
Inferno
Power
1
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

Inferno+
Power
1
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 9 damage to ALL enemies.
Whenever you lose HP on your turn, deal 9 damage to ALL enemies.
Version

Inferno
Power
1
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 4 damage to ALL enemies.
Whenever you lose HP on your turn, deal 4 damage to ALL enemies.

Inferno+
Power
1
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 4 damage to ALL enemies.
Whenever you lose HP on your turn, deal 4 damage to ALL enemies.
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Inferno
IroncladPowerUncommon
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At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 9 damage to ALL enemies.
Whenever you lose HP on your turn, deal 9 damage to ALL enemies.
Stacking: a counter power, each copy you play adds 6 to its burst and 1 to the HP you lose at the start of your turn.
Trigger: that start-of-turn loss counts as losing HP on your turn, so every turn opens with the burst hitting all enemies for 6, and any further HP loss on your turn from Hemokinesis, Bloodletting, Offering, Brand or Blood Wall triggers it again.
Modifiers: the burst ignores Strength and Vulnerable.
Enemy turn: losing HP on the enemy's turn does nothing.
Upgrade: the burst is 9.
When to take Inferno
Take it for a self-damage Ironclad in Act 1 or 2, where guaranteed damage to all enemies each turn clears packs. Upgrade it soon, since Rupture beside it pays back the HP cost.
Cards that synergize with Inferno

Rupture
Power
1
Whenever you lose HP on your turn, gain 1 Strength.
RuptureRupture adds Strength on the same triggers.Whenever you lose HP on your turn, gain 1 Strength.

Hemokinesis
Attack
1
Lose 2 HP.
Deal 15 damage.
Deal 15 damage.
HemokinesisHemokinesis and Bloodletting are cheap extra bursts.Lose 2 HP.
Deal 15 damage.
Deal 15 damage.

Bloodletting
Skill
0
Lose 3 HP.
Gain .
Gain .
BloodlettingHemokinesis and Bloodletting are cheap extra bursts.Lose 3 HP.
Gain .
Gain .

Offering
Skill
0
Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Gain .
Draw 3 cards.
Exhaust.
OfferingOffering gives Energy and cards on top.Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Gain .
Draw 3 cards.
Exhaust.

Blood Wall
Skill
2
Lose 2 HP.
Gain 16 Block.
Gain 16 Block.
Blood WallBlood Wall costs HP to play, which triggers InfernoLose 2 HP.
Gain 16 Block.
Gain 16 Block.

Spite
Attack
0
Deal 5 damage.
If you lost HP this turn,
hits 2 times.
If you lost HP this turn,
hits 2 times.
SpiteSpite triggers when you lose HP, and Inferno makes you lose someDeal 5 damage.
If you lost HP this turn,
hits 2 times.
If you lost HP this turn,
hits 2 times.

Brand
Skill
0
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Exhaust 1 card.
Gain 1 Strength.
BrandBrand costs HP to play, which triggers InfernoLose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Exhaust 1 card.
Gain 1 Strength.

Breakthrough
Attack
1
Lose 1 HP.
Deal 9 damage to ALL enemies.
Deal 9 damage to ALL enemies.
BreakthroughBreakthrough costs HP to play, which triggers InfernoLose 1 HP.
Deal 9 damage to ALL enemies.
Deal 9 damage to ALL enemies.

Crimson Mantle
Power
1
At the start of your turn, lose 1 HP and gain 8 Block.
Crimson MantleCrimson Mantle costs HP to play, which triggers InfernoAt the start of your turn, lose 1 HP and gain 8 Block.

Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.
Demonic ShieldDemonic Shield costs HP to play, which triggers InfernoLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.

Tear Asunder
Attack
2
Deal 5 damage.
Hits an additional time for each time you lost HP this combat.
Hits an additional time for each time you lost HP this combat.
Tear AsunderTear Asunder triggers when you lose HP, and Inferno makes you lose someDeal 5 damage.
Hits an additional time for each time you lost HP this combat.
Hits an additional time for each time you lost HP this combat.
Relics that synergize with Inferno
Demon TongueDemon TongueDemon Tongue heals the first loss each turn.The first time you lose HP on your turn, heal HP equal to the amount lost.
Self-Forming ClaySelf-Forming ClaySelf-Forming Clay refunds every loss as Block.Whenever you lose HP in combat, gain 3 Block next turn.
Fragrant MushroomFragrant MushroomFragrant Mushroom costs HP to play, which triggers InfernoUpon pickup, lose 15 HP and Upgrade 2 random cards.
Royal PoisonRoyal PoisonRoyal Poison costs HP to play, which triggers InfernoAt the start of each combat, lose 4 HP.
Centennial PuzzleCentennial PuzzleCentennial Puzzle triggers when you lose HP, and Inferno makes you lose someThe first time you lose HP each combat, draw 3 cards.
PermafrostPermafrostPermafrost triggers on Powers played, and Inferno is oneThe first time you play a Power each combat, gain 7 Block.
Lost WispLost WispLost Wisp triggers on Powers played, and Inferno is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified HandMummified HandMummified Hand triggers on Powers played, and Inferno 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 Inferno is oneWhenever you play a Power, draw 1 card.
Changes by version
- Fixed hitching when playing Inferno card
- Fixed an issue where killing an enemy with Thorns after playing Inferno card could cause a softlock
All 5 patch notes2 older
- Damage increased from 4 to 6 (upgraded 6 to 9)ChangeThe IroncladBlood WallInternal playtestIronclad Epoch 7 now unlocks Blood Wall and Inferno instead of placeholder Strikes
- 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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