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.

  • 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

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

Time Is Of The Essence

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

Time Is Of The Essence

  • All cooldowns become 6% shorter.

Master Lumberjack

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

A True Cowboy

  • Your lasso auto-aims at others while on horseback.
  • +17% gun damage on horseback.

Anger Issues

  • Taking damage gives a stacking temporary damage boost (+8% per stack, up to 5 stacks / +40%, 4s duration).

Archer's Child

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

Belmont Family Crest

  • +25% melee damage against vampires.
  • Take 25% more damage from humans (melee only).

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.

Equinophobia

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

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: 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.

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.

FAUX: Tea Time

  • Drinking Tea cooldown shortened from 7s to around 1s.
  • -30 Max HP
  • also does Something else...
  • Requires the normal Tea Time to function.

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.

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.

Focused Jockey

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

Free Runner

  • +20 stamina.
  • Your combat roll becomes a damaging combat slide that deals 3 damage and briefly ragdolls anyone hit.

Gunslinger's Grit

  • On kill, regenerate 25% of your HP.

Head Hunter

  • Your bullets pierce protective hats.

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.

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)

Light Sleeper

  • Recover ~2 seconds faster after being knocked down.

Lung-Shot

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

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.

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).

Master Archer

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

Master Practitioner

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


Merfolk

  • Breathe underwater.

Narcoleptic

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

Nocturnal

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

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

Perfectionist

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

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).

Poltergeist

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

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.

Quick Draw

  • Equipping your revolver enters a quickdraw state: increased fire rate and accuracy.
  • 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.

Soul Cleaver

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

Steady Hands

  • 25% less passive spin charge drain.

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.

Strong Presence

  • Hostile events and encounters no longer ambush you.

Sturdy

  • Sturdy gives a +25 max HP buff as well as making it take 3 hits to finish you when you're downed.
  • This is bypassed by executioner and Molotovs however.

Tea Time

  • Between 3-5 PM Teas will have a 1s cooldown instead of a 7 second cooldown.

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

  • 30% damage reduction while below 50% stamina.

Total Checkmate

  • Throws 6 knives on right click, dealing 4 damage per knife compared to the base 12. The 6 knives are thrown in 2 volleys.

Twenty Meter Radius Steel

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


Veteran

  • Reloading a revolver no longer empties unused chamber bullets.

Victory Crawl

  • Crawl whilst knocked down, instead of remaining stationary and ragdolled.


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.

Wind God

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

Winged Man

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

Winning Streak

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

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.

Vampire Cards (Moves)

The cards are purchased at Core. Adding and changing move cards will cost 2 vials.

A vampire’s kit consists of an interchangeable Basic Attack, Move 1, Move 2, Move 2, and Move 3.

Basic Attack Variants:

  • VampireCombo
  • FistCombo
  • HeirloomSword

Moves:

  • tier 1: bite, siphon, prowl, uppercut
  • tier 2: claw barrage, suplex, onslaught, basic attacks
  • tier 3: bat swarm, superhuman agility, blood pierce
  • tier 4: everything else

Vampire Cards List

Card Effect
Basic Attacks (available from Tier 2, replace your standard attack)
Vampire Combo
  • [M1 Vampire Combo]

  • [Devastating Kick]

  • [Crescent Kick]

  • [Devastating Kick Execute]

Fist Combo
  • [M1 Fist Combo]

  • [Devastating Kick]

  • [Crescent Kick]

  • [Devastating Kick Execute]

[Heirloom Sword]
  • [M1 Sword Combo]

  • [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.


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]

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]

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

  • Superhuman agility – speed boost and improved jumps.
  • Also performs two bashes in the direction you're facing, dealing 5 + 5 = 10 damage total.
  • Cooldown: 4s


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

  • After a brief charge, fire 2 lasers from your eyes that ricochet off metal.
  • Body hit: 29 + 29 = 58 | Head hit: 44 + 44 = 88 | Cooldown: 25s


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