
Defend
Skill
1
Gain 5 Block.
Tainted
Affliction
Gain … Tainted when played.
Weakens your guard: after a Tainted Skill resolves, you gain the Tainted debuff equal to the number on the card.
Effect: the debuff adds its stacks to every attack hit you take and falls off at the end of the enemy's turn, covering exactly the next enemy action. The extra damage can still be blocked.
Vital Spark: marks every Skill you own at combat start with a number equal to its own stacks, marks any Skill that enters combat later, and rewrites the number on every tagged card whenever its stacks change.
Applied by
Tainted +1Tainted, Vital Spark
Tainted +1Tainted, Vital SparkInflicted by
1 enemyInfested Prism
The number
23 from Ascension 9. Infested Prism's Vital Spark; each Pulsate adds more
Who inflicts it
The number
Infested Prism's Vital Spark starts at 2 (3 from Ascension 9). Each Pulsate adds 2 (3 from Ascension 9) more.
Where it comes from
Infested Prism: starts the Infested Prism elite in Hive with Vital Spark 2 (3 at Ascension 9+), adding the same amount each time it uses Pulsate.
Whirlwind: hits for 5 (6) three times, and every hit adds your Tainted stacks, so two Skills at Vital Spark 4 turn it from 15 damage into 39.
Plan: block that turn with as few Skills as you can and kill it before a second Pulsate. It has 161 HP (171 at Ascension 8+).
Other afflictions

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