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Clans of Hell

When I finally succeeded in uniting all nine Rings of Hell, we created a united army of Hell to fight back in the event of the Covenant breaking. I was surprised at the overwhelming support that I received in this endeavour.

The races of monsters/demons who are the protagonists of the game.


    In General 
  • Avengers Assemble: The rare Blank Pages endgame artifact initiates this during the True Final Boss fight. It can be gained in a random event that can occur if you gain over 150 Pact Shards. The pages add a random Champion (upgraded fully down one of its three paths) to your hand at the start of your turn if it doesn't have one at that moment. This influx of elite units can save a run or fatally compromise it depending on the strategies and cards a player has been using until that point.
  • Balance Buff: Besides the incremental tweaks done over the course of the base game, The Last Divinity DLC supplied each clan with a new card that either mitigated their respective glaring weaknesses or made certain suboptimum playstyles viable. These include the Hellhorned Apex Imp, who gains Rage with armor applications, the Steelsinger for the Awoken, which gets permanently stronger the more it's rejuvenated, and the Morsel-Made of the Umbra, which eats every morsel put behind it immediately so it can clear out excess morsels that've wormed their way in your deck or potentially gain high stats quicker to deal with oncoming hordes of foes.
  • Crapsack World: Before the Covenant, life in Hell was so violent that Herzal could make a comfortable living creating armor for its denizens.
  • Evil Versus Evil: From what he's seen of Hell and Heaven, Herzal isn't completely certain who was entirely in the right during their war, given the authoritarianism of the latter and the way the former torments and even consumes human souls. He does lean more sympathetically towards the clans of Hell at the moment, since they're only fighting to survive now.
  • Fantastic Caste System: Each clan has one of these. The Stygian Guard appears to be the most egalitarian until you learn that they've imprisoned a Titan who is simultaneously revered and beneath all of them.
  • Foil: Each of the Exiled champions contrast with their successor:
    • Hornbreaker Prince was born without horns, and so he has to prove to all of his followers that he is a worthy Warrior Prince to them. By contrast, Shardtail Queen comes with her own little contingent of minions at her beck and call
    • The Sentient is a passive Stone Wall, while Wyldenten is an aggressive hunter.
    • Tethys is a backline Magic Knight, while Solgard the Martyr is a frontline priest.
    • Penumbra is an immense creature, while Primordium makes other creatures immense.
    • Rector Flicker is a Sinister Minister and The Don, while Little Fade is a Street Urchin who rejects the teachings of the Waxen and Wickless.
    • The Spine Chief uses the power of Charged Echoes to do damage and make compatriots even more powerful, and the Echowright can tap into the power of consumable spells in all new ways.
  • The Leader: The Champions play this role in their respective clans.
  • Precursor Heroes: Lore tooltips indicate that the Exiled Champions are this, being part of the formation of Hell's clans before leaving as martyrs and only reappearing as visions to Herzal as the time for the final battle approaches.
  • Protagonist Power-Up Privileges: Playable units and player spells have access to Piercing and Spell Weakness
  • Villain Protagonist: Zigzagged, possibly Averted; yes, you're playing as literal Hell, but by all accounts in this setting, Hell is a pretty stable underworld whose clans have their own cultures that run on Blue-and-Orange Morality rather than true malevolence, and where the damned are punished as appropriate. Comparatively, the forces of Heaven are self-righteous bigots who attempted (and more-or-less succeeded) in performing genocide against the entirety of Hell.
  • We ARE Struggling Together: In better times, they were much less united. So uncooperative were the clans of Hell that Herzal himself couldn't rely on any of them to help build the Rail. He had to create rail spikes that drove themselves into the ground and an army of mechanical drones to lay the tracks.
  • Your Soul Is Mine!: Most of the clans traffic in human souls in one form or another.

    The Hellhorned 

The Hellhorned

Deep within the volcanic wasteland of the Scorched Plains dwell the Hellhorned, the mighty warriors of Hell. They value strength above all else, using displays of aggression and collections of horns to signify their rank. Now their armies of demons and imps, led by the deadly Hornbreaker Prince, have banded together to drive out Seraph and the Winged from their frozen homeland.


In General

  • A Taste of the Lash: How Grrrg kept the Hellhorned focused during the construction of the Rail.
  • Bad Boss: Being an Imp kinda sucks. They perform menial tasks and the best way to make use of them is to summon them as Cannon Fodder and have them killed over and over again. Slightly downplayed for the unlockable Champion, who has a more motherly attitude towards her poor Implings… but that doesn't stop her from sacrificing them in droves like the rest of the Hellhorned.
  • Big Red Devil: A whole race of them, no less.
  • The Blacksmith: A common occupation for those Hellhorned who aren't fighting amongst themselves for status.
  • Cannon Fodder: Outside of just being put in front of more valuable units, there are many Hellhorned cards which turn summoned Imps into explosives or resource milling. The Last Divinity DLC ratcheted this up with the unit Infusion mechanic, with the summon effects of Imps being greatly improved if you sacrificed one of them and put their traits in a different unit.
  • Cast from Hit Points: A running theme with the Hellhorned is damaging themselves to buff themselves in some way, such as a temporary increase in attack or by becoming even tankier than they already are.
  • Crown of Horns: Literally, due to the demons' proclivity to fighting each other to take their horns. Wearing the crown of another Hellhorned is a surefire way to anger the original owner, something that Herzal learns the hard way.
  • Even Evil Has Standards: Their ceiling for acceptable violence is high, but it exists nonetheless. Excessively dangerous and brutal Hellhorned are locked away in prison after causing too much trouble.
  • Glass Cannon: The Hellhorned that aren't Mighty Glaciers or Imps are this, with high base attack or else ways to make it high, but minimal defense.
  • Greater-Scope Paragon: Grrrg Onehorn (formerly "the Railbeater"), the father of the Hornbreaker Prince, was the Warrior Poet king of the Hellhorned who chronicled the history and culture of his people, and sacrificed one of his own horns in a show of solidarity to get the construction of the Rail started.
  • Hair-Trigger Temper: One of their clan mechanics in the form of Rage, which temporarily increases a given unit's attack.
  • Noble Demon: Despite being the most violent of the clans, they're the least oppressive of Hell's demographics, allowing their members individuality and relative agency, with even the Imps being treated marginally better than the Hollows, the Morsels, the Waxers, and the Kinhost since they're a legitimate part of Hellhorned life cycles with even the most powerful demon becoming a simple Imp again once they reincarnate.
  • Playing with Fire: Seeing how they come from a volcanic wasteland, it shouldn't be too surprising that several of the Hellhorned, both imps and demons alike, have a natural affinity with fire and heat. Their spells also make use of this element... for both allies and enemies.
  • Mark of Shame: Hellhorned often engage in ritual combat, the winners of which claim the horns of the losers. Having broken horns, then, is often taken as a sign of this, dooming the loser to being treated as a second-class citizen until they reincarnate.
  • Mighty Glacier: Hellhorned favor these as their tanky units, either big, hard-hitting (but expensive) monsters, or else decent warriors clad in tons of armor.
  • Our Orcs Are Different: In that they're literal demons. Beyond that fact, though, the Hellhorned are your pretty standard Orcs, down to having a warlike culture and the unarmored ones being borderline-Stripperific in garb.
  • Red Shirt: Imps exist to spawn in, grant a useful boon, and then die unceremoniously — preferably with a way to bring them back and keep the cycle going.
  • Training from Hell: Quite literally. Their bravest — or stupidest — warriors often volunteer for the right to be the first into any major conflict, volunteering themselves for an extensive regimen that involves repeatedly trudging through the magma flows that define the Scorched Plains.

The Hornbreaker Prince

https://static.tvtropes.org/pmwiki/pub/images/hornbreaker_prince.png
Cursed with no horns, the only son of Grrrg has taken to collecting the horns of his opponents, dispelling any doubt of his fighting prowess and convincing me of his rightful place as champion of the Hellhorned.

  • Attack! Attack! Attack!: His upgrade paths are all focused on offense to some degree. Even the durable Wrathful path builds up armor by scoring kills.
  • Glass Cannon: The Reaper path lacks armor and doesn’t get much health, but gets the highest natural strength and hits harder with every kill.
  • Grievous Harm with a Body: Wields a pair of swords which appear to be crafted from his collection of horns.
  • Handicapped Badass: Despite not being born with any of the horns, the Prince is more than willing and able to prove that he's still one of the best fighters Hell has to offer.
  • Playing with Fire: His starting card is Torch, a simple damage spell that can hit any target.
  • Weak, but Skilled: The Brawler path has low strength and health, but compensates with a bit of armor and the Multistrike ability.

The Shardtail Queen

https://static.tvtropes.org/pmwiki/pub/images/shardtail_queen.png
In my dreams, I see a demon more powerful than any of the Hellhorned. One with sharded tail and command over imps. Did she save the Hellhorned from total destruction, this forgotten queen?

  • Beware My Stinger Tail: It’s spiky, crystalline, and longer than she is tall.
  • Gathering Steam: Her Royalty path gains attack strength for each unit summoned on her floor. With the right setup, she can easily dish out damage in the hundreds.
  • Mook Maker: The Imp Parade path adds a free imp to your hand each turn, with more upgrades yielding more powerful summon effects.
  • Throw the Mook at Them: Her Imperialist path sacrifices any imps on her floor for widespread damage.
  • Warrior Princess: Her royal status doesn't stop her from taking the lead in the fight for Hell.
  • Zerg Rush: Heavily favors decks that summon large numbers of minions, especially imps. Even her starting card is a signature Queen’s Imp.

    The Awoken 

The Awoken

In the Wildwood Forest, the Awoken leave no soul unattended. These plant-like creatures feed upon the souls trapped in their vines to nourish the Forest itself, slowly erasing the mind they’ve trapped in the process. As these souls lose their identity, they are reawakened as part of the Forest itself, forever growing its population of Animus and Hollows. And at the center of it all, the Sentient now guides these legions to fight with Hell and return to the Wildwood.
  • Almighty Idiot: The Awoken are barely cognizant, and with the Wyldenten gone, the Wildwood Forest has so little initiative outside of gradual expansion that it must rally behind the Sentient, a Hollow who rebelled against the Wildwood to become her own entity.
  • Glass Cannon: Animus units tend to have very low health, but high attack power and offensive skills.
  • Healing Factor: The Regen buff functions much like an inverted Frostbite, restoring 1 health for each stack and then decreasing.
  • Herd-Hitting Attack: The Awoken have access to Glimmer, a cheap and common Spell card that can be splashed in any deck which not only hits all enemies on the same floor but heals allied units as well.
  • The Medic: They have access to the most healing spells of any clan. Some of their units can also weaponize those spells via Rejuvenate triggers.
  • Spam Attack: One playstyle involves generating copious amounts of Sting cards, which deal modest damage, cost nothing, and allow the player to draw an additional card next hand — which will ideally have more Sting cards in it. Stacking this can allow the player to fire off huge waves of completely free damage, leaving their Ember for big, expensive cards or to dump into powerful "X"-Cost cards.
  • Stone Wall: The Awoken's tank units have the potential for tons of health, or else grant very useful "on damage taken" perks. Combined with the Clan's preference for healing powers, their tanks can be very very hard to keep down, and will often dish out boons to the player every time enemies try. Even their default Champion fits, having zero base attack but upgrades that all benefit her standing up front and taking hits.
  • Support Party Member: Channeler units provide useful benefits like increased card draw and discounts on healing spells. With low health and nonexistent strength, this is likely all they’ll do.

The Sentient

https://static.tvtropes.org/pmwiki/pub/images/the_sentient.png
This Hollow was able to sever her connection to the Wildwood, slowly awakening to the prison her soul was trapped in, but still agreeing to champion our Covenant. Now she has repurposed her armor into makeshift shields to keep the rest of the vines at bay, becoming more aggressive with each attempt at recapture.

  • Healing Hands: Starts with the Restore spell, which heals a small amount of health and applies a stack of Regen.
  • Stone Wall: Very high health, but no natural attack power. To compensate, she can deal damage whenever she’s healed (via the Explosive path) or make hitting her especially painful (the Bristling path)
  • Support Party Member: The Cultivating path deals little damage on its own, but buffs less durable allies every time she takes a hit.
  • Teeth-Clenched Teamwork: She's a hollow who broke away from the Wildwood hive mind, but finds herself having to lead the Awoken if she herself is to survive the war against Heaven.

The Wyldenten

https://static.tvtropes.org/pmwiki/pub/images/wyldenten.png
Something in the Wildwood unsettles my mind, granting me visions of it's very Roots when I rest there. But these Roots form a creature predating both Hollows and Channellers. Was there some soul before the Wildwood?

  • Action Initiative: The Predator path adds Quick to the entire floor, allowing them to strike first each round.
  • Spike Shooter: The Thornlord path adds three free Sting spells to your hand. As it gains strength with each spell cast, having more in your deck is encouraged.
  • Status Buff: Its starting card, Rootseeds, grants a small increase to a unit’s attack power.
  • You Will Not Evade Me: The Strangler path attacks entire floors of enemies and applies the Rooted status, ensuring another shot at them next round.

    The Stygian Guard 

The Stygian Guard

As the original protectors of the inner Rings of Hell, and the Pyre itself, the Stygian Guard has a personal score to settle with Seraph. Their magic-based strength emanates from the sleeping Titan they’ve imprisoned beneath the Styx Sea. Now, with Tethys Titansbane commanding their forces of Sirens and Mages, the Stygian Guard harnesses the power of their ancient prisoner to enact their revenge.
  • Captured Super-Entity: The Titan they both exploit and worship.
  • Damage Over Time: One of their playstyles revolves around Frostbite, currently the only such effect in the game. It's merely good on normal units, but stacking it hard on a boss can freeze them to death before they can even kill a unit. Normally it decays over time, but there's an artifact that not only prevents that but strengthens it in general, too.
    • No longer clan exclusive as of the DLC with the Wurmkin having their own variant in Reap. Put the two together though, and you get Death of a Thousand Cuts.
  • Difficult, but Awesome: An unlucky and unprepared Stygian Guard player will struggle with the low offensive power of the clan's units and the high cost (in terms of ember and discards) of its spells. A lucky and skilled Stygian Guard player can reduce enemy attack stats to zero, synergize the complimentary strengths of its units, and flood the battlefield with a rain of devious magical hexes.
  • Discard and Draw: A whole playstyle around it, consisting of "Offering" cards that boast powerful effects but a very high cost, but which will auto-play if forcibly discarded, paired with cards that grant useful effects with the "drawback" of forcing discards. Pairing them can overwhelm enemies with devastating spells that cost far more than the player would normally be able to afford.
  • Our Mermaids Are Different: Sirens come in a variety of forms aside from the classic version. Some resemble octopi, while others are more shark-like.
  • Spam Attack: One of their other playstyles is about buffing their units by constantly spamming cheap spells on floors with Incant units, stacking powerful stat gains while hammering foes with offensive magic, as well. It pairs especially well with the Awoken's Sting build.
  • Squishy Wizard: A goodly portion of the Stygian's roster are units with devastating attacks, special abilities such as powerful Incants, or on-hit effects like Spell Weakness or Frostbite, but are super squishy. None of their spells provide health or armor, and their units are particularly vulnerable to Spikes enemies.
  • Status Effects: More focused on applying debuffs than any other clan. Apart from their signature Frostbite they can weaken enemies with Sap, make them skip turns with Dazed, and apply Spell Weakness to make damage spells hit harder.
  • Support Party Member: Totem units can’t attack naturally or take a hit well, but support allies with useful Incant abilities.

Tethys Titansbane

https://static.tvtropes.org/pmwiki/pub/images/tethys_titansbane.png
Do not be fooled by her harmless demeanour. Tethys was the first to the containment of the Titan for our Covenant's sake. She has since become the most revered member of the Stygian Guard and my most helpful supporter in our defense of Hell.

  • An Ice Person: Starts with Frozen Lance, a moderately useful damage spell, and can apply Frostbite with each attack if she takes the Chillwind path.
  • Black Mage: With two upgrade paths dedicated to damage spells, she can get more mileage out of them than any other champion. The Conduit path makes damage spells cheaper to cast on her floor, while Handheld Totem applies Spell Weakness to make them hit twice as hard.
  • The Lancer: Formerly to Herzal himself.
  • Pint-Sized Powerhouse: As puny as her health pool, and capable of inflicting gargantuan harm if supported correctly.
  • Squishy Wizard: She can be imbued with potent attacks that apply useful debuffs, but is so frail that without support she'll die in one hit to the weakest enemies in the game.

Solgard The Martyr

https://static.tvtropes.org/pmwiki/pub/images/solgard_the_martyr.png
For the first time, I've spoken to these dream beings! Solgard, the priest of the Stygian's Titan, spoke of a mass Exodus of martyrs. Martyrs who gave up their souls for Heaven and Hell. But why does no one living know of this great sacrifice? These answers only create more questions...

  • Combos: His starting card, Forgone Power, applies a few stacks of Frostbite and discards a random card from your hand. Not particularly strong on its own, but very useful if you have an Offering card in hand. And because it doesn’t cost Ember, you can use it to trigger Incant abilities for free.
  • Gathering Steam: Solgard’s signature mechanic is building up permanent “shards” when you cast a spell on his floor, and two of his upgrade paths grow stronger with each shard. Coldchannel applies stacks of Frostbite for each shard, while Direchannel turns them into raw damage.
  • Mighty Glacier: The Titanchannel path gives Solgard impressive attack and health stats, but he can’t actually participate in battle until you build up enough shards.
  • Squishy Wizard: Without at least one foot in the Titanchannel, he's almost as fragile as Tethys. Of note, it makes his Coldchannel impractical by itself, as Solgard needs to be hit by an enemy attack to cast Frostbite.

    The Umbra 

The Umbra

At the beginning of Hell, there was only a darkness: the Umbra. Over time, the Shroud spread throughout the Crucible, splitting into Antumbra Morsels to mine the precious resources within. Now ousted from its ancient birthplace, Penumbra, said to be the origin of the Shroud itself, has rallied the entire Umbra shadow to Hell’s cause against Seraph and the Winged.
  • Barrier Warrior: One of the common Umbra status buffs is a damage shield that absorbs one strike from any source. Some of them are granted this ability through morsels and at least one gets it itself whenever it eats any morsel, plus a few spells. This lets whatever's in front keep the morsels alive long enough to be eaten next round.
  • Fantastic Drug: Void shard addiction is a steadily growing problem among the Umbra, to the point that some of its members will rip off chunks of their own flesh to install whole chunks of the crystals in their place.
  • Gathering Steam: The Umbra specialize in this through Morsels, zero-cost, disposable units created through Spells or other means. As long as they survive the round, the front-most unit will devour all remaining morsels at the end of the turn, gaining morsel-specific stat boosts until the end of combat. Some Umbra units take this further and trade off below-average stats for Gorge abilities, which grant further boosts on devouring morsels. By the time the boss wave comes up, most Umbra units should be beefed up with skyhigh stats and loaded with buffs, letting them steamroll the waves to make up for their weaker start.
    • Taken to an extreme with the Overgorger unit, which has abysmal stats for its size and cost, but Gorge gives it permanent stat buffs for each morsel devoured. Get it and feed it early in the run, and by the time you reach Seraph, it can blossom into a terrifying engine of destruction.
  • Individuality Is Illegal: The Shroud itself deeply resents it when Morsels and even Wardens manage to break free from its Hive Mind to pursue their own interests.
  • Life Drain: Via the Life Steal buff. Each time a unit with the buff attacks, a stack is removed and it heals by the amount of damage it dealt.
  • Loophole Abuse: Emberdrain counts as a debuff for whatever unit has it, and it only triggers at the start of the next turn. Having a morsel that's going to be devoured at the end of the current turn or a unit that's not expected to survive its next battle can allow the player to sidestep this threat to their ember supply.
    • The Perils of Production spell, while inflicting Emberdrain, also provides three Embers whenever it's used and doesn't cost any Ember itself to play. If a deck has multiple copies of it or at least one copy with the Holdover upgrade, then a player can activate it at the start of each turn, allowing them to play relatively normally despite the mounting stacks of Emberdrain provided they have at least one unit to use this card on.
  • Nerf: The Last Divinity DLC introduces more enemies with the Sweep skill, making it more difficult to protect morsels behind whatever you're trying to feed them to.
  • Pieces of God: The creatures of the Umbra Shroud are all fragments of the once massive and unified Primordium.
  • Polluted Wasteland: The Crucible due to the Umbra's constant mining of crystals and manufacturing of construct soldiers. No one sees too much of a problem with this, for however worse it keeps getting, because it's all contained in the Umbra's ring and nothing else lives there.
  • Power at a Price: Spells like Furnace Tap and Void Binding provide powerful buffs to units, at the cost of applying Ember Drain to hinder your future turns.
  • Skill Gate Characters: The Umbra are an easy faction to pick up due to how it's simple to either concentrate on buffing Penumbra or on the unit that the Primordium is initially feeding. At higher difficulties, the sheer number of enemies and their inflated health pools make this clan's lack of crowd control and speedy growth apparent, encouraging players to experiment with their other cards or find ways to work with those of their secondary clan to compensate for these shortcomings.
  • Space Master: A handful of their spells can manipulate the size of a floor, either by adding more space for your units or sacrificing some in exchange for more Ember each turn.
  • There Is No Kill Like Overkill: Trample, seen in one champion upgrade path and granted by the Clan's Tome item. It causes excess damage from an attack to carry over to an enemy behind the destroyed unit. The Penumbra upgrade path that grants this to the champion massively boosts its stats, with the slight downside of taking up more space on the floor, so things can get crowded.
  • Token Evil Teammate: By way of Penumbra, the Shroud has expressed a blatant desire to subsume the rest of Hell one day after the Winged are chased off.
  • Turned Against Their Masters: There are the Shrouds like the Morselmaker and Morselmaster who exploit Morsels for their own ends, but Morsels themselves have been seen rebelling against the collective through either fusing into powerful Morsel-mades or by absorbing energy from Pyre shards.
  • Worthless Yellow Rocks: If a mineral wasn't beautiful or immediately useful, the Umbra would just throw it away without studying it further. During his travels, Herzal showed them the capabilities of the shards they were throwing away and how they could be refined.

The Penumbra

https://static.tvtropes.org/pmwiki/pub/images/penumbra_5.png
I have no hard facts on its origin, but it is rumored to be the beginning of the Shroud itself, formed in the long forgotten depths of the Crucible and giving life to the rest of Hell. This would make it the first being of Hell. It has yet to confirm or deny my questioning on the matter.

  • Evil Mask: Whenever Penumbra tosses the mask it's wearing in favor of a new one, it starts generating a miasma of corrosive darkness.
  • Large and in Charge: Among the champions, Penumbra is tied with the Wildenten for taking up the most floor space. Taking the Monstrous path makes it even larger.
  • Magikarp Power: The Glutton path doesn’t increase Penumbra’s attack or health, but grants increasingly strong stat boosts whenever it eats a morsel. Feed it a steady supply and it can grow into an absolute juggernaut.
  • Mook Maker: Starts with Shadesplitter, a simple spell for creating random morsels.
  • Multi-Armed and Dangerous: It has six eerily long arms.
  • Space Master: The Architect path expands the floor it’s summoned on, allowing you to squeeze in more forces. Or snacks.
  • The Usurper: With the departure of the Primordium, it has become the de facto leader of the Umbra. It even claims to be "the first" of the Umbra Shroud when it's clearly not true.

The Primordium

https://static.tvtropes.org/pmwiki/pub/images/primordium.png
I can feel the end of my days loom near as these visions become more frequent and more confusing. It would seem that even the Umbra Shroud has origins beyond my prior knowledge. This Primordial being rumbles with the weight of the entire Shroud under its cloak. But what happened to this ancient creature?

  • Boring, but Practical: The Stalwart Snack path adds more stacks of Buffet and absolutely nothing else. Unimpressive on its own, but it can keep Gorge units topped up and multiply the effects of the other paths.
  • Cannibalism Superpower: Inverted. Being a super morsel, its main power is to strengthen others by being eaten repeatedly.
  • Glass Cannon: The Aggressive Edible path gives the Primordium and whatever eats it a strong attack buff, but it’s health remains a paltry 3.
  • Magic A Is Magic A: Despite how its Buffet trait has the same properties as the Eaten trait, the Primordium is a Champion, not a morsel. Thus, it is incompatible with spells that target morsels specifically, such as Shroud Spike and Shroud Mitosis.
  • Mechanically Unusual Fighter: The sole user of Buffet, an ability that lets it be eaten by other units multiple times.
  • Multi-Armed and Dangerous: Though only seen when it attacks, the Primordium has six scarred and powerfully built arms beneath its cloak.
  • Say My Name: Occasionally gurgles the names of its fellow Exiles, as well as those of Talos and Archus.
  • Status Buff: The Superfood path passes the Primordium’s status effects along to whatever eats it, effectively multiplying effects like Damage Shield, Rage and Regen. Just beware that it’ll multiply debuffs, too.
  • Support Party Member: The Primordium can’t do much on its own, but can make a teammate that eats it considerably stronger.
  • Unpredictable Results: Starts with Plink, a very weak spell which deals damage to two random targets and makes a random morsel if it scores a kill.

    The Melting Remnant 

The Melting Remnant

When wax melts away, a soul is released — or so the Melting Remnant believes. Focused on wealth, either spiritual or material, the residents of the Waxen Arches have split themselves into two factions: The Waxers and the Wickless, each defined by their shared belief in wax’s gift of life and their desires to be released from it or to live forever. As the leader of both, Rector Flicker has united them under Hell’s banner to reclaim what they’ve lost.
  • Auto-Revive: The most common users of Endless, which puts a unit on top of your draw pile when it dies.
  • Bad Boss: Units with Harvest abilities trigger whenever a unit dies, including your own. Sacrifices are encouraged.
  • Boring, but Practical: Two of their cards are the only ones in the game that remove debuffs from allied units. And only one of them does so for an entire floor's units while removing the buffs on all the enemy ones on the same floor.
  • Death Is Cheap: Melting Remnants die easily (with exceptions) but they come back just as easily with a variety of spells that reform them with higher stats.
  • Loophole Abuse: Hallowed Halls and Crushing Demise kill friendly units on the floors they're activated on. These spells can still be activated on floors that are empty of said friendly units.
  • Magikarp Power: To a lesser extent than with Umbra, the clan builds on each revival as a case of Came Back Strong and Took a Level in Badass in-game.
  • Power at a Price: Units with Burnout tend to have impressive stats, at the cost of dying within a few turns. Using cards that restore Burnout on units that don't have it to start with, inflicts this trait on them.
  • Screw the Rules, I Have Money!!: The clan's second gimmick after Resurrective Immortality. The cash comes in handy to buy upgrades that overcome the units' low base stats.
  • Stealth Expert: Some of their cards can apply stacks of Stealth, which makes enemies ignore a unit for a turn. Thematically, they do this by hiding in candle smoke
  • Taking You with Me: The purpose of the Tomb line of units, having abilities that trigger on death
  • We Have Reserves: And those reserves are the same units the enemy just cut down, except now they're even stronger and pissed at the enemies that just killed them.

Rector Flicker

https://static.tvtropes.org/pmwiki/pub/images/rector_flicker.png
Both priest and gang leader, Rector Flicker has taken advantage of the Armageddon at hand and played the Reformed and the Wickless off each other, creating an endless cycle of profit through deceit. I don't agree much with his methods, but his charm is hard to ignore.

  • Bad Boss: The Accumulator path gets stronger with each unit that dies on its floor. Yours included.
  • Came Back Strong: With the Dark Calling path, he can reform two random units each turn with an extra boost to strength.
  • Mooks: Starts the game with Dregs, free but fragile units that burn out after two turns.
  • Power at a Price: The Burn Bright path has impressive stats, but will die via Burnout after three turns.

Little Fade

https://static.tvtropes.org/pmwiki/pub/images/little_fade.png
For all I've learned of these Exiles, it should be no surprise to me that the exile of the Melting Remnant is a thieving child. My visions of her have been brief, but she looks to be free of the Wax for which her ring is known. Perhaps her sacrifice, and the sacrifice of each of the Exiles, granted immortality to the clans.

  • Auto-Revive: Gains Endless through the Eternal Flame path, along with Quick and a respectable attack boost on each death.
  • Death Is a Slap on the Wrist: It’s even encouraged. Little Fade thrives on being played in harm’s way, and can use her Primitive Mold starting card to come back stronger than before.
  • Glass Cannon: The Eternal Flame and Little Icarus paths can dish out impressive damage, and the latter gets stronger with every kill. Neither can take a hit, but odds are that they won’t stay dead for long.
  • Pint-Sized Powerhouse: Though she has to gather steam for it, Little Fade can summon up enormous amounts of raw offensive power for someone of her size. One lore entry has her off-handedly mention she cut a large boulder in half because she was bored.
  • Support Party Member: Unlike her other two paths, Fire Light doesn’t make Little Fade any stronger. Instead, she buffs other units and extends their Burnout timers every time she dies.

    The Wurmkin 

The Wurmkin

Introduced in the first DLC, The Last Divinity, the Wurmkin are a race of insectoid historians who are buried away beneath the remains of their progenitor, the Bogwurm Titan, where they obsessively record every facet of knowledge they come across into crystalline shards known as Echoes.
  • Alien Kudzu: As you put more "Echoes" into a train's floor, crystals sprout all over the walls.
  • Blind Seer: They're a clan of blind archivists. Herzal found this tragic as the echoes they produce can manifest dazzling displays of light.
  • Corpse Land: They live inside the remains of the Bogwurm Titan, which was so huge that they're still finding new passages as they excavate it for more space.
  • Damage Over Time: Reap doesn't decay like Frostbite, however the damage it deals is hugely dependent on the amount of Echoes on a given floor, which can result in an enemy with loads of Reap stacks being completely unharmed when they resolve their actions on a floor with no Echoes.
  • Downloadable Content: It's only possible to use this clan with the purchase of "The Last Divinity" DLC.
  • Dying Race: The Wurmkin found that reproduction got in the way of their important research, so they created and stored thousands of eggs to bulk up their population at a reasonable clip. Those that hatch from these eggs are likewise disinterested in further breeding, and instead leave to foster echoes like the rest of their kind, leaving this cache to steadily dwindle.
  • Junk Rare: A card being infused means that it will gift an echo when it's played. It's not a mark indicative of a card's strength or usefulness.
  • Magikarp Power: Every egg unit is qualified for this trope, but the Bogdeep Cocoon stands out for how aggressively bad its base form is. It has no attack, low health, requires a whopping twelve layers of Shell to hatch, and costs more Embers than either the Bog Chrysalis or the Kinhost Vessel while taking up thrice the floor space of either. The Bog Wurmling that emerges from it has the highest attack of the clan's non-Champion units, inherent Trample, and a powerful Etch skill that increases both its stats whenever a Consume card is played.
  • Mechanically Unusual Class: In addition to needing the crystaline "Echoes" to appear on your train's floors to activate their abilities, they're also the only clan that has monsters that start in "egg" form and hatch into a more powerful monster later.
  • Number of the Beast: For a hefty extract of six Echoes, their Perfect Insanity spell will drain (rather than damage) 666 health points from a single foe.
  • Secret Character: In addition to the DLC purchase, the Wurmkin clan only unlocks upon completing Covenant level 1.
  • Slave Race: The Kinhost to the Wurmkin. They tried to rebel, but their masters crushed their resistance utterly.
  • Support Party Member: Their cards have high compatibility with other decks as they can potentially compensate for any shortcoming the other clans have. They can provide armor, retrieve Consumed cards, increase attack, boost health (which isn't the same as Rejuvenate), double buffs, generate embers, facilitate emergency draw power, and strike specific enemies or all of them at once. A player needs a bit of luck to pull the support cards for their primary clan, though.

The Spine Chief

https://static.tvtropes.org/pmwiki/pub/images/spine_chief.png
For all their obsession with knowledge and Titanlore, the Wurmkin are focused to a fault, worrying only about the study in front of them. As such, they've appointed a chief as both protector and leader. This Chief's experience with combat is limited, but his wits must be sharp to have kept his clan hidden for so long. Luckily, Wurmkin claws are as deadly as they are functional, so should the Chief really need to fight it won't be totally unprepared.

  • The Mario: An immensely balanced Champion whose various paths are all useful and work well when mixed.

The Echowright

https://static.tvtropes.org/pmwiki/pub/images/echowright.png
I suppose it should be no surprise that that the Shardsouls protecting the Exiles are one and the same with the Echoes found in the Wurmkin's care. I've understood the trapping of souls to be Talos's idea, and that still seems accurate, but the transfer of knowledge out of these shards was created millenia ago with by now extinct Kinhost intellegence. Was the Echowright's voluntary Exile a sort of last stand? Or part of something larger?

  • Glass Cannon: Can acquire staggeringly high attack points, but its health remains mediocre.
  • The Minion Master: Downplayed. The Marshlord path lets it summon a single egg with a health upgrade, and it comes packaged with an Etch ability that lets players hatch their own egg units faster by playing more Consume cards rather than sacrificing Echoes.

The Legions of Heaven

The angels who are the main antagonists and enemies of the game.
    In General 
  • Hero Antagonist: Zigzagged, and possibly strongly Averted. They're cruel, merciless, bad to their underlings, and their response to winning the war of Armageddon was to effectively commit genocide against Hell, which by all accounts was on its way to implementing reforms due to the very covenant that Seraph helped create. When they find out a handful of survivors are still clinging to life, they set off to finish the job.
  • My Rules Are Not Your Rules: If the player uses Ascend/Descend cards to put seven enemy units on the bottom floor, and they survive that turn, new enemy units won't be locked out from coming in. They'll just spawn on the middle floor.
  • Press X to Die: Using an Ascend spell on a boss that's in a Relentless phase will cause it to immediately freeze the floor it was knocked up from, killing any units there while bringing it that much closer to the Pyre with no effort on its part.
  • Purple Is Powerful: At higher Pact Shard levels, certain enemy units will have round purple icons between their attack and health values, denoting that they have an additional new ability outside of the usual buff pool.
  • Stone Wall: Stronger regular enemies and bosses lean towards large health pools and modest attack power.

    The Servants of Heaven 

  • Bad Boss: Not Daedalus, but it's strongly suggested that the entire reason Daedalus and his followers are attacking the train is because Seraph and the rest of Heaven simply forgot about them after winning Armageddon, and Daedalus is desperate for any way to get back into Seraph's good graces. (Noticing a theme about Seraph, yet?)
  • Badass Normal: Those not blessed by Seraph to wield holy magic are just really strong and determined humans who will put demons into the ground just as hard as any winged.
  • Defector from Decadence: The For the Greater Good card can summon a random rebel unit from this faction.
  • Resurrected for a Job: The Last Divinity summons their bosses in lieu of those relating to the Clipped or Winged for its battle against the protagonists.

     The Clipped 

The Clipped


  • Handicapped Badass: They're disfigured angels whose wings have been removed by Seraph as punishment for one reason or another. They're the next step up in threat from Daedalus's humans and are more powerful than them, despite their crippling.
  • Multi-Armed and Dangerous: Besides the humanoid Clipped there's four-armed monster people. Some of them inflict penance curses upon you, filling your hand with cards that need to be purged or else your Pyre take damage. One of the possible Clipped bosses is one of these four-armed creatures called the Self-Made Harpy, who has festooned its arms with wing clippings from the clipped angels, making it a dangerous Death of a Thousand Cuts type damage dealer.

    The Winged 

The Winged


  • Elite Mooks: Prior to The Last Divinity DLC, they had a lot of powerful skills unique to them, including Emberdrain.
  • Feathered Fiend: Nephil is the only Winged who doesn't possess a beautiful set of wings.
  • Stone Wall: Steelwings act as living blockades that their allies can attack from behind with impunity. They're so focused on defense that they have no attack points. This is averted with their King Mook, Living Armor, who is more of a Mighty Glacier who gets stronger the more times he's hit.
  • Taking You with Me: Wiltwings will damage the frontmost unit when they die.

    Daedalus, the Professor 
https://static.tvtropes.org/pmwiki/pub/images/daedalus_the_professor.png
Original engineer of the armor and weapons used by the Disciples, with specific knowledge of Seraph's Light and how to harness its energy. He was a chief contributor to the breaking of the Rail, something that impresses me almost as much as it angers me.

  • Badass Normal: The single most defining one. He is the de facto leader of the Heaven-aligned humans, has his own makeshift mechanical wings, and will mow down waves of demons (and possibly even destroy the Pyre of an ill-prepared player) with nothing more than his trusty wrench and some homemade explosives.
  • Disc-One Final Boss: Is the first major boss players will face. He's not too terribly hard, and is unlikely to kill the Pyre unless he completely curbstomps the player's forces with minimal opposition. That being said, it's possible to still lose to him, whether due to poor decision-making or poor luck.
  • Gadgeteer Genius: No magic or divine blessings here - homemade mechanical wings, hand-crafted explosives, and barring all that, a good solid whack with a wrench is all he needs.
  • Stuff Blowing Up: His explosives will do modest damage to the player's frontmost unit and, depending on the variant, may be easy or not to destroy.

    Talos, the Architect 
https://static.tvtropes.org/pmwiki/pub/images/talos_the_architect_9.png
In these visions, I've seen crystals used as prisons souls. "Shardsouls", they've been called. It seems their creator, a human of some ancient renown, created them to split the Divine Titans, but it's unclear why this happened, what became of the human Exile, or the importance of Humans in this forgotten tragedy.

  • Broke Your Arm Punching Out Cthulhu: Played a pivotal role in mankind's rebellion against the Titans, but the fallout from her attack left her adrift in the time stream with her memories similarly mixed up.
  • The Remnant: Through her muddled perception of the world, she still thinks she's fighting the Titans and their cohorts, not realizing that as far as anyone knows, Seraph's already killed the last one when he froze Herzal.

    Fel, the Wings of Light 
https://static.tvtropes.org/pmwiki/pub/images/fel_the_wings_of_light.png
Once my closest ally, this Clipped legend has been able to create out of the Light that Heaven uses. I admire her ingenuity, but I'll never be able to forgive her for abandoning the two of us.

  • Apologetic Attacker: Her callouts make it clear she's remorseful about attacking the train, but it won't stop her from going so far as destroying the Pyre and dooming Hell to extinction given the chance.
  • Conflicting Loyalty: Fel was torn between her loyalty to Herzal and her devotion to Seraph. She ultimately chose the latter and now stands in the train's path.
  • Disabled Deity: She is a Clipped, an angel with her wings removed, but she is still much more powerful than Daedalus or any of the human enemies faced prior.
  • Face–Heel Turn: Was formerly one of Herzal's closest allies and friends, but ended up betraying him and helping Seraph freeze Hell out of devotion to him.
  • Light 'em Up: She was Clipped, but recreated her wings out of pure light. In battle, she conjures her variant-specific buffs and/or debuffs with a wave of light.
  • Light Is Not Good: Zigzagged. She is an Apologetic Attacker who is remorseful about what she's doing, but she still uses the power of light to try and destroy Hell's last chance at salvation.
  • Me's a Crowd: Not directly, but she opens every battle by placing a statue of her pre-clipped form at the front of each floor. Not only do these act as Meat Shields for her units, but they interact in different ways with her variant-specific buffs as well, making them threatening in their own right.
  • Throwing Off the Disability: Downplayed; she's still a Clipped, but has recreated functional wings out of pure light. For all intents and purposes, they seem just as functional as the others.
  • Undying Loyalty: She had this towards both Herzal and Seraph and was torn between them. She chose the latter.

    Archus, Darkness Incarnate 
https://static.tvtropes.org/pmwiki/pub/images/archus_darkness_incarnate.png
Fel spoke of another sibling only once, saying he was both dark of wing and of mind. Seraph has also alluded to the imprisonment of their "forsaken brother", but my memory fails to provide more details on the mysterious Archus.

  • Cain and Abel and Seth: The Seth to Seraph's Cain and Fel's Abel. He's a very unpleasant example, though.
  • Fantastic Racism: He still really hates the Titans. Being partially aware of how one of them is manipulating the story's events doesn't help.
  • Field Power Effect: Summons Darkshards on any floor he's on before he goes into his Relentless state. These floating sculptures inflict certain debuffs if the player takes a specific action on that floor, like making spells in your hand more expensive for the duration of battle or inflicting Daze on a unit if one is summoned on that floor. Unlike Fel's statues, they exist in a Phased state, so Archus can still be attacked through them.
  • Hates Everyone Equally: Humans are the only demographic he doesn't directly insult in some way.
  • Ripple-Effect-Proof Memory: One of the few characters who is fully cognizant of the time loop everyone is stuck in.

    Seraph the Traitor 
https://static.tvtropes.org/pmwiki/pub/images/seraph_5.png
Breaker of the Covenant. Invader of Hell. Once a savior of Hell and guardian of Heaven, he worked with me to build the Rail. Now he's worse a monster than I ever could have imagined.

  • Bad Boss: Holy Shit. He promises the humans who help in Armageddon salvation, then abandons them as soon as they've outlived their usefulness. He disfigures angels who displease him (turning them into the Clipped) and even did this to Fel, despite her Undying Loyalty to him. It's frankly shocking that he manages to inspire such Undying Loyalty in the first place, considering how he treats all his followers.
  • Big Bad: Leads Heaven, conquered Hell, froze it with the intent of genocide, and now guards the frozen heart to personally purge any survivors who make it that far. Any questions?
  • Crippling Overspecialization: Seraph's different forms apply a major effect on the battle that will hard-counter certain builds. Not being able to work around these limits can turn a steamroll run into a grueling defeat, but each form also has a hard counter of its own that neuters a lot of the boss's threat.
  • Fallen Hero: One of the architects of the rail, and a being trusted enough by both sides to be assigned as the primary peacekeeper of the covenant between Heaven and Hell.
  • Horns of Villainy: A blazing crown of light reminiscent of horns.
  • I Have Many Names: His title of "the Traitor" is only used by the soundtrack — in-game, his title changes depending on the specific variant faced, being either "the Chaste", "the Diligent", "the Patient", or "the Temperant".
  • Licked by the Dog: In the rare Let's give 'em Hell Concealed Caverns event, Heph admits that Seraph's attempts to build and uphold the Covenant were sincere, and that Herzal's actions helped push him over the edge.
  • Luck-Based Mission: Which form you face at the end of the run determines how effective certain builds will be. In newer versions, you can check this at any time during the run, but beforehand it would only be known when you actually reach the boss, which can sink many runs. To whit:
    • Seraph the Chaste will purge half of any Buffs or Debuffs each time he acts. This shuts down many builds, such as Rage, Spikes, and Frostbite builds, but can be countered with builds that do not rely on status effect-based Buffs (like armor, raw damage, abilities like Incant or Eaten+Gorge, etc.)
    • Seraph the Diligent will Consume the first Spell played every turn. Most builds will suffer from this if they didn't hang on to disposable spells, but Spam Attack mage builds will suffer most. However, not relying on magic (or, if doing so, relying on things like a de-Consumed Preserved Thorns for replenshable spells) can get around this limit.
    • Seraph the Patient will attack right from the get-go, and will grow in power for every spell cast and every unit summoned. Spam Attack and Zerg Rush builds will suffer, as Seraph's damage will quickly spiral out of control. However, builds that rely on a small number of hyper-powerful units and little spellcasting can power through him, and the Stygian Guard have a silence spell that can remove this ability and let them spam spells again with impunity.
    • Seraph the Temperant will repeatedly stack Sap on friendly units, reducing their attack power. This is bad in general, but it becomes an especially big problem for low-damage gimmick attack units such as the ones the Stygian employ; because of how attack stats work, Sap reducing their damage to 0 will prevent them from attacking entirely, ruining their special abilities. However, it has no effect on spells, so Spam Attack spell builds, or units with very very high base damage or strong damage scaling through the battle, can bypass or overpower the Sap and become much much stronger.

Others

    The Last Divinity 
https://static.tvtropes.org/pmwiki/pub/images/the_last_divinity_2.png
A Divinity still exists, one of space and time. If you are ever to threaten it, it will likely use those powers against you, never allowing you to truly reach your goal, instead repeating your struggle over and over and over. I’ve looked for a way to broker peace, I’ve studied all I can, but I’ve still yet to come up with a solution. And if history is any guide, it may be best that I am not the one to find it.

  • A Taste of Power: Will sometimes appear in Concealed Caverns events to ramble at you for a spell before giving you a powerful artifact that will only last one battle.
  • Achilles' Heel: Daze spells prevent it from resolving its turn to use Purify, allowing players to both slow its attacks and to pile on debuffs. It's especially vulnerable to the Stygian Guard's Siren Song spell, as it can't be moved, but it can still be afflicted with the Pyrebound spell's Daze stacks. As a result, units can potentially camp on the top floor, typically the most dangerous one as the Divinity attacks with Sweep on it, so long as they can consistently hit the Divinity with Siren Song every couple of turns.
  • All Your Powers Combined: Possesses a different exotic enemy attack type on each floor. It has Trample on the first, Multistrike in the middle, and Sweep on top.
  • Blue-and-Orange Morality: One of its event conversations with the protagonists has it admit that after subjecting them and the forces of Heaven to uncountable loops of violence, it believes it has made them suffer enough to atone for their crimes against the Titans. However, as a Non-Linear Character, the version of itself they fight whenever they try to relight the Pyre is still incredibly cross with them, so they'll have to find their own way out of its trap.
  • Conflict Killer: In the lore of the For the Greater Good card, Herzal and Seraph stand side-by-side with a combined army to put it down once and for all.
  • Contractual Boss Immunity: Its innate "Purify" effect causes it to purge Frostbite and Reap debuffs once they deal a single instance of damage to it. This seriously guts the usefulness of those debuffs outside of its Relentless phase and renders them very unreliable for dealing with the Divinity's massive health pool.
  • Crusading Widower: Locked Heaven and Hell in their current unending battle for taking the Mother and Child away from it.
  • Damn You, Muscle Memory!: Twofold. The bosses it summons during certain waves don't come with Relentless as they did when you fought them before, and the Divinity's own Relentless phase starts at the top and makes its way down instead of rising from the bottom like all the other ones encountered in the game.
  • Degraded Boss: Not the Divinity itself, but some of the minions that it summons to battle normally appear as lesser bosses in their own right. They also don't have Contractual Boss Immunity anymore, making it so that they're now vulnerable to being killed instantly by the Crushing Demise and Petrified Skull spells.
  • Downloadable Content: Can only be fought if the titular "The Last Divinity" DLC has been purchased.
  • Frickin' Laser Beams: How it attacks.
  • Hidden Villain: It's been laying low since humanity led a rebellion against most of the Titans. Seraph does not answer to it.
  • Large and in Charge: The Last Divinity is the largest of all possible encounters, imposing itself over all three floors of the train at once instead of moving between floors each round as most major bosses do. This carries over to its Relentless phase, allowing it to bring the battle to a conclusion in a single round rather than affording the player extra time to rebuild defenses on upper floors.
  • True Final Boss: If the player has gained 100 Pact Shards (also introduced in the DLC) during a run, then The Last Divinity will be encountered after the regular Final Boss fight with Seraph.

    Dante the Deceptive 
https://static.tvtropes.org/pmwiki/pub/images/dante_the_deceptive.png
Little is known of Dante, and what I do know I can't truly trust. While he seems to reign from Hell, he's made friends with many Winged casting doubt on the place of his origin. But, he's always provided his help in the direst of times, so I will not question his allegiance.

  • Ambiguously Related: He's possibly of the Melting Remnant given his usage of magic wax candles, but he's not listed as an affiliate in his specs, and not even the writer of the log book is sure he's a demon at all.
  • Difficult, but Awesome: Dante has a Multistrike modifier that increases the more Blight cards are in your deck, whether they be ones you own or ones enemies put into it. Juggling these otherwise dead draws is tricky, but it will allow Dante to attack more often.
  • Magikarp Power: Dante's stats are measly, but he comes packages with three Blight cards that let him attack thrice (on higher Covenants, the player will also have at least one Deadweight Blight card, as well), and unlike Champions, he can be freely modified at shops, have his properties altered during events, and even outright duplicated.
  • The Sixth Ranger: The only non-mechanical Clanless playable unit until Heph became recruitable. To stress this, his card just says "Dante" where a demon or species classification would be.
  • Wild Card: While he's introduced fleeing from Seraph's forces, Dante is actually chummy with a lot of Winged, so he's regarded cautiously by his current demonic allies.

    Herzal 
https://static.tvtropes.org/pmwiki/pub/images/herzal.jpg
A Titan who forged the Rail and masterminded the Covenant between Heaven and Hell.
  • Bold Explorer: The Logbook details his findings from travelling the various Rings of Hell.
  • Bystander Syndrome: For the sake of diplomacy, Herzal often held his tongue when he saw what he perceived to be great injustices practiced by demonic societies.
  • Horrifying the Horror: As a Titan, Herzal's just a few tiers below the Divinities, but he found himself disturbed and oftentimes fearing for his life while exploring Hell.
  • Human Popsicle: Branded a "False Prophet" by Seraph for throwing his lot in with Hell, Heaven punished Herzal by encasing him in a massive block of ice.
  • Judgement of the Dead: This was Herzal's original function as a Titan.
  • Nice Job Breaking It, Hero: Besides the vague allusions in his Logbook about how he may be responsible for Heaven's invasion of Hell, showing the Umbra better smithing techniques and teaching them how valuable Void shards actually were caused the Crucible to become even worse with more frenzied mining and its population growing steadily more addicted to consuming what they thought was initially a worthless mineral.
  • Sympathy for the Devil: Literally. Despite knowing full well how violent, eerie, aggressive, and outright criminal demons can be, he condemns Seraph for trying to eliminate them all without just cause.
  • Ultimate Blacksmith: Created the Boneshaker, the Automatic Railspikes, and the Spikedriver Colony among other wonders.
  • Unreliable Narrator: The world and its story are conveyed chiefly through his Logbook. There are a number of clues in the environment and dialogue that hint that Herzal's accounts aren't entirely objective, and he may very well have provoked Seraph into launching his invasion by attacking Heaven first.

    Heph 
https://static.tvtropes.org/pmwiki/pub/images/heph_the_blacksmith.png
A Titanspawn. Heph is Herzal's daughter and a skilled blacksmith herself who runs the Dark Forge. Given how badly Armageddon went for her father, she's initially reluctant to directly work with the rebels, but she can be recruited if certain conditions are met.
  • Cruelty Is the Only Option: To recruit her, you need to use the Good Ol'Wingmaker spell she entrusts you with for testing more times than she recommends. When you meet her again after this, she's horrified that you mauled it so badly, and only joins your team because she wants to repair the damage you did to it.
  • Gameplay and Story Integration: As a playable unit, she's about half her usual size due to having a unique upgrade in one of her slots called "Made to Fit" which reduces her capacity by three, leaving her at three.
  • Herd-Hitting Attack: Heph has Trample as an inherent skill.
  • Promoted to Playable: In the DLC.
  • Space Master: She can increase the capacity of a floor she's on by one at the end of each turn.

    The Historian 
Known for his generous offerings of thanks to those participating in his research, the Historian seems to have coin to spare for pursuits considered unproductive in these times.

  • Adventure Archaeologist: Unlike the reclusive Wurmkin, the Historian is personally journeying across Hell in search of treasure, wisdom, and artifacts.
  • Dungeon Bypass: If the player encounters the "Ornate Chests" Concealed Caverns event, and has the Petty Theft spell the Historian can give them in their deck, then they can open both chests without having to expend any Pyre health.
  • Gentleman Thief: Loves money almost as much as he loves knowledge (he'll pay to get more of the latter), and remains polite and well-spoken whenever he chats with the protagonist. Even Herzal, who doesn't condone theft, finds him charming.
  • My Species Doth Protest Too Much: His broad build and red skin imply that he's one of the Hellhorned, but he leans hard into the academic pursuits of its Scribes and Grrrg rather than its warriors. Unlike most of the Hellhorned, he's neither naked nor is his outfit in tatters.
  • Sharp-Dressed Man: The only fully-clothed Hellborne that isn't of the Titans, Dante, or the Melting Remnant.

    Malicka 
https://static.tvtropes.org/pmwiki/pub/images/bnibxkv.jpeg
Formerly Herzal's counterpart as the Titan judge of natural laws, Malicka has since become capricious and cruel. She can be found wandering the underworld, malevolently distorting creation and tempting passerby with deadly contests stacked in her favor.
  • Armor-Piercing Attack: The Cracked Helmet artifact you can receive from taking on the Judgmental Fittings grants a piercing buff to all your current or future damage spells.
  • Back from the Dead: The Immortality Potion artifact you can be rewarded with for overcoming the Broken Wheel gives all of your units the Endless status buff, returning them to the top of your deck rather than the consumed pile.
  • Deader than Dead: Defied. She tried to create a concoction that would cause humans, angels, and demons to die in the afterlife. The resulting artifact from this experiment is the Immortality Potion, implying that her experiment had the opposite effect.
  • Mad God: Was already dangerously unstable way before the rebellion against the Titans, making humanity completely invincible on a whim, and randomly turning the water in rain to pure poison among other divine mischief.
  • Mix-and-Match Critters: She has a shark fin, bird legs, and an enormous worm where her right arm should be.
  • Morality Pet: After Herzal's demise, she promised to protect Heph in his stead. Unfortunately, everyone else around her, including her daemonic allies, is free game.
  • Not the Intended Use: The Broken Wheel artifact she can burden the player with is supposed to be a hindrance given that so long as they have it, any non-Champion unit will be purged from their decks permanently. It has a tertiary benefit of making it cheap and easy to expunge unwanted cards by just throwing them at a battle they're guaranteed to lose.
  • Psychopathic Manchild: One of the oldest beings in creation, and a big victim of Immortal Immaturity not seen in her fellow Titans.

    Merchants 
https://static.tvtropes.org/pmwiki/pub/images/merchant_02.png
Despite my several attempts to win the support of the furry traders, the merchants of Hell have decided to stay neutral. Finally, after much pestering, they allowed me into their guild. That hasn’t stopped them from wringing me of any spare coin.

  • Intrepid Merchant: Averted. They only open their doors to the player once the ring their shop is in has been unfrozen.
  • No Hero Discount: Not even to the revolutionaries who are trying to save the very underworld they live in. The Guild Marker artifact a player can find or buy will reduce their costs by 25%, but it's a random drop and offering, and it can even appear in the very last Merchant of Trinkets shop in a run.
  • Proud Merchant Race: With a bit of friendly rivalry among shops sprinkled in.

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