
Malaise
Skill
X
Enemy loses X Strength. Apply X Weak.
Exhaust.
Exhaust.

Malaise+
Skill
X
Enemy loses X+1 Strength. Apply X+1 Weak.
Exhaust.
Exhaust.
Malaise
SilentSkillRare
Effect: you choose X Energy and the enemy loses X Strength and gains X Weak, then the card Exhausts.
Duration: the Strength loss is applied as negative Strength, not a temporary drain, so it lasts the whole fight and can push an enemy below zero.
Upgrade: the code adds 1 after X is resolved, so both amounts are X+1 and playing it for 0 Energy still costs the enemy 1 Strength and 1 Weak.
Artifact: the two debuffs are applied one after the other, so Artifact eats them separately.
When to take Malaise
Save it for elites and bosses that hit hard or gain Strength, since even a small X on turn 1 weakens every attack for the rest of the fight. Upgrade it for the free extra point.
Cards that synergize with Malaise
Tracking
Power
2
Weak enemies take double damage from Attacks.
TrackingTracking doubles your Attack damage while the Weak lasts.Weak enemies take double damage from Attacks.

Tactician
Skill
3
Sly.
Gain .
Gain .
TacticianTactician and Adrenaline bank the Energy for a big X.Sly.
Gain .
Gain .

Adrenaline
Skill
0
Gain .
Draw 2 cards.
Exhaust.
Draw 2 cards.
Exhaust.
AdrenalineTactician and Adrenaline bank the Energy for a big X.Gain .
Draw 2 cards.
Exhaust.
Draw 2 cards.
Exhaust.

Piercing Wail
Skill
1
ALL enemies lose 6 Strength this turn.
Exhaust.
Exhaust.
Piercing WailPiercing Wail covers the group while Malaise handles the leader.ALL enemies lose 6 Strength this turn.
Exhaust.
Exhaust.

Automation
Power
1
Every 10 cards you draw, gain .
AutomationAutomation gives extra Energy, and Malaise spends all of it as XEvery 10 cards you draw, gain .

Restlessness
Skill
0
Retain.
If your Hand is empty, draw 2 cards and gain .
If your Hand is empty, draw 2 cards and gain .
RestlessnessRestlessness gives extra Energy, and Malaise spends all of it as XRetain.
If your Hand is empty, draw 2 cards and gain .
If your Hand is empty, draw 2 cards and gain .

Brightest Flame
Skill
0
Gain .
Draw 2 cards.
Lose 1 Max HP.
Draw 2 cards.
Lose 1 Max HP.
Brightest FlameBrightest Flame gives extra Energy, and Malaise spends all of it as XGain .
Draw 2 cards.
Lose 1 Max HP.
Draw 2 cards.
Lose 1 Max HP.

Outmaneuver
Skill
1
Next turn, gain .
OutmaneuverOutmaneuver gives extra Energy, and Malaise spends all of it as XNext turn, gain .

Production
Skill
0
Gain .
Exhaust.
Exhaust.
ProductionProduction gives extra Energy, and Malaise spends all of it as XGain .
Exhaust.
Exhaust.

Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.
RelaxRelax gives extra Energy, and Malaise spends all of it as XGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.

Sidestep
Skill
0
Next turn, gain .
SidestepSidestep gives extra Energy, and Malaise spends all of it as XNext turn, gain .
Relics that synergize with Malaise
Chemical XChemical XChemical X adds 2 to X.The effects of your cost X cards are increased by 2.
Paper KranePaper KranePaper Krane deepens the Weak to 40%.Enemies with Weak deal 40% less damage to you rather than 25%.
NunchakuNunchakuNunchaku gives extra Energy, and Malaise spends all of it as XEvery time you play 10 Attacks, gain .
BreadBreadBread gives extra Energy, and Malaise spends all of it as XAt the start of your first turn, lose . At the start of all other turns, gain .
Happy Flower???Happy Flower???Happy Flower??? gives extra Energy, and Malaise spends all of it as XEvery 5 turns, gain .
Seal of GoldSeal of GoldSeal of Gold gives extra Energy, and Malaise spends all of it as XAt the start of your turn, spend 5 Gold to gain .
ChandelierChandelierChandelier gives extra Energy, and Malaise spends all of it as XAt the start of your 3rd turn, gain .
Happy FlowerHappy FlowerHappy Flower gives extra Energy, and Malaise spends all of it as XEvery 3 turns, gain .
Booming ConchBooming ConchBooming Conch gives extra Energy, and Malaise spends all of it as XAt the start of Elite combats, draw 2 additional cards and gain .
CandelabraCandelabraCandelabra gives extra Energy, and Malaise spends all of it as XAt the start of your 2nd turn, gain .
Pael's TearsPael's TearsPael's Tears gives extra Energy, and Malaise spends all of it as XIf you end your turn with unspent , gain an additional next turn.
Venerable Tea SetVenerable Tea SetVenerable Tea Set gives extra Energy, and Malaise spends all of it as XWhenever you enter a Rest Site, start the next combat with an additional .
Art of WarArt of WarArt of War gives extra Energy, and Malaise spends all of it as XIf you do not play any Attacks during your turn, gain an additional next turn.
Blessed AntlerBlessed AntlerBlessed Antler gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile.
Blood-Soaked RoseBlood-Soaked RoseBlood-Soaked Rose gives extra Energy, and Malaise spends all of it as XUpon pickup, add 1 Enthralled to your Deck. Gain at the start of each turn.
EctoplasmEctoplasmEctoplasm gives extra Energy, and Malaise spends all of it as XYou can no longer gain Gold. Gain at the start of each turn.
Gremlin HornGremlin HornGremlin Horn gives extra Energy, and Malaise spends all of it as XWhenever an enemy dies, gain and draw 1 card.
Ice CreamIce CreamIce Cream gives extra Energy, and Malaise spends all of it as XEnergy is now conserved between turns.
Pael's FleshPael's FleshPael's Flesh gives extra Energy, and Malaise spends all of it as XGain an additional at the start of your 3rd turn, and every turn after that.
Philosopher's StonePhilosopher's StonePhilosopher's Stone gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. ALL enemies start combat with 1 Strength.
Prismatic GemPrismatic GemPrismatic Gem gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. Card rewards now contain cards from other colors.
Pumpkin CandlePumpkin CandlePumpkin Candle gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. Extinguishes after 5 combats. Can be Kindled at Rest Sites.
SozuSozuSozu gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. You can no longer obtain potions.
Spiked GauntletsSpiked GauntletsSpiked Gauntlets gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. Powers cost 1 more .
Rules and timing
When upgraded the effect uses X + 1.

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