
After many fabulous adventures, recounted in Faeria – Chronicles of Gagana, this relic was lost in a well of Faeria.

The ancients speak of a Book written since time immemorial containing all the world's legends. Includes one alternate outfit each for Sharra, Sorocco, Seifer and Aurora.
ROGUEBOOK TIPS AND TRICKS SKIN
Roguebook - Hero Skin Pack: Dive into the Roguebook in style with these 4 exclusive hero outfits. Alternate Art Pack: Rise to the challenges in the Roguebook with class thanks to 3 card backs and 10 exclusive alternate card illustrations. Fugoro, Merchant of Wonders: Recruit Fugoro, a new playable hero, and unlock 50 new cards, talents and treasures to combine. Plunder all the treasure in Roguebook with the Deluxe Edition which includes the game and lots of additional content. Build a team of two heroes, unleash powerful combos and defeat the legends of the Roguebook! Some runs you barely find any, others you end up socketing even your bad cards.Embrace the challenge of a roguelike deckbuilder with unique mechanics from the developers of Faeria and Richard Garfield, creator of Magic: The Gathering™. I loved another, the boomerang gem, that made it so instead of being discarded when cast, the card would always be shuffled back into your deck. They range from mundane, like +3 damage, or -1 cost, to pretty exotic, like one that always places the card in your starting hand.
ROGUEBOOK TIPS AND TRICKS UPGRADE
Those gems provide an upgrade to that card, adding bonus effects or boosting existing ones. Roguebook's most interesting twist is in gems, which you pick up mid-run and place in sockets on your cards. Finally there's Aurora, an awesome deck design that's fragile on the face of it but can turn clever cardplay into a stream of healing that becomes damage as she overheals. Seifer's a weird one, a pain-fuelled wolf whose all-out offensives are backed up by demon allies. There's Sorocco, an ogre whose deck is all about shrugging off hits while you wind up a giant punch.

Sharra's fast and aggressive, but relatively fragile when you can't manage her tricks to avoid damage. Out there you find gold to use at the shop, magic cubes to draft new cards from, adventure events with weird consequences, and combats to flex your deck's muscles against.Ī new run is a chance to experiment with the characters you pick.

With your two picks you move into the book's blank pages, a hex grid, and explore by spending limited brushstrokes and ink splats to reveal unmapped parts of the book. Your deck is a combination of two out of the four characters, each with their own unique card set and talents. Its familiar parts are arranged in a new way with a few clever twists. To its credit, and to its detriment, nothing in Roguebook is particularly novel. Your deck itself even levels up, with your card count giving you points to spend on randomized talents. It even relies on an old deckbuilding staple, asking you to mix-and-match two card pools each run, which was used to such great effect in Monster Train. It has Slay the Spire's flurry of weird artifacts to collect and use. It pulls in a Hades-esque buffet of advanced challenges to mix and match after you first "beat" the game. Roguebook lifts some great design from other recent roguelite games.
