
Eternal Armor
Power
3
Gain 9 Plating.

Eternal Armor+
Power
3
Gain 12 Plating.
Version
Eternal Armor
ColorlessPowerRare
You are viewing an old version of this card
Gain 9 Plating.
Gain 12 Plating.
Plating: you gain 9 of it.
Payout: at the end of each of your turns Plating gives that much Block, including the turn you play it, and at the start of each later turn it drops by 1.
Total: it pays 9, 8, 7 down to 1 over nine turns for 45 Block in total, upgraded 12 Plating pays 78.
Note: the Block is flat, unmodified by Dexterity, and arrives before end-of-turn damage such as Burns.
Stacking: new Plating adds to existing stacks.
Pool
Colorless
Type
Power
Rarity
Rare
Cost
3 Energy
Target
Yourself
Unlock
The ArchitectFill the score bar at the end of a run
When to take Eternal Armor
Save it for Act 2 or 3 long boss and elite fights of eight or more turns, not for Act 1 hallways; it is a 3 cost investment that pays off over time.
Cards that synergize with Eternal Armor

Stone Armor
Power
1
Gain 4 Plating.
Stone ArmorFor the Ironclad, Stone Armor adds more; for the Regent, Neutron Aegis.Gain 4 Plating.

Neutron Aegis
Power
1
5
Gain 8 Plating.
Neutron AegisFor the Ironclad, Stone Armor adds more; for the Regent, Neutron Aegis.Gain 8 Plating.

Juggernaut
Power
2
Whenever you gain Block, deal 6 damage to a random enemy.
JuggernautJuggernaut deals damage on every Block gain.Whenever you gain Block, deal 6 damage to a random enemy.

Barricade
Power
3
Block is not removed at the start of your turn.
BarricadeBarricade keeps the leftover Block.Block is not removed at the start of your turn.

Signal Boost
Skill
1
The next Power you play is played an additional time.
Exhaust.
Exhaust.
Signal BoostSignal Boost triggers on Powers played, and Eternal Armor is oneThe next Power you play is played an additional time.
Exhaust.
Exhaust.

Storm
Power
1
Whenever you play a Power, Channel 1 Lightning.
StormStorm triggers on Powers played, and Eternal Armor is oneWhenever you play a Power, Channel 1 Lightning.

Subroutine
Power
1
Whenever you play a Power, gain .
SubroutineSubroutine triggers on Powers played, and Eternal Armor is oneWhenever you play a Power, gain .

Synthesis
Attack
2
Deal 14 damage.
The next Power you play costs 0 .
The next Power you play costs 0 .
SynthesisSynthesis triggers on Powers played, and Eternal Armor is oneDeal 14 damage.
The next Power you play costs 0 .
The next Power you play costs 0 .

Right Hand Hand
Attack
0
Osty deals 4 damage.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.
Right Hand HandRight Hand Hand triggers on cards that cost 2 or more, and Eternal Armor is oneOsty deals 4 damage.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.

Danse Macabre
Power
1
Whenever you play a card that costs or more, gain 4 Block.
Danse MacabreDanse Macabre triggers on cards that cost 2 or more, and Eternal Armor is oneWhenever you play a card that costs or more, gain 4 Block.
Relics that synergize with Eternal Armor
GorgetGorgetGorget starts you with 4 Plating that stacks.At the start of each combat, gain 4 Plating.
Sturdy ClampSturdy ClampSturdy Clamp carries 10 Block across turns.Up to 10 Block persists across turns.
PermafrostPermafrostPermafrost triggers on Powers played, and Eternal Armor is oneThe first time you play a Power each combat, gain 7 Block.
Lost WispLost WispLost Wisp triggers on Powers played, and Eternal Armor is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified HandMummified HandMummified Hand triggers on Powers played, and Eternal Armor is oneWhenever you play a Power, a random card in your Hand is free to play that turn.
Game PieceGame PieceGame Piece triggers on Powers played, and Eternal Armor is oneWhenever you play a Power, draw 1 card.
Ivory TileIvory TileIvory Tile triggers on cards that cost 3 or more, and Eternal Armor is oneWhenever you play a card that costs or more, gain .
Intimidating HelmetIntimidating HelmetIntimidating Helmet triggers on cards that cost 2 or more, and Eternal Armor is oneWhenever you play a card that costs or more, gain 4 Block.
Changes by version
- Plating increased from 7 to 9 (upgraded 9 to 12)
- Plating decreased from 9 to 7 (upgraded 11 to 9)
- Rarity changed from Uncommon to Rare
All 13 patch notes10 older
- Changed from a Skill to Power (loses Exhaust)
- Added Exhaust
- Reworked Eternal Armor card
- Eternal Armor card can now properly be enchanted by Nimble enchantment
- Removed Exhaust
- Eternal Armor card and Oddly Heavy Stone relic now combine to properly give twice as much block instead of four times as much block
- Eternal Armor card now triggers "gain Block from card" effects
- Block gain increased from 10 to 11 (upgraded 14 to 15)
- Added Anointed, Eternal Armor, Ultimate Strike card art + misc touch ups
- Added to the game
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

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