Cards

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Here you can find descriptions of human and vampire cards. Press M to view your active cards.

Human Cards

Cards are passive buffs or moves obtained from the Witch in the Swamp. Each tier you reach grants 1 card slot, with 3 tiers total.

Humans receive a free choice of one of three cards at Tier 2, Tier 3, and completion of Tier 3 at 350 EXP. Selected cards fill an empty slot. Eligible existing characters receive any missing choices when joining.

  • Cards can be bought for 150 Moolah; you get a hand of 3.
  • After a reading, you pick 1 card to keep. Cards can be replaced by selecting the slot they occupy.
  • The first reveal is free; flipping the other two costs 50 Moolah each.
  • If the cards dealt do not suit you, you may refuse them by clicking on any card and pressing I reject this fate

Cards effects do not stack (duplicates are obtained through the power of the Rokakaka)

To use a Faux variant of a card you must have its normal counterpart, otherwise it won't be functional.


Human Cards List

Card Effect

Sancta Irae

  • Sancta Irae was completed in the 25 October update. Its effect is not yet documented here.

Powder Formula

  • Smoke Bombs last 1.5 times longer and create smoke that is 1.5 times larger. Anyone inside has a smaller hitbox and cannot be detected by Ocular Prowess.
  • Smoke Bombs no longer explode. Their smoke extinguishes fire zones, including those created by Molotovs and Magician's Red.


Master Lumberjack

  • You now swing your axe (%?) faster.

Time Is Of The Essence

  • All cooldowns become 6% shorter.

Ice Skates

  • You no longer slide on ice, seasonal or created by White Album.

Equinophobia

  • Bashing with your horse no longer depletes all of its stamina.
  • Deal 20% more bash damage.

Strong Liver

  • Mitigates side effects of drinking tonic (such as dizziness), allowing you to drink more before falling unconscious – it takes 8 tonics to knock you out.

Steady Hands

  • 25% less passive spin charge drain.

Wrecking Ball


FAUX: Wrecking Ball

  • Spin: Wrecking Balls release 12 satellites upon impact in all directions, dealing 2–3 damage each (3 on crit), with slight homing.
  • –35% damage on direct hits with Spin: Wrecking Balls.
  • Requires normal Wrecking Ball to function. Obtainable from Wekapipo. Cannot be traded.

Victory Crawl

  • Crawl whilst knocked down, instead of remaining stationary and ragdolled.
  • Hidden buff: you get up from a knockout much earlier.


Master Archer

  • Shoot three arrows at once with a bow.
  • 25% slower draw speed on bows.
  • 35% reduced damage with bows.

Winning Streak

  • Each consecutive shot on the same target deals +10% damage, up to 5 stacks (+50%).
  • Stacks reset after 4 seconds unless refreshed.

Master Angler

  • Increases chance of reeling up Epic and Legendary fishing drops.
  • Final % chance is multiplied: Legendary ×1.15, Epic ×1.1, Rare ×1, Common ×0.75 (stacks with bait).

Pyromaniac

  • Fire created by you no longer damages you.
  • Fire created by you deals 25% increased damage.
  • Applies to molotov fire, Magician’s Red fire, and flame arrow fire. TWAU gasoline does not count.

Merfolk

  • Breathe underwater.

One With Nature

  • Passive buff according to current server season:
  • Summer → +10% Speed
  • Winter → +7.5% Damage resistance/defense
  • Spring → +7.5% Damage
  • Autumn → 2× Knockback

Plunder Shot

  • Coin gun damage reduced by 90% (to 0.1×).
  • Shoot a volley of 10–15 coins shotgun-style (cost per shot, not per coin).
  • Ammo types: Copper ($10, ~0.9 dmg), Silver ($25, ~1.4), Gold ($50, ~2.4), Platinum ($100, ~3.2).

Master Practitioner

  • Throw Spiraling pitches with Spin – steel balls orbit an area at high speeds, creating a mini-buzzsaw.


Light Sleeper

  • Recover ~2 seconds faster after being knocked down.

Focused Jockey

  • Ocular Prowess on horseback increases your horse's speed (up to 25) for its duration.

Head Hunter

  • Your bullets pierce protective hats.

Main Character Syndrome

  • Press B (or the tool) to strike a pose for 5 seconds, healing 30 flat health over the duration.
  • While posing you are immobile, cannot back out, and take 50% more damage.


FAUX: Main Character Syndrome

  • Press N (or tool version) to strike a pose - stationary for a few seconds with counter frames.
  • The pose uses 15 stamina and lasts 1 second; if hit during this window, the user dodges to the side and takes F:MCS off cooldown immediately.
  • If not hit, the user is put into a drowsy animation for 1 second, uses another 15 stamina, and F:MCS goes on a 16s cooldown.
  • Requires the normal Main Character Syndrome to function.


Violent Tendencies

  • Press J (or the tool) to stomp the ground, crushing the skull of anyone beneath you and gaining a stacking stat boost (speed, health, damage).
  • Base version only damages knocked players.
  • Executions restore all stamina and reduce all current cooldowns by 10 seconds.


FAUX: Violent Tendencies

  • Press J (or the tool) for an axe kick that hits both knocked and standing players (~20 dmg), with increased range and speed, plus a stacking stat boost (speed, health, damage).
  • Requires the normal Violent Tendencies to function.
  • Hits slam the target down, like King Crimson. Using the move consumes 15% stamina.
  • Executions reduce non-global skill cooldowns by 30%. The update notes request that this apply after the normal card's 10-second reduction; the order is not confirmed.


Soul Cleaver

  • Sabre attacks gain a larger hitbox and +10% damage.
  • –50% gun damage.

Gunslinger's Grit

  • On kill, restore 22% health instead of the usual 15% and reload 50% of your ammunition.

Wind God

  • Reduced dash/slide cooldown (3s → 2s).
  • –10 max HP.

Strong Presence

  • Hostile events and encounters no longer ambush you.

Anger Issues

  • Taking damage grants a temporary stacking damage boost. Each damage tick adds 3%, up to 15%; the stacks last 4 seconds, and taking another hit refreshes their duration.

Nocturnal

  • At night, gain Night Vision (green tint) to see clearer and farther.


FAUX: Nocturnal

  • While in Ocular Prowess (activated by X), you can see entities behind solid objects (NPCs, players, mobs) and highlight players map‑wide – useful for wallbangs and sniping.
  • Requires the normal Nocturnal to function.


Hyperventilator

  • Max stamina is decreased by 20, in exchange there is very little delay between using stamina and regaining it, your stamina regens faster. (Roughly 18.5 stamina/s compared to roughly 13 stamina/s base)

Narcoleptic

  • Increase the time you’re downed by 5 seconds and heal 50 HP upon getting up.

Perfectionist

  • 1.1× damage at full HP.
  • 0.9× damage below full HP.

A True Cowboy

  • Your lasso auto-aims at others while on horseback.
  • +10% gun damage on horseback.
  • Take 15% more damage from all sources.


Archer's Child

  • 1.5× draw speed on bows.
  • 2× fire rate on bows.

Belmont Family Crest

  • Deal 25% more melee damage to vampires and zombies.
  • Deal 25% less melee damage to humans.
  • With a Whip, critical tip hits can sever a Vampire player's limbs.
  • You last name changes to Belmont.

Boy With Fists

  • +20% melee damage (more if standless). Applies to gun bashes, slides, dagger/sabre slashes; works with stands.
  • Stacks with Winged Man.
  • –35% gun accuracy.

Can't Lay Off The Tonic

  • More damage the more tonics you drink (+25% each, up to +100%).
  • Throws bottles after drinking (damage + disorienting effect).
  • Take damage over time if you don't drink tonics.
  • +10% damage taken.

Coin Roller

  • Currently disabled at the moment.
  • It was supposed to be: Your coin's deflection can turn into an explosion (rare chance).

Demolitions Expert

  • Deal +15% explosive damage and take 65% less damage from your own explosives (based off of their base damage).
  • Works with Killer Queen and 20th Century Boy.

Desperado

  • The lower your HP, the more gun damage (up to +50%).
  • Does not work with bows. The damage scaling is halved for non-revolver weapons.

Evil Eye

  • Ocular Prowess lasts 50% longer (5s → 7.5s).
  • Ocular Prowess cooldown +50% (10s → 15s).

Executioner

  • A headshot dealing more than 40 damage that would knock someone decapitates them.


FAUX: High Noon

  • Autoaim during Ocular Prowess.
  • Much shorter Ocular Prowess duration (reduced to 2s base) and greatly increased Ocular Prowess usage while active.
  • Ocular Prowess charge time increased to 100 seconds.
  • During autoaim, you will deal 50% less gun damage.
  • –10 max HP.
  • Requires the normal High Noon to function.


FAUX: Tea Time

  • Drinking Tea cooldown shortened from 7s to around 1s.
  • Tea buffs are 50% stronger, and brewing is faster. The card gives an item that lets you carry a teapot and brew on the go.
  • No maximum-health penalty.
  • Requires the normal Tea Time to function.

Flesh Automaton

  • Upon taking lethal damage lose a limb; once 3 limbs are lost, if lethal damage is taken, a pulsating sound will be heard before the user explodes.
  • This will not save you from instant executions.
  • Limbs are lost in the order: right leg, left leg, left arm. Losing legs will cripple the user, rendering them unable to run and jump.
  • Limbs can be regenerated by Crazy Diamond, but the count of lost limbs does not reset (same number of chances as before).
  • This card makes the user take 30% more damage from all sources.


Free Runner

  • +20 stamina.
  • Your combat roll becomes a damaging combat slide that deals 3 damage and briefly ragdolls anyone hit. A dash is followed by a second roll.


High Noon

  • At noon, an audio cue plays and you gain autoaim for 5 seconds.
  • These auto aimed shots will deal 50% less damage.
  • –10 max HP.

Lung-Shot

  • This card only applies to Tusk and Guns. Enemies hit with guns have their stamina drained by the 50% of damage dealt to them.

Poltergeist

  • Nearly invisible during combat roll.
  • Combat roll costs 80% more stamina.


Quick Draw

  • Equipping your revolver enters a quickdraw state: increased fire rate and accuracy. When Quick Draw triggers, it switches to hipfire or fanfire so you can shoot consecutively.
  • Smaller cooldown for standless users.
  • Reduced mobility during the pose.
  • Doesn't work with the Mauser (not a revolver).


Seasoned Hunter

  • Spawn in with a Wooden stake (if u dont have it) and Vampires get 45% less blood from you.
  • User gets -10 max HP.

Secret Technique

  • Upon reaching 40% HP or less, the user will run 25% faster, playing a different running animation while playing the "Run Smokey!" audio from part 2 of JJBA.


Show Me A Good Time

  • +10% sabre attack damage.
  • Parry projectiles (0.45s parry frames on slash/equip).
  • 12% less stamina drain if standless.


Silver Prodigy

  • Silver Dagger base damage 8 → 9.
  • Increase Silver Bullet cap to 70 (from 35).
  • Doesn't stack with Boy With Fists.

Silver Wireset

  • Makes the Steel Wireset apply silver burn to vampires.

Small Cuts

  • Receive 20% less damage if hit in quick succession. This works with any rapid damage which mostly includes multi-hits and fan firing.
  • Receive 10% more damage.

Snake Eater

  • Turn partially invisible when standing still, regenerating stamina faster.
  • Your name and gang tag are still visible to others.


Sneaky LowLife

  • People in ocular prowess will not be able to highlight the user.
  • The user gains a tool called "Pickpocket" if they're an Outlaw; this can be used to steal a random amount of money from another player ($10-$200) at the cost of gaining +$5 bounty.
  • The user has -10 max health.


Sturdy

  • Take 3 hits to finish you when you're downed.
  • Increases your maximum health by 5%.
  • Reduces your damage by 5%.

Tea Time

  • Between 3-5 PM Teas will have a 1s cooldown instead of a 7 second cooldown.
  • Brew twice as much tea. Drinking forces walking without an additional movement-speed penalty.

Time Heals All Wounds

  • Gain additional passive health regeneration. Heals 1 HP per second.
  • Takes 1 min 40 seconds to fully heal up after being downed with base health. This card does not scale with max HP.

Tonicmaster

  • Spawn in with three tonics upon death/leave.
  • Tonic cap increased [5 → 10].
  • Tonics return 15% more health to you (per drink).
  • Makes you throw tonic bottles after consumption, dealing damage and applying a disorienting effect.

Too Tired To Fall

  • 20% damage reduction while below 50% stamina.

Total Checkmate

  • Throws 6 knives on Right mouse button M2, dealing 4 damage per knife compared to the base 12. The 6 knives are thrown in 2 volleys.


Twenty Meter Radius Steel

  • Steel Wireset Right mouse button M2: a 20-meter radius steel attack.


Veteran

  • Reloading a revolver no longer empties unused chamber bullets.

Winged Man

  • +25% damage while midair (applies to stand damage too).
  • No effect while grounded or airborne-piloting.

Vampire Cards (Moves)

Adding and changing move cards at Core costs 2 vials. Some moves are exclusive to Blood Forge crafting and cannot be obtained through reshapes.

A Vampire's kit uses interchangeable basic attacks and numbered move slots.

Basic Attack Variants:

  • VampireCombo
  • FistCombo
  • HeirloomSword

Moves:


Vampire Cards List

This information may be incorrect/incomplete due often vampires changes

Card Effect
Basic Attacks (available from Tier 2, replace your standard attack)
Vampire Combo
  • [Left mouse button M1 Vampire Combo]
  • The last two hits are slower than the first two.

  • [R Devastating Kick]

  • [Crescent Kick]

  • [Devastating Kick Execute]

Fist Combo
  • [Left mouse button M1 Fist Combo]

  • [R Devastating Kick]

  • [Crescent Kick]

  • [Devastating Kick Execute]

[Heirloom Sword]
  • [Left mouse button M1 Sword Combo]

  • [R Sword Boomerang]

  • [Ariel Sword Boomerang]

  • [Sword Boomerang Execute]

Tier 1 E

Bite

  • Dash forwards performing a bite that does light damage (~10) and knocks back your target.
  • Cooldown: 12s


Siphon

  • Perform a grab that drains blood from your victim while holding them in place, then throws them away.
  • Damage: ~10–15 | Cooldown: 12s
  • Victim gets a quick‑time event to break free; if they succeed, they knock you back and deal 10 damage to you.
  • Update 2.4 reduced the hitbox and added recovery time after use. Cancelling Siphon now clears stun from both players.
  • Reworked on 25 October. This description, its values and the demonstrations are from the previous version.


Prowl

  • Lunge forwards before performing a slash that does decent damage (16).
  • Cooldown: 12s


Uppercut

  • Powerful uppercut that launches the enemy, dealing 16 damage.
  • Cooldown: 12s

Tier 2 R

Vaporization Freezing

  • Grab infront of you, freezing anyone caught.
  • Damage: ? total | Cooldown: ?s

Claw Barrage

  • Perform an array of slashes in front of you dealing damage to anyone caught in its path.
  • Damage: 3.4×6 + 6 = 26.4 total | Cooldown: 15s


Double German Suplex

  • Perform a grab that transitions into a double suplex, leaving the target briefly stunned.
  • Damage: 8 + 8 = 16 total | Cooldown: 15s
  • If used mid‑air, performs an Aerial Double German Suplex dealing 21 damage instead (also stuns).


Onslaught

  • Perform a zig‑zag slash in front of you dealing damage to anyone caught in it.
  • Damage: 9×4 = 36 total | Cooldown: 15s

Tier 3 G

Shadow Submergence

  • Press G to dive underground. Your screen darkens while players appear as white silhouettes. Press G again to rise with an axe kick that slams targets down.
  • Damage and cooldown: not yet confirmed for the reworked move.

File:Shadowsubmergence.gif Demonstration from before the 25 October rework.


Bat Swarm

  • Transform into a swarm of bats for 2 seconds, granting flight and I‑frames from guns and explosions.
  • Damage: 0.8×13 = 10.4 total (if enemies are caught) | Cooldown: 20s


Superhuman Agility

Reworked


Blood Pierce

  • Unleash blood in an area around you, binding anyone hit in place for 6 seconds.
  • No blood cost, no damage. Cooldown: 20s

Tier 4 X + V

Space Ripper Stingy Eyes

  • Reworked.

Body Invade

  • Dive in the direction you're facing; if you land, invade the target for 5 seconds before leaping out.
  • Damage: ~15–20 | Cooldown: 20s
  • Dive length scales with your current HP.


Rushdown

  • Rush forwards kicking your target into the air, jump up, and slam them back down.
  • Damage: 12 + 17 = 29 total | Cooldown: 20s


Lotus Kick

  • Dart forwards, kick the target into the air, perform 3 more mid‑air kicks, then kick them away.
  • Damage: 12 + 4.2×3 + 6 = 30.6 total | Cooldown: 35s

New Vampire moves

Some Vampire moves can only be crafted at the Blood Forge and cannot be obtained through reshapes. The update does not specify which of these new moves are exclusive to crafting.

Move Slot Known effect
Disintegrate Move 4 Has a special finisher against low-health players.
Psychosis Move 2 —
Hellfire Move 2 —
Voltage Trap Move 2 —
Divine Sandstorm Move 3 —
Gearshift Move 3 Has a special finisher against low-health players.