Introduction
Once again, this guide isn't made to tell you where to go since you're the only person knowing if your party is healthy and ready for combat or about to die.
It simply sets the expectations for the encounters, even if some already have full description.
So whenever you see something new or don't remember the implications, just look here.
You will find the cards in the categories to which they belong. For example, cards that explicitly say how they affect the amount of Florins you have (+ or -) will the found in the Money section while cards that can affect that amount after you investigate will be found in the Investigate section.
You can always use Ctrl + F, type the card name then press Enter to go quickly to a specific one.
** Note that when I list multiple options, I mean that you can chose between multiple outcomes for the resolution of a specific encounter, it's not different versions of that encounter.**
The guide is still la work in progress so I'll add and modify as the game gets updated and I find more.
Heal & A Chance To Heal
Quick Round
Heal party by 50%
Blackfoot Contact (A chance to heal)
Heal one character of your choice (Only a percentage, about 50% of max HP so if your character is pretty low he won't be fully healed)
Sanctuary (A chance to heal, 3 options)
. Permanently ruin a card and heal a character to Max
. Leave
. Heal a character below 20% HP to Max
Monastery (Heal up, right before the fight at the end of a street)
Fully heal party at the cost of 250F
Unity (One of the 3 possible rewards after finishing a street)
Heal party to 100%
XP And Level Up
Intelligence (Gives X amount of XP to all party members, augments as you go further)
. +100XP
. +500XP
. +1000XP
Quick Thinking
Level up one character
Excellence (One of the 3 possible rewards after finishing a street)
Level up one character
A Chance To Improve
Altar
Pray (Choose a character to permanently raise max HP by X)
Courage (2 options)
(old look)
(new look)
. A randomly selected character gains 1 max stamina or will, but is dealt X damages (can be lethal to the character)
. Enter combat
Florins (money)
This part is about the encounters that affect your amount of Florins in a way that is explicitly said. In other words, simply by clicking on the encounter you will either gain or lose florins right away. Some may happen after you investigate and will be found in the Investigate section.
Drunken Guards
+300 Florins
Wealth (One of the 3 possible rewards after finishing a street)
+1000 Florins
Thief!
-100 Florins
A Chance At Riches
Guarded Transport (2 options)
. Enter combat (elite fight, gain 600 Florins on top of the usual Elite rewards) **Thanks to Holy-Death**
. Leave
Weapons And Armour
Weapon cache
Randomly selected weapons and/or armors will be available for you to equip (Note that it doesn't mean the selection will be better than what you already have)
A Chance To Upgrade
Exquisite Weapon (2 options)
.Buy a random ("higher" quality) weapon from the merchant
. Leave
Buy Cards
**Note that you can look at the cards but you are not forced to buy any before leaving the shop.**
Knife Merchant
Buy cards from a small selection ( all about Charge) **Thanks to Kake Royale & Warhydra**
Juggler
Buy cards from a small selection (all about Draw or Discard) **Thanks to Warhydra**
Lightfoots
Buy cards from a small selection (All about Movement) **Thanks to Warhydra**
Brawlers
Buy cards from a small selection (all about Armor ) **Thanks to Kake Royale & Warhydra**
Cultist's Wares (Cultist stuff is about the Bleed and Ruin mechanics) **Thanks to Warhydra**
Buy cards from a small selection
Smithy (Buy cards, right before the fight at the end of a street)
Buy cards from a great selection (more than any other merchant)
Modify Your Deck
Mentor ( 2 versions and 2 options)
. Duplicate a card in your deck (only general cards not a card linked to a character as he gained levels)
. Leave
. Can increase a character will by 1 (only if you have a single character in the party) **Thanks to Kake Royale**
Over Encumbered (3 options)
. Discard 2 skill cards
. Forfeit a talent card
. Ruin a card and leave
A Chance To Offload
Blackfoot Stash (2 options)
. Remove a card (get rid of a card you don't want/need)
. Leave
Modify Talents
Stroke of Genius (2 options)
. Re-roll a talent card (forfeiting the old one)
. Leave
Hire New Characters
Tavern (Hire characters, right before the fight at the end of a street)
Hire new characters (Up to 3 characters can be hire, depending on your amount of Florins and available space. The minimum price is written at the top.)
Blocked
Nothing to do except select another encounter (or fight) or use shortcuts and other path altering events.
Large Crowd (can last up to 3 turns/selections)
Checkpoint (last 1 turn/selection but is found between guards/fights)
Gatehouse (last 1 turn/selection but is found between guards/fights)
Detours, Shortcuts And Avoidance (discard And Move)
Here I'll cheat my structure a bit by combining cards ( that read differently but ultimately have the same impact, which is either creating a shortcut, making a detour around an fight or avoiding it.
Angry Mob
Discard all visible combats
Back Alley
Select a lane, remove the next 2 cards
Crossroads
Clear street to this depth (removes all cards in other lanes until you reach the same "level")
Hide
Discard from each other lane (self explanatory)
Blackfoot Agents
Discards a random combat (self explanatory)
Decoy
Select a card, move it to this lane and add +1 to its counter (allows you to move anything from combats to road blocks around)
Catacombs (the Mother of all shortcuts)
Shortcut the street (It empties all lane and lead you straight to the point where you see Smithy, the Tavern and the Monastery, right before the end of the street boss fight. You don't stop or collect anything on the way)
Here is how it looks when I used it with 21 counters left in each lane (you see all cards fall like a waterfall):
Investigate
Crazy Weasel (2 options)
. Transform a skill card (chose a card and re-roll before choosing between 3 other cards)
. Leave
Merchant in Trouble (2 options)
. Steal from the merchant (loot 250F)
. Defend the merchant (no combat, just chose 1 card from a selection of 3)
Vagrant (2 options)
. Donate a skill, re-roll a talent
. Leave
Scruples (2 options)
. Ruin 3 skill cards (if you don't help)
. Discard 3 Ruins and enter combat (if you wish to help)
Knight Errant (2 possible versions) **Thanks to Holy-death**
.Enter elite fight (if you have Ruin cards)
.Choose a card, from a selection of 3 (If you don't have any Ruin cards)
Overzealous Guards (2 options)
. Help (Enter fight)
. Pay a 150F bribe
Decide
Execute (2 options)
. Execute him (permanently ruin a card)
. Let him go (Not said but he calls his friends and you got a fight on your hands)
On Expiring (delayed Effects)
Those encounters are special. If you click on them, they don't do anything (their effect won't happen) but if you click on the others then their effect will be applied as the other encounters resolves.
Hesitation
On expiring: Party takes X damages (can be lethal to severely injured characters)
Off Duty Guards
On expiring: Spawns Drunken Guards
Party Takes X Damages
These cards are pretty straightforward but can happen randomly.
Anxiety
Party takes 5 damages
Disheartened
Party takes 10 damages
Fatalism
Party takes 15 damages
??? (Voices In The Dark)
This is completely optional and the way to get some of the "high end" stuff if you use the Bleed mechanic.
Voices in the Dark (2 options)
. Accept (receive 3 copies of Injury and 1 copy of Blood Ritual)
. Refuse (enter Elite fight)
For those who might be curious, here are the cards:
Conclusion
The guide is still a work in progress and changes may come, since the game is still in Early Access, but if you feel some info is inaccurate feel free to leave a comment.
Don't forget to add the guide to your favorites to access it quickly.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2188122928
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