Anchor???

Anchor???

Event
Start each combat with 4 Block.

Anchor??? gives 4 Block at the start of every combat, flat and unaffected by Dexterity. The real Anchor gives 10. It is one of nine knock-offs sold by The Merchant???, who stocks six of them at 50 Gold each; that event only appears from Act 2 on, in solo runs, when you carry at least 100 Gold or a Foul Potion.

Rarity
Event
Character
All characters
Shop price
50 gold

When to take Anchor???

Buy it only as cheap filler when 50 Gold has nothing better to do, since 4 Block barely covers a weak hit. A Foul Potion turns the fake merchant into a pile of relics instead.

Cards that synergize with Anchor???

Juggernaut
Power
2
Whenever you gain Block, deal 6 damage to a random enemy.
Juggernaut deals 6 damage on the Block gain before the enemy acts.Whenever you gain Block, deal 6 damage to a random enemy.
Barricade
Power
3
Block is not removed at the start of your turn.
Barricade keeps the 4 for later turns.Block is not removed at the start of your turn.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon of Hope makes Block count for more, and Anchor??? gains itWhenever you gain Block on your turn, other players gain half that much Block.
Blur
Skill
1
Gain 5 Block.
Block is not removed at the start of your next turn.
Blur makes Block count for more, and Anchor??? gains itGain 5 Block.
Block is not removed at the start of your next turn.
Body Slam
Attack
1
Deal damage equal to your Block.
Body Slam makes Block count for more, and Anchor??? gains itDeal damage equal to your Block.
Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Demonic Shield makes Block count for more, and Anchor??? gains itLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Entrench
Skill
2
Double your Block.
Entrench makes Block count for more, and Anchor??? gains itDouble your Block.
Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Prolong makes Block count for more, and Anchor??? gains itNext turn, gain Block equal to your current Block.
Exhaust.
Shadowmeld
Skill
1
Double your Block gain this turn.
Shadowmeld makes Block count for more, and Anchor??? gains itDouble your Block gain this turn.
Unmovable
Power
2
The first time you gain Block from a card each turn, double the amount gained.
Unmovable makes Block count for more, and Anchor??? gains itThe first time you gain Block from a card each turn, double the amount gained.

Relics that synergize with Anchor???

Sturdy Clamp
Sturdy Clamp carries it forward as well.Up to 10 Block persists across turns.
Horn Cleat
Horn Cleat and Captain's Wheel cover the following turns.At the start of your 2nd turn, gain 14 Block.
Captain's Wheel
Horn Cleat and Captain's Wheel cover the following turns.At the start of your 3rd turn, gain 18 Block.
Parrying Shield
Parrying Shield makes Block count for more, and Anchor??? gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Pael's Legion
Pael's Legion makes Block count for more, and Anchor??? gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Vambrace
Vambrace makes Block count for more, and Anchor??? gains itThe first time you gain Block from a card each combat, double the amount gained.
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