
Patter
Skill
1
Gain 8 Block.
Gain 2 Vigor.
Gain 2 Vigor.

Patter+
Skill
1
Gain 10 Block.
Gain 3 Vigor.
Gain 3 Vigor.
Version
Patter
RegentSkillCommon
You are viewing an old version of this card
One Energy gives 8 Block (10 upgraded) and 2 Vigor (3 upgraded). Vigor adds itself to your next Attack from a card and is then spent. The code applies it to every hit of that one Attack, so a three-hit card gains it three times. Vigor never decays, and more Vigor from other sources stacks on top before the swing.
Character
Type
Skill
Rarity
Common
Cost
1 Energy
Target
Yourself
Unlock
Little KingBeat Ascension 1 with the Regent
When to take Patter
A Common that fills the Defend slot with a small bonus, worth taking early when you need Block. It gets better the more multi-hit Attacks the deck owns, and the upgrade is cheap value.
Cards that synergize with Patter

Celestial Might
Attack
2
Deal 6 damage 3 times.
Celestial MightCelestial Might hits three times, so 2 Vigor becomes 6.Deal 6 damage 3 times.

Seven Stars
Attack
2
7
Deal 7 damage to ALL enemies 7 times.
Seven StarsSeven Stars turns 3 Vigor into 21 spread across seven hits.Deal 7 damage to ALL enemies 7 times.

Astral Pulse
Attack
0
3
Deal 6 damage to ALL enemies twice.
Astral PulseAstral Pulse applies it to every enemy twice.Deal 6 damage to ALL enemies twice.

Terraforming
Skill
1
Gain 6 Vigor.
TerraformingTerraforming and Prep Time stack more Vigor onto the same swing.Gain 6 Vigor.

Prep Time
Power
1
At the start of your turn, gain 4 Vigor.
Prep TimeTerraforming and Prep Time stack more Vigor onto the same swing.At the start of your turn, gain 4 Vigor.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon of HopeBeacon of Hope makes Block count for more, and Patter gains itWhenever you gain Block on your turn, other players gain half that much Block.

Entrench
Skill
2
Double your Block.
EntrenchEntrench makes Block count for more, and Patter gains itDouble your Block.

Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
ProlongProlong makes Block count for more, and Patter gains itNext turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
Relics that synergize with Patter
AkabekoAkabekoAkabeko starts you at 8.At the start of each combat, gain 8 Vigor.
Parrying ShieldParrying ShieldParrying Shield makes Block count for more, and Patter gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Sturdy ClampSturdy ClampSturdy Clamp makes Block count for more, and Patter gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Patter gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
VambraceVambraceVambrace makes Block count for more, and Patter gains itThe first time you gain Block from a card each combat, double the amount gained.
Changes by version
- Block gain decreased from 9 to 8 (upgraded 11 to 10)
- Block increased from 8 to 9 (upgraded 10 to 11)
All 5 patch notes2 older
- Added portrait art
- 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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