fanny Packs. (Take note the plan disappears after upgrading the card.)

Library
The Mage's special room presents you with an opportunity to Learn - and exchange owned artifact for another one. As stated above, I recommend you trade off the Chirograph, the Silver Spoon and the Vicious Hatchet, if the artifact thus gained is not bad. Interestingly, you can also trade off Fanny Packs, which is however not recommended. Also, keep an eye out for a possible excellent artifact to gain. Other options like Read aloud and Transcribe are only to be taken for free.

Armory
The Warrior's special room offers nothing particularly unique. You can Care to heal other heroes, Fix your gear to provide a bit of block for the next battle or Clean your weapon to transform or upgrade your cards.

Workshop
The Tinkerer's special room is also not that special. It can be used to Fine-tune to exchange low-quality cards for higher-quality cards, which can be useful early. Tool-up can transform or upgrade random Influence cards, while Tinker lets you start the battle with random Influence (of your class) active.

Altar
Our special room allows us to Pay tribute to remove cards for + max HP. This is useful early as a better version of the Sage. Later, if you are using the Sangrethyst, it only pays off with the cost of 1 gemstone for Legendary and Rare cards and with zero cost for other cards. Also, you can Evoke Entity for an impromptu (and less efficient) Burrito, or Give blood for a bit of block. These options are only to be taken for free.
Endless Modifiers
List of the difficulty-increasing endless modifiers, sorted from the benign to the deadly.

Bleeding - you get X damage each turn. This is actually beneficial, as we want to feed our Wrathstealer with incoming damage.

Blighted - all attacks on you deal +X% damage (no less than +1 damage). This is actually beneficial, as we want to feed our Wrathstealer with incoming damage.

Sickly - all monsters and bosses are X% stronger (no less than +1 strength). This is actually beneficial, as we want to feed our Wrathstealer with incoming damage.

Mugged - exhaust X random card(s) at the beginning of the battle. To me, this doesn't seem to affect you. (Because of the Fanny Pack?)

Shielded - monsters start battle with X block. This is OK, it makes the battle a bit longer, but nothing else happens.

Anemic - all monsters and bosses gain +X% health (no less than +1 max HP). This is OK, it makes the battle somewhat longer, but nothing else happens.

Freeze immunity - each monster has X% chance to be immune to Freeze. This is OK, as the deck does not rely on freezing enemies.

Stun immunity - each monster has X% chance to be immune to Stun. This is OK, as the deck does not rely on stunning enemies.

Hoarder - you lose 5 HP when skipping card reward. This is manageable, as you should have the Bone Broth for healing. Artifacts like Bandaid and Friendly Toad, etc. also help.

Limited Healthcare - you can only heal X time(s) in a Camp. This is manageable, as you usually don't rely on Camp healing.

Nonchalant - killing a boss with a card exhaust it. This seems to be manageable, as the deck runs multiple copies of Malfeasance. If you run out of all copies, you have to resort to Glass Caltrop and companions to kill enemies.

Doomed - permanently add X random Status card(s) to your deck. This depends on how many Status cards are added and how far are the bosses (Antipope + Archdemon). Given enough time, you can get rid of the Status cards at an Altar or Sage location.

Clumsy - you draw X cards fewer each turn. This is manageable, if you have your cards in Fanny Packs and you use the Surface Pressure and/or Sticky Finger.

Out of stock - X random option(s) are disabled in each Location after every battle. Comparable with Distracted. You have less freedom to choose, but higher quantity of options actually chosen. Maybe a better alternative earlier in the game...

Distracted - you can only use 1 Location option after each battle. Comparable with Out of stock. You have more freedom to choose, but a lower quantity of options actually chosen. Maybe a better alternative later in the game, to be still able to pick the + max HP options.

Gutted - lose X max HP. This is a flat, unrecoverable loss. Any modifier listed lower than this is thus really bad and should be avoided.

Restock - picking an option in a Location makes it temporarily unavailable for the next visit. In many cases, this is worse than the Gutted option, as it limits your max HP picks, especially without the Sangrethyst.

Inflation - every Location option increases cost with each use. If you are using Sangrethyst, this would probably cost you more missed max HP than the Gutted modifier and should be avoided. Even as it is evaluated later than all artifacts, you will still start the battle with 2 gems and not 3, costing you on average 3 max HP not gained per battle.

Irrational - lose X% of your gemstones at the beginning of the battle. If you are using Sangrethyst, this will most probably cost you more missed max HP than the Gutted modifier and should be avoided.

Pacifist - get a random Status card when you kill a monster. This is unpleasant in longer battles when it practically prevents you from Stone Mask max HP gain (provided you have the Burrito and Sticky Finger to be able to manage the battle) and it is very tricky in the battle against the Antipope. It also greatly slows the play.

Brain-fogged - X random card(s) in hand costs 1 mana more each turn. This is more prohibitive in the Singleplayer, where the companions don't have Burrito, so some battles can be quite tricky (Mirage Mage, Skull Spook, Antipope and Archdemon).

Freezing - start each turn with X Freeze influence. This is quite similar to the Brain-fogged, as it makes your cards more expensive. However, the same card can get more than one Freeze influence to cost more by that amount. This is more prohibitive in the Singleplayer, where the companions don't have Burrito, so some battles can be very tricky (Mirage Mage, Skull Spook, Antipope and Archdemon).

Arachnophobic - start each battle with X webbed cards. This may be manageable in most battles, especially if using Burrito and Sticky Finger, but it is potentially deadly in the Antipope encounter.

Daredevil - you cannot have more than X block. This is probably the worst and most deadly modifier. It can be roughly translated to: you either win the battle in the first turn, or you die. Technically, some heavy monster freezing, stunning or moving can be done by your companions, but you also have to pay attention to your Reckoning management.

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Ganged up - you always fight multiple bosses. For the sake of being thorough, this is the modifier you have to take after floor 12, if you wish to have leaderboards and achievements enabled.

Evergrowing monstrosity - monsters get stronger and tougher. For the sake of being thorough, this is an unavoidable modifier taken automatically after floor 12 and the principle of the endless run.
Enemies
Enemies to be careful about
Imps
These enemies are to be killed in the far range. If they are near, your companions shall move them to the far range or at least not kill them until there is sufficient block provided.

Rotten enemies
These enemies are to be killed in one go while you have block. They are preferably not left for the Glass Caltrop, as if only wounded, they will prevent your Stone Mask max HP gain.

Mirage Mage
This boss is to be killed as soon as possible, as it forces the party to use other cards before attacks. Especially in Singleplayer, this could turn ugly if the party is also affected by increased mana cost modifiers.

Slithering Magus
This boss is to be killed early, as it forces players to discard cards for each monster killed.

Skull Spook
This boss is to be killed early, as it makes the Skill cards 1 mana more expensive, which is dangerous in combination with other bosses like the Mirage Mage or the Archdemon.

Arachgod
This boss is to be killed early, as it is laying Spider Eggs, which are Sticky and Web the card killing them.

Antipope
This "final" boss is to be killed early, as it forces players to have only limited number of cards played in a turn.

Archdemon
This "final" boss is to be killed early, as it forces players to alternate while playing cards. This can be suppressive in the singleplayer, if the NPCs don't have enough cards or mana to play.

Enemies we prefer
Any enemy not listed above probably does not matter much, but we actually want as much damage incoming as early as possible. Therefore, if available and if we don't mind the Location, ranged enemies like skeleton archers, snake archers and so like are preferred, as they usually provide plentiful incoming damage in the first turn already.
Singleplayer and Multiplayer
Singleplayer
As at least one of the companions, I always prefer the Rogue for her special Location - Hideout, allowing you to Plan all your cards in your starting hand and also providing the option of Gift - resetting the companions' location selection. Some of the Rogues like the Shadowdancer and Stalker also pack the 2nd best defensive card in the game - Clout.

Considering Mages, I sometimes use Frostmancer early in the run to help with the damage and crowd control by freezing. However, I really dislike his random mana gain because of the Dice. In the long run, Cleric is perhaps more useful for providing support, as the NPC's damage starts to fall behind.

Speaking of Warriors, you can try the Barbarian and his Glass Caltrop. However, this is often slow when there are not enough enemies attacking him.

Tinkerers really do not offer anything that special in the long run, as there are no NPC builds with the endless Screw/block (or Screw/damage) combo.

You could even try a Bruja companion, if you want to maximize your search for the Altar Location (and max HP).

Multiplayer
Multiplayer is easier, not only because the whole party can get Burrito and not be shut down by combinations like an encounter with Mirage Mage, Skull Spook, Antipope and Archdemon while under effect of Brain-fogged and Freezing influence. Generally speaking, just do not let your buddies do anything stupid, like poking zombies or killing close imps, or unwise, like freezing/stunning monsters before you cast Wrathstealer, and everything shall be fine. The only thing your build is truly missing is moving the monsters (imps from the close range), but you could probably also welcome mana cost reduction on Malfeasance and perhaps even more cards or mana, which can lead you to need not some of the Influence cards. As stated in the Singleplayer part, the Rogue is the most useful party member class mostly because of her special Location.
Conclusion
In this guide, we have looked at a particular build for the endless run - Bruja using Wrathstealer and Malfeasance cards. This build is currently one of the highest damage dealing and block gaining builds while also offering excellent max HP gain. Parts of the guide dealing with Artifacts, Locations or Modifiers can be of interest to all endless characters, especially to those also looking to max gemstone gain, like the Stonks-broker Rogue.

And that's it! I think I have exhausted the topic, if not the reader, so I thank you for your attention and wish you good luck in the game!

1 Comments
Bloodie  [author] 22 Jan @ 1:41pm 
The radius of Malfeasance was reduced to medium, slowing us somewhat. However, the theses of the build still stand.