200 unique gameplay designs across nine factions and the factionless Worldbound cards. Companion evolutions, ascensions and holographic finishes do not add gameplay designs to this count. Explore companion forms.

Hearthbound · Atlasbound · WB-001
Brindle — Companion
0 Charge · Companion · 1 Force / 5 Guard / 1 Insight
At three journey marks: choose Hearthkeeper (1,7,2; when you Explore, remove 1 damage from another friendly unit here) or Trailblazer (3,5,1; your first move each turn costs 0).
Starts outside your deck.

Skyrunners · Atlasbound · WB-002
Vey — Companion
0 Charge · Companion · 2 Force / 5 Guard / 1 Insight
At three journey marks: choose Windguide (2,5,2; your first move each turn costs 0) or Stormwing (4,5,1; when you defeat an Ally, gain 1 Renown).
Starts outside your deck.

Hearthbound · Wayfarer · WB-003
Lampkin
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
No ability.
Deck limit: 3 per name.

Skyrunners · Wayfarer · WB-004
Kitelet
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
No ability.
Deck limit: 3 per name.

Hearthbound · Wayfarer · WB-005
Burrowguard
2 Charge · Ally · 2 Force / 4 Guard / 0 Insight
No ability.
Deck limit: 3 per name.

Skyrunners · Wayfarer · WB-006
Cloudfencer
2 Charge · Ally · 3 Force / 3 Guard / 0 Insight
No ability.
Deck limit: 3 per name.

Hearthbound · Wayfarer · WB-007
Lantern Scout
2 Charge · Ally · 1 Force / 3 Guard / 2 Insight
No ability.
Deck limit: 3 per name.

Skyrunners · Wayfarer · WB-008
Ribbon Scout
2 Charge · Ally · 1 Force / 3 Guard / 2 Insight
No ability.
Deck limit: 3 per name.

Hearthbound · Wayfarer · WB-009
Hearth Singer
3 Charge · Ally · 1 Force / 4 Guard / 2 Insight
On entry: remove 2 damage from a friendly unit.
Deck limit: 3 per name.

Skyrunners · Trailmarked · WB-010
Gale Courier
3 Charge · Ally · 2 Force / 3 Guard / 2 Insight
On entry: move another friendly unit one adjacent Route for free; ignore its movement limit.
Deck limit: 3 per name.

Hearthbound · Wayfarer · WB-011
Emberback
4 Charge · Ally · 3 Force / 6 Guard / 1 Insight
No ability.
Deck limit: 3 per name.

Skyrunners · Wayfarer · WB-012
Thundercrest
4 Charge · Ally · 4 Force / 4 Guard / 1 Insight
No ability.
Deck limit: 3 per name.

Hearthbound · Wayfarer · WB-013
Mend
0 Charge · Tactic
Heal a friendly character by 3.
Deck limit: 3 per name.

Skyrunners · Trailmarked · WB-014
Guststep
0 Charge · Tactic
Move a friendly character to an adjacent Route without exhausting it. Does not ready it or consume its normal move, and ignores its normal movement limit.
Deck limit: 3 per name.

Hearthbound · Wayfarer · WB-015
Trail Snack
1 Charge · Tactic
Draw 2 cards.
Deck limit: 3 per name.

Skyrunners · Wayfarer · WB-016
Clear Skies
1 Charge · Tactic
Draw 2 cards.
Deck limit: 3 per name.

Hearthbound · Wayfarer · WB-017
Stand Together
1 Charge · Tactic
Ready an exhausted friendly Ally; it cannot Explore this turn.
Deck limit: 3 per name.

Skyrunners · Wayfarer · WB-018
Sudden Squall
1 Charge · Tactic
Deal 3 damage to an opposing Ally at your Companion’s Route.
Deck limit: 3 per name.

Hearthbound · Wayfarer · WB-019
Guiding Glow
1 Charge · Tactic
A friendly character gains +2 Insight until the end of your turn.
Deck limit: 3 per name.

Skyrunners · Wayfarer · WB-020
Tailwind
2 Charge · Tactic
A friendly character gains +2 Insight until the end of your turn.
Deck limit: 3 per name.

Hearthbound · Wayfarer · WB-021
Long Way Home
1 Charge · Tactic
Move your Companion to any Route without exhausting it; heal it by 3. Does not ready it.
Deck limit: 3 per name.

Skyrunners · Wayfarer · WB-022
Open Horizon
1 Charge · Tactic
Move your Companion to any Route without exhausting it; heal it by 3. Does not ready it.
Deck limit: 3 per name.

Shared · Wayfarer · WB-023
Lantern Crossing — Route
0 Charge · Route
No additional effect.
Starts outside your deck.

Shared · Wayfarer · WB-024
Windbridge — Route
0 Charge · Route
Moving into this Route costs 0 charge; movement limits still apply.
Starts outside your deck.

Shared · Wayfarer · WB-025
Glass Orchard — Route
0 Charge · Route
All characters at this Route gain +1 Force. This Route no longer heals.
Starts outside your deck.

Hearthbound · Atlasbound · RR-001
Korr — Companion
0 Charge · Companion · 2 Force / 5 Guard / 1 Insight
At 3 journey marks, pay 2 charge: choose Shellwarden or Bridgewright. Keep damage, readiness, location and marks.
Starts outside your deck.

Skyrunners · Atlasbound · RR-004
Nima — Companion
0 Charge · Companion · 2 Force / 5 Guard / 1 Insight
At 3 journey marks, pay 2 charge: choose Chartweaver or Stormdancer. Keep damage, readiness, location and marks.
Starts outside your deck.

Hearthbound · Wayfarer · RR-007
Bellburrow
2 Charge · Ally · 2 Force / 4 Guard / 1 Insight
On entry, heal 2 damage from one friendly unit.
Deck limit: 3 per name.

Hearthbound · Wayfarer · RR-008
Mossmason
2 Charge · Ally · 2 Force / 5 Guard / 0 Insight
Rooted: this Ally cannot move while in play, including through card effects.
Deck limit: 3 per name.

Skyrunners · Trailmarked · RR-009
Cloudskipper
2 Charge · Ally · 1 Force / 3 Guard / 1 Insight
Swift: your first normal move each turn costs 0 charge. Normal movement restrictions still apply.
Deck limit: 3 per name.

Skyrunners · Wayfarer · RR-010
Stormling
3 Charge · Ally · 3 Force / 4 Guard / 1 Insight
No ability.
Deck limit: 3 per name.

Hearthbound · Wayfarer · RR-011
Shared Shelter
1 Charge · Tactic
Choose a Route; heal each friendly character there by 2.
Deck limit: 3 per name.

Hearthbound · Trailmarked · RR-012
Span Repair
1 Charge · Tactic
Heal a friendly character by 3; optionally move it to an adjacent Route without exhausting.
Deck limit: 3 per name.

Skyrunners · Trailmarked · RR-013
Lantern Signals
2 Charge · Tactic
Draw 2 cards. You may move a friendly character to an adjacent Route without exhausting it. Does not ready it.
Deck limit: 3 per name.

Skyrunners · Trailmarked · RR-014
Measured Gust
1 Charge · Tactic
A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.
Deck limit: 3 per name.

Hearthbound · Wayfarer · OFF-001
Ember Prowler
2 Charge · Ally · 3 Force / 2 Guard / 0 Insight
No ability.
Deck limit: 3 per name.

Skyrunners · Wayfarer · OFF-002
Cloudfencer
2 Charge · Ally · 4 Force / 2 Guard / 0 Insight
No ability.
Deck limit: 3 per name.

Skyrunners · Wayfarer · OFF-003
Thundercrest
4 Charge · Ally · 5 Force / 3 Guard / 1 Insight
No ability.
Deck limit: 3 per name.

Hearthbound · Wayfarer · SP-001
Bramblehorn
3 Charge · Ally · 5 Force / 1 Guard / 0 Insight
No ability.
Deck limit: 3 per name.

Hearthbound · Wayfarer · SP-002
Stonehush
3 Charge · Ally · 0 Force / 6 Guard / 0 Insight
No ability.
Deck limit: 3 per name.

Skyrunners · Wayfarer · SP-003
Dawnquill
3 Charge · Ally · 0 Force / 1 Guard / 3 Insight
No ability.
Deck limit: 3 per name.

Skyrunners · Trailmarked · SP-004
Prismarten
3 Charge · Ally · 0 Force / 2 Guard / 2 Insight
Shift — Once per turn, pay 1 charge: switch between Guide (0/2/2) and Striker (4/2/0). Keep damage, readiness and Route.
Deck limit: 3 per name.

Hearthbound · Wayfarer · FA-001
Wickmender
2 Charge · Ally · 1 Force / 3 Guard / 1 Insight
Lantern Care — When played, heal another friendly character at this Route by 2.
Deck limit: 3 per name.

Hearthbound · Wayfarer · FA-002
Cindertusk
4 Charge · Ally · 3 Force / 5 Guard / 0 Insight
Kindled Fury — While this character has damage, it has +2 Force.
Deck limit: 3 per name.

Skyrunners · Trailmarked · FA-003
Reedrunner
2 Charge · Ally · 2 Force / 2 Guard / 1 Insight
Lightfoot — Once during your turn, pay 1 additional Charge when making a normal move to avoid exhausting. Adjacency and normal movement limits still apply.
Deck limit: 3 per name.

Skyrunners · Trailmarked · FA-004
Glass Lynx
3 Charge · Ally · 3 Force / 2 Guard / 1 Insight
Precision — When Challenging, you choose which ready opposing character defends. If none are ready, choose any opposing character at this Route.
Deck limit: 3 per name.

Hearthbound · Atlasbound · FA-005
Hearthshell
3 Charge · Ally · 1 Force / 6 Guard / 0 Insight
Sheltering Glow — Other friendly characters at this Route take 1 less Challenge damage, minimum 1 for positive damage. Does not stack. Works while exhausted. Does not protect itself.
Deck limit: 3 per name.

Hearthbound · Trailmarked · FA-006
Thornrush
3 Charge · Ally · 4 Force / 3 Guard / 0 Insight
Breach — When this character defeats a ready opposing character through a Challenge, gain 1 Renown. Includes Companions. No bonus against exhausted targets.
Deck limit: 3 per name.

Skyrunners · Trailmarked · FA-007
Veilwing
3 Charge · Ally · 3 Force / 2 Guard / 0 Insight
Slipstream — When Challenging, choose any opposing character at this Route, bypassing ready defenders. Does not bypass Explore blocking.
Deck limit: 3 per name.

Skyrunners · Atlasbound · FA-008
Duskquill
2 Charge · Ally · 1 Force / 3 Guard / 1 Insight
Star Chart — When played, privately look at up to the top 3 cards of your deck. Put one into your hand and the others on the bottom in either order. No discard recycling for this effect.
Deck limit: 3 per name.

Hearthbound · Trailmarked · TC-001
Cinderbolt
2 Charge · Tactic
Deal 3 damage to an opposing character at any Route. Can defeat a Companion under its normal return rule.
Deck limit: 3 per name.

Skyrunners · Trailmarked · TC-002
Starfall
2 Charge · Tactic
Deal 3 damage to an opposing character at any Route. Can defeat a Companion under its normal return rule.
Deck limit: 3 per name.

Hearthbound · Trailmarked · TC-003
Briar Verdict
5 Charge · Tactic
Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.
Deck limit: 3 per name.

Skyrunners · Trailmarked · TC-004
Sever the Thread
5 Charge · Tactic
Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.
Deck limit: 3 per name.

Hearthbound · Trailmarked · TC-005
Turn Back
2 Charge · Tactic
Return an opposing Ally at any Route to its owner’s hand. Its damage and temporary effects clear. Replaying costs its normal Charge. Cannot target Companions.
Deck limit: 3 per name.

Skyrunners · Trailmarked · TC-006
Back to the Clouds
2 Charge · Tactic
Return an opposing Ally at any Route to its owner’s hand. Its damage and temporary effects clear. Replaying costs its normal Charge. Cannot target Companions.
Deck limit: 3 per name.

Hearthbound · Trailmarked · TC-007
Wildfire Passage
6 Charge · Tactic
Defeat every opposing Ally at one Route. Friendly characters and all Companions remain. Ready opposing Companions still block Explore.
Deck limit: 3 per name.

Skyrunners · Trailmarked · TC-008
Empty the Horizon
6 Charge · Tactic
Defeat every opposing Ally at one Route. Friendly characters and all Companions remain. Ready opposing Companions still block Explore.
Deck limit: 3 per name.

Hearthbound · Trailmarked · TC-009
Briar Surge
1 Charge · Tactic
A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.
Deck limit: 3 per name.

Veilborn · Atlasbound · VB-001
Nyxara
0 Charge · Companion · 1 Force / 5 Guard / 1 Insight
Unseal — Once during your turn, pay 1 Charge to open the Netherway. Does not exhaust Nyxara.
Starts outside your deck.

Veilborn · Atlasbound · VB-002
Morrow
0 Charge · Companion · 1 Force / 5 Guard / 1 Insight
Between Worlds - Once during your turn, pay 1 Charge to move from Lantern Crossing into the open Netherway without exhausting. Counts as its normal move; must be ready and not have moved normally.
Starts outside your deck.

Veilborn · Trailmarked · VB-003
Riftcrown
4 Charge · Ally · 3 Force / 4 Guard / 2 Insight
Realmstrider - Its normal move into the Netherway does not exhaust it. Normal movement cost, readiness and once-per-turn movement limit still apply.
Deck limit: 3 per name.

Veilborn · Atlasbound · VB-004
Vesperant
2 Charge · Ally · 2 Force / 4 Guard / 1 Insight
Foretold Return - After another friendly character explores the Netherway, it may emerge at Vesperant's normal Route and heal 1. It stays exhausted. No effect while Vesperant is in the Netherway.
Deck limit: 3 per name.

Veilborn · Wayfarer · VB-005
Wispweaver
1 Charge · Ally · 0 Force / 3 Guard / 1 Insight
Stitch the Veil - When played, open the Netherway if it is closed.
Deck limit: 3 per name.

Veilborn · Atlasbound · VB-006
Grinshade
3 Charge · Ally · 3 Force / 2 Guard / 1 Insight
Uncertain Form - When chosen to defend a Challenge, you may pay 1 Charge and roll a six-sided die. On 5-6, prevent that Challenge's damage. Once per round per Grinshade. The attacker still exhausts.
Deck limit: 3 per name.

Veilborn · Wayfarer · VB-007
Seamling
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
Deck limit: 3 per name.

Veilborn · Wayfarer · VB-008
Null Harrier
2 Charge · Ally · 3 Force / 2 Guard / 0 Insight
Beyond the Mask - While in the Netherway, this character has +1 Force.
Deck limit: 3 per name.

Veilborn · Trailmarked · VB-009
Hexmantle
2 Charge · Ally · 1 Force / 4 Guard / 1 Insight
Fading Hex - When played, give an opposing character at this Route -1 Force until the start of your next turn. Hex penalties do not stack; use the strongest.
Deck limit: 3 per name.

Veilborn · Trailmarked · VB-010
Rift Cantor
3 Charge · Ally · 1 Force / 3 Guard / 2 Insight
Voices Between - After this character explores the Netherway, draw 1 card. Once per turn.
Deck limit: 3 per name.

Veilborn · Wayfarer · VB-011
Unseal the Netherway
1 Charge · Tactic
Open the Netherway. Play only while it is closed.
Deck limit: 3 per name.

Veilborn · Trailmarked · VB-012
Passage Unseen
0 Charge · Tactic
Move a friendly character from Lantern Crossing into the open Netherway without exhausting or readying it. Does not consume its normal move. Rooted cannot move.
Deck limit: 3 per name.

Veilborn · Wayfarer · VB-013
Whispers Beyond
1 Charge · Tactic
Draw 2 cards.
Deck limit: 3 per name.

Veilborn · Atlasbound · VB-014
Unravel
1 Charge · Tactic
Return an opposing Ally at any Route to its owner's hand. It loses damage and temporary effects. Replaying costs normal Charge and resolves entry abilities. Cannot target Companions.
Deck limit: 3 per name.

Veilborn · Trailmarked · VB-015
Void Lance
2 Charge · Tactic
Deal 3 damage to an opposing character at any Route, including the Netherway. Companions follow their normal defeat-and-return rule.
Deck limit: 3 per name.

Veilborn · Atlasbound · VB-016
Stolen Horizon
3 Charge · Tactic
Choose an opposing non-Rooted Ally in a normal lane. Open the Netherway if closed, then move that Ally there and exhaust it. Does not extend an existing realm. Cannot target Companions.
Deck limit: 3 per name.

Ironmaw · Atlasbound · IM-001
Rauk
0 Charge · Companion · 1 Force / 5 Guard / 1 Insight
Siege Rhythm - During your turn, after another friendly character Challenges at Rauk's Route, Rauk gains +1 Force this turn. Maximum +2 per turn.
Starts outside your deck.

Ironmaw · Atlasbound · IM-002
Skara
0 Charge · Companion · 1 Force / 5 Guard / 1 Insight
Relentless - After its own Challenge defeats an Ally, you may pay 2 Charge to ready Skara. It cannot Explore this turn. Once per turn. Eight-legged predator with oversized interlocking fangs.
Starts outside your deck.

Ironmaw · Trailmarked · IM-003
Gorequill
3 Charge · Ally · 2 Force / 4 Guard / 0 Insight
Pack Momentum - During your turn, after another friendly character Challenges at its Route, this character gains +1 Force this turn. Maximum +3 per turn.
Deck limit: 3 per name.

Ironmaw · Trailmarked · IM-004
Snapmaw
2 Charge · Ally · 3 Force / 1 Guard / 0 Insight
First Bite - Its first Challenge during the turn it enters has +1 Force for that Challenge.
Deck limit: 3 per name.

Ironmaw · Atlasbound · IM-005
Ridgebreaker
5 Charge · Ally · 5 Force / 5 Guard / 0 Insight
Cleave - After its own Challenge defeats an Ally, deal excess damage to one other opposing Ally at that Route, chosen by the defender. No further spillover. See timing guide.
Deck limit: 3 per name.

Ironmaw · Trailmarked · IM-006
Bloodhowl
5 Charge · Ally · 3 Force / 4 Guard / 1 Insight
Hunting Chorus - During your turn, other friendly characters at this Route gain +1 Force. Multiple Hunting Choruses and Pack Bastion do not stack.
Deck limit: 3 per name.

Ironmaw · Wayfarer · IM-007
Shardsprinter
1 Charge · Ally · 2 Force / 1 Guard / 0 Insight
Deck limit: 3 per name.

Ironmaw · Wayfarer · IM-008
Craggnash
2 Charge · Ally · 2 Force / 3 Guard / 1 Insight
Deck limit: 3 per name.

Ironmaw · Wayfarer · IM-009
Spineknuckle
3 Charge · Ally · 3 Force / 4 Guard / 0 Insight
Grim Recovery - After its own Challenge defeats an Ally, heal this character by 1.
Deck limit: 3 per name.

Ironmaw · Trailmarked · IM-010
Emberlash
2 Charge · Ally · 2 Force / 2 Guard / 1 Insight
Scent of Victory - During your turn, after another friendly character's Challenge defeats an Ally, this character gains +1 Force this turn. Once per turn.
Deck limit: 3 per name.

Ironmaw · Trailmarked · IM-011
Bloodrush
2 Charge · Tactic
A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.
Deck limit: 3 per name.

Ironmaw · Wayfarer · IM-012
Run Them Down
1 Charge · Tactic
Ready an exhausted friendly Ally. It cannot Explore this turn.
Deck limit: 3 per name.

Ironmaw · Wayfarer · IM-013
Pack Provision
1 Charge · Tactic
Draw 2 cards.
Deck limit: 3 per name.

Ironmaw · Trailmarked · IM-014
Jawbreaker
2 Charge · Tactic
Deal 3 damage to an opposing character at any Route, including the Netherway. Companions follow their normal defeat-and-return rule.
Deck limit: 3 per name.

Ironmaw · Trailmarked · IM-015
Shatter the Line
5 Charge · Tactic
Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.
Deck limit: 3 per name.

Ironmaw · Trailmarked · IM-016
Stampede
6 Charge · Tactic
Defeat every opposing Ally at one Route, including the Netherway if open. Friendly characters and all Companions remain. Surviving ready enemies still block Explore.
Deck limit: 3 per name.

Veilborn · Atlasbound · VB-017
Vanta
4 Charge · Ally · 3 Force / 4 Guard / 1 Insight
Riftfire Ambush - After Vanta explores the Netherway and emerges exhausted, you may deal 2 damage to one opposing Ally at his exit Route. Cannot target Companions. Normal exploration restrictions apply.
Deck limit: 1 per name.

Hourglass Covenant · Atlasbound · HC-001
Orryx, the Unfinished
0 Charge · Companion · 1 Force / 5 Guard / 1 Insight
Once during your turn, reduce the Charge cost of a Foretell Tactic you schedule by 1, minimum 0. Your first Explore with Orryx each turn while you have a pending Foretell gains 1 additional Renown; no extra Journey mark.
Starts outside your deck.

Hourglass Covenant · Atlasbound · HC-002
Saela, Keeper of Tomorrows
0 Charge · Companion · 2 Force / 5 Guard / 1 Insight
After your Foretell Tactic resolves, Saela gains +1 Insight for her next Explore this turn. If she is ready and has not moved normally, you may also move her to an adjacent normal Route for 0 Charge. This is her normal move and exhausts her.
Starts outside your deck.

Hourglass Covenant · Trailmarked · HC-003
Secondhand Sentinel
3 Charge · Ally · 4 Force / 4 Guard / 0 Insight
After your Foretell Tactic resolves, this character gains +2 Force until the end of your turn, once per turn.
Deck limit: 3 per name.

Hourglass Covenant · Trailmarked · HC-004
Yesterday’s Echo
1 Charge · Ally · 0 Force / 2 Guard / 1 Insight
When played, look at the top 2 cards of your deck and put them back in either order. Do not reshuffle for this effect.
Deck limit: 3 per name.

Hourglass Covenant · Wayfarer · HC-005
Dunewick
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
Instinct — Relies on its printed stats.
Deck limit: 3 per name.

Hourglass Covenant · Wayfarer · HC-006
Pendulum Warden
2 Charge · Ally · 2 Force / 3 Guard / 1 Insight
During your turn, this character has +1 Force while you have a pending Foretell Tactic.
Deck limit: 3 per name.

Hourglass Covenant · Wayfarer · HC-007
Copper Archivist
3 Charge · Ally · 1 Force / 3 Guard / 2 Insight
Instinct — Relies on its printed stats.
Deck limit: 3 per name.

Hourglass Covenant · Wayfarer · HC-008
Afterimage Courser
2 Charge · Ally · 2 Force / 2 Guard / 1 Insight
Instinct — Relies on its printed stats.
Deck limit: 3 per name.

Hourglass Covenant · Wayfarer · HC-009
Eonbreaker
4 Charge · Ally · 5 Force / 3 Guard / 0 Insight
Instinct — Relies on its printed stats.
Deck limit: 3 per name.

Hourglass Covenant · Trailmarked · HC-010
Vesper Clock
3 Charge · Ally · 1 Force / 4 Guard / 1 Insight
When played, you may change the locked Route of your pending Foretell Tactic to an adjacent normal Route. Its resolution time does not change.
Deck limit: 3 per name.

Hourglass Covenant · Wayfarer · HC-011
Borrowed Dawn
0 Charge · Tactic
Foretell — At your next turn’s Foretell step, draw 2 cards.
Deck limit: 3 per name.

Hourglass Covenant · Atlasbound · HC-012
The Coming Fracture
3 Charge · Tactic
Foretell — Lock a normal Route. At your next Foretell step, deal 2 damage to each opposing Ally and 3 damage to each opposing Construct there. Does not hit Companions.
Deck limit: 3 per name.

Hourglass Covenant · Trailmarked · HC-013
Last Moment
2 Charge · Tactic
Deal 3 damage to an opposing character or Construct at any Route. Immediate; not Foretell.
Deck limit: 3 per name.

Hourglass Covenant · Trailmarked · HC-014
Unwritten Route
1 Charge · Tactic
A friendly character gains +2 Insight until the end of your turn. Does not ready it. This is immediate.
Deck limit: 3 per name.

Hourglass Covenant · Trailmarked · HC-015
Deferred Shelter
0 Charge · Tactic
Foretell — Choose a normal Route when scheduling. At resolution, heal one friendly character there by 3.
Deck limit: 3 per name.

Hourglass Covenant · Atlasbound · HC-016
Future Claim
1 Charge · Tactic
Foretell — Choose a normal Route when scheduling. At resolution, if a ready friendly character and no ready opposing characters are there, gain 2 Renown. This is not an Explore and grants no Journey mark.
Deck limit: 3 per name.

Revelwild · Atlasbound · RW-001
Zazri, the Grand Misrule
0 Charge · Companion · 1 Force / 5 Guard / 1 Insight
Encore — After another friendly character Challenges from this Route, Zazri gains +1 Insight for its next Explore this turn, once per turn. An unused bonus expires at turn end.
Starts outside your deck.

Revelwild · Atlasbound · RW-002
Pippa, Lanternheart
0 Charge · Companion · 1 Force / 5 Guard / 1 Insight
Encore — After another friendly character Explores here, you may heal a friendly character here by 2, once per turn.
Starts outside your deck.

Revelwild · Atlasbound · RW-003
Tatterstep
2 Charge · Ally · 2 Force / 3 Guard / 1 Insight
Encore — After another friendly character Explores here, if Tatterstep is ready and has not moved normally this turn, you may move it to an adjacent normal Route for 0 Charge. This is its normal move and exhausts it.
Deck limit: 3 per name.

Revelwild · Trailmarked · RW-004
Grumbleglow
2 Charge · Ally · 3 Force / 3 Guard / 0 Insight
Encore — After another friendly character Challenges from this Route, Grumbleglow gains +2 Force until turn end, once per turn.
Deck limit: 3 per name.

Revelwild · Wayfarer · RW-005
Paintspark
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
Instinct — Relies on its printed stats.
Deck limit: 3 per name.

Revelwild · Trailmarked · RW-006
Ribbon Duelist
2 Charge · Ally · 3 Force / 2 Guard / 1 Insight
Encore — After another friendly character Explores here, this character gains +1 Force until turn end, once per turn.
Deck limit: 3 per name.

Revelwild · Trailmarked · RW-007
Maskbearer
2 Charge · Ally · 1 Force / 3 Guard / 2 Insight
Encore — After another friendly character Challenges from this Route, heal Maskbearer by 1, once per turn.
Deck limit: 3 per name.

Revelwild · Wayfarer · RW-008
Parade Weaver
2 Charge · Ally · 1 Force / 3 Guard / 2 Insight
Instinct — Relies on its printed stats.
Deck limit: 3 per name.

Revelwild · Trailmarked · RW-009
Crescendo Hulk
3 Charge · Ally · 4 Force / 4 Guard / 1 Insight
Encore — After another friendly character Explores here, this character gains +2 Force until turn end, once per turn.
Deck limit: 3 per name.

Revelwild · Wayfarer · RW-010
Backstage Sprite
1 Charge · Ally · 0 Force / 3 Guard / 1 Insight
Instinct — Relies on its printed stats.
Deck limit: 3 per name.

Revelwild · Atlasbound · RW-011
Steal the Spotlight
1 Charge · Tactic
A friendly Ally gains +3 Force until turn end. If another friendly character already Challenged from that Ally’s current Route this turn, draw 1 card. Does not ready the Ally or prevent Explore.
Deck limit: 3 per name.

Revelwild · Atlasbound · RW-012
Curtain Call
0 Charge · Tactic
Return one of your Allies to your hand, clearing its damage and temporary effects, then draw 2 cards. Cannot target Companions. Replaying the Ally costs its normal Charge.
Deck limit: 3 per name.

Revelwild · Wayfarer · RW-013
Crowd Favor
1 Charge · Tactic
Draw 2 cards.
Deck limit: 3 per name.

Revelwild · Wayfarer · RW-014
Painted Rebuke
2 Charge · Tactic
Deal 3 damage to an opposing character at any Route.
Deck limit: 3 per name.

Revelwild · Atlasbound · RW-015
Standing Ovation
1 Charge · Tactic
Choose a normal Route and a friendly character that already Challenged from there this turn. The next friendly Explore there this turn gains 2 additional Renown if its explorer is different from that chosen attacker. No additional Journey mark.
Deck limit: 3 per name.

Revelwild · Atlasbound · RW-016
Empty Seats
2 Charge · Tactic
Return an opposing Ally at a normal Route to its owner’s hand, clearing its state. You may then deal 1 damage to a different opposing Ally still at that Route. Cannot target Companions.
Deck limit: 3 per name.

Prismforge · Atlasbound · PF-001
Vitra, the Shaping Heart
0 Charge · Companion · 1 Force / 5 Guard / 1 Insight
Once during your turn, reduce the Charge cost of a Construct you play by 1, minimum 1. Route-slot restrictions still apply.
Starts outside your deck.

Prismforge · Atlasbound · PF-002
Keldrax, Walking Citadel
0 Charge · Companion · 2 Force / 5 Guard / 1 Insight
Foundation — Your first Construct this match costs 1 less Charge, minimum 1. Keldrax has +2 Force while at a normal Route containing your Construct.
Starts outside your deck.

Prismforge · Atlasbound · PF-003
Shardling Surveyor
1 Charge · Ally · 0 Force / 2 Guard / 1 Insight
When played, look at the top 5 cards of your deck. You may reveal one Construct and put it into your hand. Put the rest on the bottom in any order. Do not reshuffle for this effect.
Deck limit: 3 per name.

Prismforge · Trailmarked · PF-004
Facetbreaker
3 Charge · Ally · 4 Force / 2 Guard / 0 Insight
This character deals +2 Challenge damage when attacking a Construct. During your turn, this character has +1 Force while at a Route containing your Construct.
Deck limit: 3 per name.

Prismforge · Wayfarer · PF-005
Chiselkin
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
Instinct — Relies on its printed stats.
Deck limit: 3 per name.

Prismforge · Wayfarer · PF-006
Chromewarden
2 Charge · Ally · 2 Force / 3 Guard / 1 Insight
During your turn, this character has +1 Force while at a Route containing your Construct.
Deck limit: 3 per name.

Prismforge · Wayfarer · PF-007
Refraction Mason
3 Charge · Ally · 2 Force / 3 Guard / 2 Insight
Instinct — Relies on its printed stats.
Deck limit: 3 per name.

Prismforge · Wayfarer · PF-008
Lattice Vanguard
3 Charge · Ally · 4 Force / 4 Guard / 0 Insight
Instinct — Relies on its printed stats.
Deck limit: 3 per name.

Prismforge · Trailmarked · PF-009
Shard Courier
2 Charge · Ally · 2 Force / 2 Guard / 1 Insight
When played, you may relocate one of your Constructs to an adjacent normal Route with an empty friendly Construct slot. Keep its damage.
Deck limit: 3 per name.

Prismforge · Wayfarer · PF-010
Core Tender
1 Charge · Ally · 1 Force / 3 Guard / 1 Insight
When played, heal one of your Constructs at this Route by 2.
Deck limit: 3 per name.

Prismforge · Trailmarked · PF-011
Emergency Assembly
0 Charge · Tactic
Relocate one of your Constructs to an adjacent normal Route with an empty friendly Construct slot, then heal it by 2.
Deck limit: 3 per name.

Prismforge · Wayfarer · PF-012
Prismatic Lance
2 Charge · Tactic
Deal 3 damage to an opposing character or Construct at any Route.
Deck limit: 3 per name.

Prismforge · Wayfarer · PF-013
Pattern Recall
1 Charge · Tactic
Draw 2 cards.
Deck limit: 3 per name.

Prismforge · Trailmarked · PF-014
Facet Surge
1 Charge · Tactic
A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.
Deck limit: 3 per name.

Prismforge · Trailmarked · PF-015
Salvage Order
0 Charge · Tactic
Return one of your damaged Constructs to your hand, clearing its damage, then draw 1 card. It must be replayed for its normal cost.
Deck limit: 3 per name.

Prismforge · Trailmarked · PF-016
Focused Refraction
2 Charge · Tactic
Deal 4 damage to an opposing Ally at a normal Route containing your Construct. Cannot target Companions or Constructs.
Deck limit: 3 per name.

Prismforge · Atlasbound · PF-017
Resonance Spire
2 Charge · Construct
Guard 3. The first friendly character to Explore here during your turn gains 1 additional Renown. This bonus is not an additional Explore or Journey mark. Blocks opposing Explore at this Route until destroyed or relocated.
Deck limit: 3 per name.

Prismforge · Atlasbound · PF-018
Relay Prism
2 Charge · Construct
Guard 3. Once during your turn, reduce the Charge cost of a friendly character’s normal move from this Route by 1, minimum 0. It still exhausts unless its own ability says otherwise. Blocks opposing Explore at this Route until destroyed or relocated.
Deck limit: 3 per name.

Prismforge · Atlasbound · PF-019
Facet Bulwark
2 Charge · Construct
Guard 4. Once per numbered round, reduce the first positive Challenge damage dealt to a friendly Ally here by 1, minimum 1. Does not combine with another Challenge-damage reduction; use the largest reduction. Does not protect Companions or Constructs. Blocks opposing Explore at this Route until destroyed or relocated.
Deck limit: 3 per name.

Vigilant Array · Wayfarer · VA003
Spark Surveyor
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
Instinct - Relies on its printed stats.
Deck limit: 3 per name.

Vigilant Array · Wayfarer · VA004
Latchguard
2 Charge · Ally · 1 Force / 4 Guard / 0 Insight
When Latchguard defends a Challenge, prevent 1 damage that Challenge would deal to it.
Deck limit: 3 per name.

Vigilant Array · Wayfarer · VA005
Voltstrider
2 Charge · Ally · 3 Force / 2 Guard / 1 Insight
Instinct - Relies on its printed stats.
Deck limit: 3 per name.

Vigilant Array · Wayfarer · VA006
Signal Wisp
2 Charge · Ally · 0 Force / 3 Guard / 2 Insight
Instinct - Relies on its printed stats.
Deck limit: 3 per name.

Vigilant Array · Wayfarer · VA007
Coilblade
3 Charge · Ally · 3 Force / 3 Guard / 1 Insight
On your turn, Arc Duelist has +1 Force while you have at least 2 Charge remaining.
Deck limit: 3 per name.

Vigilant Array · Trailmarked · VA008
Mirror Marshal
4 Charge · Ally · 3 Force / 5 Guard / 1 Insight
The first time each opponent turn you play a Reaction, prevent the next 1 damage that turn to Mirror Marshal. Multiple Marshals do not share shields.
Deck limit: 2 per name.

Vigilant Array · Trailmarked · VA009
Orison, Last Directive
5 Charge · Ally · 4 Force / 6 Guard / 1 Insight
Once on your turn: pay 1 Charge to move another friendly character in Orison's Route to an adjacent standard Route. That character exhausts.
Deck limit: 1 per name.

Vigilant Array · Atlasbound · VA010
Emergency Plating
1 Charge · Tactic
On your turn: heal a friendly character by 3. Reaction: After the defender of an enemy Challenge is locked, before damage: prevent 2 damage that Challenge would deal to that defender. It must be your character.
Deck limit: 3 per name.

Vigilant Array · Atlasbound · VA011
Feedback Spike
1 Charge · Tactic
On your turn: deal 2 damage to an exhausted enemy character in a standard Route. Reaction: After an enemy Challenge finishes dealing damage and resolving defeats: deal 2 damage to its surviving attacker. Legal even if your defender was defeated.
Deck limit: 3 per name.

Vigilant Array · Atlasbound · VA012
Intercept Protocol
2 Charge · Tactic
On your turn: move a friendly character to an adjacent standard Route without changing its readiness. Respect Rooted. Reaction: After an enemy Challenge locks one of your characters as defender, before damage: move a ready friendly character from an adjacent standard Route into this Route as the new defender. Exhaust it; its exhaustion does not invalidate this interception. The original defender remains in place.
Deck limit: 2 per name.

Vigilant Array · Atlasbound · VA013
Target Lock
2 Charge · Tactic
On your turn: deal 3 damage to an enemy character in a standard Route. Reaction: After an enemy character completes movement into a standard Route and all movement consequences resolve: deal 2 damage to it if it remains in play in that Route.
Deck limit: 2 per name.

Vigilant Array · Atlasbound · VA014
Containment Pulse
2 Charge · Tactic
On your turn: exhaust a ready enemy character in a standard Route. Reaction: After an enemy character completes Explore: exhaust another ready enemy character in that same standard Route. The completed Explore keeps all Renown and Journey.
Deck limit: 2 per name.

Elderwake · Wayfarer · EW003
Mossback Forager
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
Instinct - Relies on its printed stats.
Deck limit: 3 per name.

Elderwake · Wayfarer · EW004
Cragling
2 Charge · Ally · 3 Force / 3 Guard / 0 Insight
Instinct - Relies on its printed stats.
Deck limit: 3 per name.

Elderwake · Wayfarer · EW005
Tideglass Pilgrim
2 Charge · Ally · 1 Force / 3 Guard / 2 Insight
Instinct - Relies on its printed stats.
Deck limit: 3 per name.

Elderwake · Wayfarer · EW006
Basalt Hewer
2 Charge · Ally · 3 Force / 4 Guard / 1 Insight
Awaken 1: deal 2 damage to an enemy character in this Route.
Deck limit: 3 per name.

Elderwake · Wayfarer · EW007
Reef-Crowned Ogre
3 Charge · Ally · 2 Force / 5 Guard / 1 Insight
Awaken 1: remove up to 4 damage from another friendly character in this Route.
Deck limit: 3 per name.

Elderwake · Trailmarked · EW008
Hollowpeak Ancient
4 Charge · Ally · 4 Force / 6 Guard / 0 Insight
Awaken 2: deal 2 damage to each other character in this Route, friendly and enemy. Resolve the damage simultaneously, then defeats.
Deck limit: 2 per name.

Elderwake · Atlasbound · EW009
Oruun, the Walking Horizon
6 Charge · Ally · 6 Force / 8 Guard / 1 Insight
Awaken 2: choose one - deal 4 damage to an enemy character in this Route; or Oruun gains +2 Insight until end of this turn. Choose the mode when preparing; damage target at resolution.
Deck limit: 1 per name.

Elderwake · Trailmarked · EW010
Deep Nourishment
1 Charge · Tactic
On your turn: remove up to 4 damage from a friendly character. It must have at least 1 damage.
Deck limit: 3 per name.

Elderwake · Wayfarer · EW011
Faultline Strike
2 Charge · Tactic
On your turn: deal 3 damage to an exhausted enemy character in a standard Route.
Deck limit: 3 per name.

Elderwake · Atlasbound · EW012
Shelter of Ages
1 Charge · Tactic
On your turn: choose a friendly character with a pending Awakening. Prevent the next 2 damage to it before your next turn begins. This does not prevent movement or removal.
Deck limit: 2 per name.

Elderwake · Trailmarked · EW013
Seismic Roar
3 Charge · Tactic
On your turn: deal 2 damage to each character in a chosen standard Route, including yours. Damage is simultaneous; resolve defeats before another action.
Deck limit: 2 per name.

Elderwake · Atlasbound · EW014
Rising Deep
1 Charge · Tactic
On your turn: move a friendly character from its current standard Route to an adjacent standard Route. Exhaust it. If it is ready and has Awaken, you may instead prepare its printed Awakening for 1 less Charge, minimum 0, paying that cost in addition to this Tactic. No movement in that mode; exhaust normally.
Deck limit: 2 per name.

Vigilant Array · Atlasbound · VA001
Aegrix, Keeper of the Last Gate
0 Charge · Companion · 1 Force / 5 Guard / 2 Insight
First Reaction each opponent turn: heal Aegrix by 1 after resolution if it remains in play and is not recovering.
Starts outside your deck.

Vigilant Array · Atlasbound · VA002
Syntra, the Questioning Signal
0 Charge · Companion · 1 Force / 5 Guard / 2 Insight
First Reaction each opponent turn with printed cost 2+: draw 1 after resolution if not recovering.
Starts outside your deck.

Elderwake · Atlasbound · EW001
Tharuun, the Buried Dawn
0 Charge · Companion · 2 Force / 5 Guard / 1 Insight
Awaken 2: deal 3 damage to an enemy character in this Route. Base form: +1 Insight while you control at least two Allies.
Starts outside your deck.

Elderwake · Atlasbound · EW002
Nhalora, the Deep Remembering
0 Charge · Companion · 1 Force / 5 Guard / 1 Insight
Awaken 2: move another friendly character here to an adjacent standard Route without changing readiness. Base form: +1 Insight while you control at least two Allies.
Starts outside your deck.

Hearthbound · Mythbound · MR-011
Hearthroot Matriarch
6 Charge · Ally · 3 Force / 9 Guard / 2 Insight
Costs 1 less Charge if you healed a friendly character this turn. Arrival: heal your Companion by 3. Once during your turn, when you heal another friendly character at this Route by at least 1, that character gains +1 Insight until end of turn.
Deck limit: 1 per name. Not included in base decks.

Hearthbound · Mythbound · MR-012
Reclaim the Hearth
3 Charge · Tactic
Choose a normal Route. Heal each friendly character there by 3. You may ready one Ally there, even if it was healthy. Cannot ready a Companion.
Deck limit: 1 per name. Not included in base decks.

Hearthbound · Mythbound · MR-013
Kindleseed Apothecary
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
Arrival: heal another friendly character at this Route by 1.
Deck limit: 1 per name. Not included in base decks.

Skyrunners · Mythbound · MR-021
Auric Cloud Regent
6 Charge · Ally · 3 Force / 6 Guard / 3 Insight
Your first normal move with this character each turn costs 0 Charge and does not exhaust it. This character cannot Explore on the turn it enters play.
Deck limit: 1 per name. Not included in base decks.

Skyrunners · Mythbound · MR-022
Windward Procession
3 Charge · Tactic
Move up to two friendly characters to adjacent normal Routes without changing their readiness. If moving two, choose different destination Routes. Cannot move rooted or recovering characters.
Deck limit: 1 per name. Not included in base decks.

Skyrunners · Mythbound · MR-023
Zephyr Needle
1 Charge · Ally · 2 Force / 1 Guard / 1 Insight
Its first normal move each turn costs 0 Charge and does not exhaust it. This ability cannot be used on the turn it enters play.
Deck limit: 1 per name. Not included in base decks.

Veilborn · Mythbound · MR-031
Maw Beyond the Map
6 Charge · Ally · 5 Force / 6 Guard / 2 Insight
While the Netherway is open, this character has +2 Force. Once during your turn, after its Challenge defeats an Ally, you may move it into the open Netherway without readying it.
Deck limit: 1 per name. Not included in base decks.

Veilborn · Mythbound · MR-032
Veil of Reversal
3 Charge · Tactic
Return one opposing Ally in the Netherway or at your Companion’s Route to its owner’s hand. You may then move your non-recovering Companion to an adjacent normal Route, exhausting it.
Deck limit: 1 per name. Not included in base decks.

Veilborn · Mythbound · MR-033
Threadblind Acolyte
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
Arrival: if the Netherway is open, draw 1 card, then put 1 card from your hand on the bottom of your deck.
Deck limit: 1 per name. Not included in base decks.

Ironmaw · Mythbound · MR-041
Thronetusk Colossus
6 Charge · Ally · 6 Force / 8 Guard / 0 Insight
Once during your turn, after this character’s Challenge defeats an Ally, you may pay 2 Charge to ready it. This character cannot Explore.
Deck limit: 1 per name. Not included in base decks.

Ironmaw · Mythbound · MR-042
Banner of Predators
3 Charge · Tactic
Friendly Allies at one normal Route gain +2 Force until end of turn. The first time one of those Allies defeats an opposing Ally with a Challenge this turn, gain 1 Renown.
Deck limit: 1 per name. Not included in base decks.

Ironmaw · Mythbound · MR-043
Ashfang Whelp
1 Charge · Ally · 3 Force / 1 Guard / 0 Insight
Once during your turn, after this character’s own Challenge defeats an Ally, draw 1 card.
Deck limit: 1 per name. Not included in base decks.

Hourglass Covenant · Mythbound · MR-051
Aevora, Keeper of Unlived Hours
6 Charge · Ally · 3 Force / 7 Guard / 2 Insight
Arrival: choose one friendly Ally at this Route. Its next Challenge this turn does not exhaust it. Once during your turn, after your Foretell finishes resolving, grant this benefit to one friendly Ally at this Route. Repeated grants do not stack.
Deck limit: 1 per name. Not included in base decks.

Hourglass Covenant · Mythbound · MR-052
The Hour Nobody Remembers
3 Charge · Tactic
Foretell: lock a normal Route. At your next owner turn’s Foretell step, deal 3 damage to each opposing Ally there. Does not damage friendly characters, Companions or Constructs.
Deck limit: 1 per name. Not included in base decks.

Hourglass Covenant · Mythbound · MR-053
Minutehand Scribe
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
Once during your turn, after your Foretell finishes resolving at this character’s Route, it gains +1 Insight until end of turn. Foretell without a locked Route does not trigger this.
Deck limit: 1 per name. Not included in base decks.

Revelwild · Mythbound · MR-061
Orabella, Carnival Crown
6 Charge · Ally · 3 Force / 7 Guard / 2 Insight
Once during your turn, after one of your Encores finishes resolving, regain 1 Charge, up to your Charge capacity. You may then move another friendly Ally at this Route to an adjacent normal Route without changing its readiness. Cannot move rooted or recovering Allies.
Deck limit: 1 per name. Not included in base decks.

Revelwild · Mythbound · MR-062
One More Impossible Night
3 Charge · Tactic
Choose two different friendly Allies at one normal Route. Each gains +1 Insight until end of turn; one also gains +2 Force until end of turn. Does not ready either Ally.
Deck limit: 1 per name. Not included in base decks.

Revelwild · Mythbound · MR-063
Mirthspark Firewalker
1 Charge · Ally · 2 Force / 2 Guard / 0 Insight
Once during your turn, when another friendly Ally enters this Route from your hand, this character gains +1 Insight until end of turn.
Deck limit: 1 per name. Not included in base decks.

Prismforge · Mythbound · MR-071
Cathedrax, Living Observatory
6 Charge · Ally · 4 Force / 8 Guard / 2 Insight
Arrival: fully repair one friendly Construct. Once during your turn, when this character Explores at a Route containing a friendly Construct, gain 1 additional Renown. This may combine with Resonance Spire.
Deck limit: 1 per name. Not included in base decks.

Prismforge · Mythbound · MR-072
Blueprint of Tomorrow
2 Charge · Tactic
Search your deck for one Construct. Reveal it and put it into your hand, then shuffle your deck. You still pay its normal build cost.
Deck limit: 1 per name. Not included in base decks.

Prismforge · Mythbound · MR-073
Facetwisp Caretaker
1 Charge · Ally · 1 Force / 2 Guard / 1 Insight
Arrival: choose one friendly Construct at this Route. Repair it by 2, or give it +2 Guard until the start of your next turn.
Deck limit: 1 per name. Not included in base decks.

Vigilant Array · Mythbound · MR-081
Last Horizon Executor
6 Charge · Ally · 4 Force / 8 Guard / 1 Insight
Once per opposing turn, after your Reaction finishes resolving, you may deal 1 damage to one exhausted opposing character at this Route. This ability is not a Reaction and does not open an additional Reaction window.
Deck limit: 1 per name. Not included in base decks.

Vigilant Array · Mythbound · MR-082
Terminus Protocol
3 Charge · Tactic
Reaction — Before Challenge damage to a friendly Ally at a normal Route: reduce that damage by 3, minimum 0. After damage, if the Ally survives, deal 2 damage to the attacker. Uses your one Reaction for that opposing action.
Deck limit: 1 per name. Not included in base decks.

Vigilant Array · Mythbound · MR-083
Orison Gatelet
1 Charge · Ally · 1 Force / 3 Guard / 1 Insight
Once per opposing turn, after your Reaction finishes resolving, heal another friendly character at this Route by 1.
Deck limit: 1 per name. Not included in base decks.

Elderwake · Mythbound · MR-091
Itharyn, Continental Warden
6 Charge · Ally · 4 Force / 9 Guard / 1 Insight
Costs 1 less Charge while you have a prepared Awakening. Awaken — Pay 2 Charge and exhaust: at your next owner turn’s Awakening step, deal 2 damage to each opposing character at this Route, then heal Itharyn by 2. Uses the normal prepared-Awakening limit and cancellation rules.
Deck limit: 1 per name. Not included in base decks.

Elderwake · Mythbound · MR-092
World Before Footsteps
4 Charge · Tactic
Resolve your currently prepared Awakening now, using its normal choices and targets. It must have a legal resolution. Its source remains exhausted, and you cannot prepare another Awakening this turn.
Deck limit: 1 per name. Not included in base decks.

Elderwake · Mythbound · MR-093
Mosswake Larvalith
1 Charge · Ally · 1 Force / 3 Guard / 1 Insight
While another friendly character at this Route has a prepared Awakening, this character has +1 Insight. After that Awakening resolves, heal this character by 1.
Deck limit: 1 per name. Not included in base decks.

Factionless · Worldbound · WR-001
Moment of Possibility
0 Charge · Tactic
Gain 1 Charge this turn. You may play only one card named Moment of Possibility per turn. Unspent bonus Charge expires at the end of this turn and cannot become Reserve.
Deck limit: 1 per name. Not included in base decks.

Factionless · Worldbound · WR-002
Waystone Conduit
1 Charge · Ally · 0 Force / 3 Guard / 0 Insight
Once during your turn, exhaust: gain 1 Charge. Cannot use this ability on the turn this character enters play. Readying it does not reset this limit.
Deck limit: 1 per name. Not included in base decks.