This guide covers the Swamp of Judgment in Chaos Zero Nightmare (CZN), including the best team builds, bosses, elite monsters, equipment, farming methods, events, and more.
Table of Contents
| Chaos Manifestation Strategy | ||
|---|---|---|
| The Blue Pot | Twin Star's Shadow | City of Mist |
| The Foretold Ruin | Swamp of Judgement | - |
Swamp of Judgment Chaos
Has Valuable Armor With ATK Skills
This area offers many excellent pieces of equipment, such as the Fairy King's Crown (an Armor with an Attack-related skill) and the Immortal Scale (which increases the number of Counterattacks). This makes it a great place to farm for Attacker gear.
Recommended Equipment
| Equipment | Ability |
|---|---|
Fairy King's Crown | Armor Crit chance+6% |
Immortal Scale | Armor When gaining Counterattack from a skill, gain 1 additional Counterattack |
Dagger That Tricked the Shadow | Weapon Crit Damage +12% |
Verdant's Shackles | Trinket ATK+12%, DEF+12% |
Prioritize to Increase Exploration

The Swamp of Judgment Exploration rewards include . Additionally, at Lv. 15, Lush Seaweed Armor is also unlocked, making it a high priority to increase Exploration.
If You Want to Increase Exploration
To increase your Exploration Level, farm the Swamp of Judgment. You can do this efficiently by encountering monsters and traversing Unidentified Areas.
Swamp of Judgment Best Characters
Recommended for All Attackers
The set of equipment that increases Crit chance and Crit Damage is powerful, making this a recommended area for all Attackers. However, for characters who primarily use 0-cost Cards or basic Attacks, more optimal equipment is available elsewhere.
Swamp of Judgment Best Farming Team
Order or Justice Attackers Are the Best
In the Swamp of Judgment, enemies weak to Order and Justice appear in roughly equal numbers, so it's recommended to use an Attacker of either type. Also, some elite monsters and bosses react to the number of Cards used or the number of times damage is dealt, so high ATK is required.
Character 1 Replacements
| Alternative Character | Reason |
|---|---|
Yuki | Order Attacker - Has many AoE Attacks, making it easy to clear enemies - Lacks damage if you can't get enough Epiphanies to activate |
Beryl | Justice Attacker - An Attacker who can also provide draw support - Since she relies on retain, she's affected by Epiphanies and takes time to reach her full potential |
Sereniel | Instinct Attacker - A strong candidate if not considering weaknesses - An excellent character who can both deal damage and replenish AP |
You should use an Attacker to carry the team, but both Order and Justice are somewhat lacking. Depending on the characters you own, it may be easier to clear by using a powerful Attacker of another attribute.
Character 2 Replacements
| Alternative Character | Reason |
|---|---|
Magna | Justice Supporter - A Supporter who uses Shield and Counterattack - She can reduce incoming damage while also attacking, but requires AP support to use |
Narja | Instinct Supporter - A Supporter with both buffs and healing - They can also serve as an Attacker, but since they're not the weak attribute, it's better to focus on support |
Nia | Instinct Supporter - A Supporter who can use low-cost draw skills - She can cycle the deck and heal, so consider using her if your damage is sufficient |
Each character has a different role, so choose one based on what your team is lacking. It is recommended to use a support character that addresses your party's weaknesses, such as by improving hand cycling or increasing durability with Shields.
Swamp of Judgment Boss
Elemental Spirit

| Weakness | Order |
|---|---|
| Features | - Takes increased damage until it acts - Gains Roar's Recoil after HP drops to a certain level - After gaining Roar's Recoil, its Attack changes to a weaker one if it takes a certain amount of damage each turn |
The Elemental Spirit is easy to damage before it acts, so attack it aggressively. Also, after its HP drops below half, it enters an Upgraded state after its healing action, so finish it off in one go.
Plague Lord

| Weakness | Order |
|---|---|
| Features | - Encroaching Fear decreases by 1 each time it takes damage - Its mask changes when Encroaching Fear reaches 0 |
Attacking Plague Lord reduces its Encroaching Fear, causing it to take powerful actions. Prioritize using high-damage Cards.
Swamp of Judgment Elite Monsters
| Enemy | Characteristics |
|---|---|
Spirit Kefox | Fellowship When an allied Kefox takes damage, the Fellowship persistent effect decreases by 1. If all are removed, it enters the Fury state. |
Evil Spirit Dullahan | Bones of the Fallen When this monster takes damage, it gains Sturdiness. Upon reaching a certain amount of Sturdiness, it switches to a powerful attack action. |
Evil Spirit Salamander | Devastating Wind If your hand is full, the Evil Spirit Salamander changes its action to a powerful attack. |
Elemental Phoenix | Transforms into a monster when HP reaches 0. |
Dominion | Strict Marshal Each time this monster is hit, Strict Marshal decreases. When all have decreased, it changes its action. |
Beam Shooter | Charging Obtains the Charging buff from the Recharger. When it has 3 stacks, it uses a powerful attack. |
Slaughter | Incineration Sequence After a certain number of turns, this monster switches to a powerful attack action. |
Automata Cavalry | Hammer of Retribution This monster changes actions every set number of turns and also changes actions when its Shield is removed. |
Swamp of Judgment Events
All Events List
Flower of Life 1

| Choice | Effect |
|---|---|
| Try to keep the flower alive | Dice Roll 6 Success: Purge 1 selected Card, Max HP +5% Failure: Event ends |
| Receive the flame | Choose 1 of 3 random Common Cards to obtain |
| Pluck the flower | Forced to obtain Curse Card [Fairy's Curse], obtain Equipment [Withered Flower of Life] [Performance of Fairy's Curse] Cost 1 [Exhaust 2] If in hand at end of turn, the damage, Shield gain, and Heal amount of the next Card used is reduced by 20%. [A Withered Flower of Life] Weapon If at max HP, damage +40% |
| Combat | Purge 1 selected Card |
Flower of Life 2

| Choice | Effect |
|---|---|
| Help the spirit | Dice Roll 6 Success: Purge 2 selected Cards, Max HP +5% Failure: Event ends |
| Receive the flame | Choose 1 of 3 random Common Cards to obtain |
| Step on the flower | Forced to obtain Curse Card [Fairy's Curse], obtain Equipment [Flower of Life] [Performance of Fairy's Curse] Cost 1 [Exhaust 2] If in hand at end of turn, the damage, Shield gain, and Heal amount of the next Card used is reduced by 20%. [Performance of Flower of Life] Weapon If at max HP, damage +50% |
| Combat | Purge 2 selected Cards |
The Spirit of Crisis

| Choice | Effect |
|---|---|
| Pull up the spirits | HP -10%, repeat Event |
| Pull the spirits out with all your might | Dice Roll 14 Success: 1 selected Combatant has an Epiphany Failure: Event ends |
| Put in a substitute | Purge 1 selected Card |
Captured Life 1

| Choice | Effect |
|---|---|
| Rescue the spirit | Credit -40, 1 random Combatant has an Epiphany |
| Absorb the spirit's power | 1 random Combatant has an Epiphany, forced to obtain Curse Card [Fairy's Curse] [Performance of Fairy's Curse] Cost 1 [Exhaust 2] If in hand at end of turn, the damage, Shield gain, and Heal amount of the next Card used is reduced by 20%. |
| Defend it together | Obtain Rare Equipment |
| Combat | Obtain Rare Equipment |
▲The Rare Equipment from the 'Defend it together' and 'Combat' choices varies each time.
Captured Life 2

| Choice | Effect |
|---|---|
| Ambush the spirit | Forced to obtain Curse Card [Fairy's Curse], obtain random Rare-Legendary Equipment [Performance of Fairy's Curse] Cost 1 [Exhaust 2] If in hand at end of turn, the damage, Shield gain, and Heal amount of the next Card used is reduced by 20%. |
| Calm the spirit | Dice Roll 6 Success: 1 random Combatant has an Epiphany Failure: Event ends |
| Combat | Obtain random Rare-Legendary Equipment |
Warning 1

| Choice | Effect |
|---|---|
| Take the flower | Convert a selected Card into the Card [Abyssal Flower] [Performance of Abyssal Flower] Cost 1 [Exhaust] HP -10% Damage of next Attack Card +30% Cannot be used if HP is 10% or less |
| Examine its form | 1 random Combatant has an Epiphany |
Warning 2

Currently under investigation. Will be updated as soon as confirmed.
Warning 3

| Choice | Effect |
|---|---|
| Ask who it is | Confirm Information [The Forest Guardian] |
| Explain that you didn't want this | Purge 2 selected Cards |
| Answer that you desire the forest | Forced to obtain Curse Card [Fairy's Curse], convert a selected Common Card into the Card [Pulverize] [Performance of Fairy's Curse] Cost 1 [Exhaust 2] If in hand at end of turn, the damage, Shield gain, and Heal amount of the next Card used is reduced by 20%. [Performance of Pulverize] Cost 2 [Weakness Attack] Damage 150% x2 Draw 1 Card |
| Combat | Purge 2 selected Cards |
Reincarnation Ritual 1

| Choice | Effect |
|---|---|
| Perform the ritual together | Obtain random Rare-Legendary Equipment |
| Devour the evil spirit's remains | Selected Combatant has an Epiphany, forced to obtain Curse Card [Fairy's Curse] [Performance of Fairy's Curse] Cost 1 [Exhaust 2] If in hand at end of turn, the damage, Shield gain, and Heal amount of the next Card used is reduced by 20%. |
| Combat | To new choices |
When Combat is Selected (After Victory)
| Choice | Effect |
|---|---|
| Check the surroundings | Obtain Rare Equipment, Credit +40 |
| Devour the spirit's remains | Selected Combatant has an Epiphany, forced to obtain Curse Card [Deep Roots] [Performance of Deep Roots] Cost 2 [Exhaust/retain] At the start of the turn, if this Card is in your hand, reduce all enemies' Action Count by 3 |
▲The Rare Equipment from the 'Check the surroundings' choice varies each time.
Reincarnation Ritual 2

| Choice | Effect |
|---|---|
| Perform the ritual together | All Combatants Stress +5, obtain Legendary Equipment |
| Devour the spirit's remains | Selected Combatant has an Epiphany |
| Combat | To new choices |
▲The Legendary Equipment from the 'Perform the ritual together' choice varies each time.
When Combat is Selected (After Victory)
| Choice | Effect |
|---|---|
| Check the surroundings | Max HP -10%, obtain Legendary Equipment |
| Devour the spirit's remains | Selected Combatant has an Epiphany |
▲The Legendary Equipment from the 'check the surroundings' choice varies each time.
The Price of Greed 1

| Choice | Effect |
|---|---|
| Examine the evil spirit's trap | Information only |
| Help the poacher | Dice Roll 6 Success: Obtain Equipment [Mask of Evil Spirits], Credit +40 Failure: Combat occurs [Performance of Mask of Evil Spirits] Armor At the start of the next turn after taking damage, gain 60% Fixed Shield |
| Loot the corpse | Credit +100 |
| Combat | Obtain random Rare-Legendary Equipment, Credit +40 |
Price of Greed 2

| Choice | Effect |
|---|---|
| Get behind them | Dice Roll 6 Success: Event [Taking the Rear] occurs Failure: Combat [Retreating Poacher] occurs |
| Help the poacher | Obtain Equipment [Mask of Evil Spirits] [Performance of Mask of Evil Spirits] Armor At the start of the next turn after taking damage, gain 60% Fixed Shield |
| Combat | - |
When Taking the Rear is Selected
| Choice | Effect |
|---|---|
| Demand Credits | Credit +40, Event [Hidden Credits] occurs |
| Demand equipment | Obtain random Rare-Legendary Equipment |
When Hidden Credits is Selected
| Choice | Effect |
|---|---|
| Demand more Credits | Dice Roll 6 Success: Credit +120 Failure: Credit +80 |
Dark Star Poaching Base 1

| Choice | Effect |
|---|---|
| Enter | Event [Inside the Poaching Base] occurs |
| Steal supplies | Obtain random Rare-Legendary Equipment |
When the Poaching Base is Selected
| Choice | Effect |
|---|---|
| Seek a deal | Event [Backroom Deal] occurs |
| Combat | To new choices |
When Backroom Deal is Selected
| Choice | Effect |
|---|---|
| Choose the small spirit | Credit -40, selected Combatant has an Epiphany |
| Choose the flame extractor | Credit -40, Max HP +15% |
| Ask for information | Choose 1 of 3 random Common-Rare Cards to obtain |
| Combat | To new choices |
When Combat is Selected (After Victory)
| Choice | Effect |
|---|---|
| Choose the small spirit | Selected Combatant has an Epiphany |
| Choose the flame extractor | Max HP +15% |
Dark Star Poaching Base 2

| Choice | Effect |
|---|---|
| Enter | Event [Raided Base] occurs |
| Steal supplies | Obtain random Rare-Legendary Equipment |
When Raid Base is Selected
| Choice | Effect |
|---|---|
| Commune with the evil spirit | 1 random Combatant has an Epiphany |
| Accept a part of the revenge | Forced to obtain Curse Card [Deep Roots], selected Combatant has an Epiphany [Performance of Deep Roots] Cost 2 [Exhaust/retain] At the start of the turn, if this Card is in your hand, reduce all enemies' Action Count by 3 |
| Combat | Obtain random Rare-Legendary Equipment, Credit +40 |
Dark Star Poaching Base 3

| Choice | Effect |
|---|---|
| Enter | Event [The Tall Tree] occurs |
| Steal supplies | Obtain random Rare-Legendary Equipment |
When the Tall Tree is Selected
| Choice | Effect |
|---|---|
| Magnifying glass on the tree (left) | Information only |
| Magnifying glass on the machine (right) | Information only |
| Plunder the supplies | Obtain random Rare-Legendary Equipment |
| Listen to the research results | Selected Combatant has an Epiphany |
| Propose a deal | Credit -40, choose 1 of 10 random Common-Rare Cards to obtain |
| Combat | To new choices |
When Combat is Selected (After Victory)
| Choice | Effect |
|---|---|
| Explore the area | Obtain random Rare-Legendary Equipment, Credit +40 |
| Resonate with the tree | Choose 1 of 3 random Common Rare-Legendary Cards to obtain |
| Research the tree | Max HP +10%, 1 random Combatant has an Epiphany |
Seed of the Sacred Tree 1

| Choice | Effect |
|---|---|
| [Scam] Deceive the poacher | Dice Roll 7 Success: Event [Seed of the Forest] occurs Failure: Combat occurs |
| Tell them the spirit's location | Credit +100 |
| Combat | Obtain random Rare Equipment, Credit +40 |
When Seed of the Forest is Selected
| Choice | Effect |
|---|---|
| Plant the spirit in the soil | Convert a selected Common Card into the Card [Iron Wall] [Performance of Iron Wall] Cost 1 [Declaration of War] Determination 1 Fortitude 1 |
| Poke the spirit's cheek | All Combatants Stress -9 |
| Combat | Obtain random Rare Equipment, Credit +40 |
Seed of the Sacred Tree 2

| Choice | Effect |
|---|---|
| [Detected] Ambush the poacher | Dice Roll 7 Success: Event [Seed of the Forest] occurs Failure: Combat occurs, obtain random Rare Equipment, Credit +40 |
| Wake the poacher | Credit +100 |
| Combat | Obtain random Rare Equipment, Credit +40 |
When Seed of the Forest is Selected
| Choice | Effect |
|---|---|
| Smell the scent | All Combatants Stress -9 |
| Check the spirit's condition | Convert a selected Common Card into a random Common Rare Card |
| Combat | Obtain random Rare Equipment, Credit +40 |
Struggle 1

| Choice | Effect |
|---|---|
| Examine the poacher | Information only |
| [Speak] Persuade the poacher | Dice Roll 7 Success: Event [The Captured Spirit] occurs Failure: Event ends |
| Mourn | Obtain Equipment [Clover of the Forest], Credit +40 [Performance of Clover of the Forest] Trinket When healing with a Card, allies' ATK +10% for 1 turn (stacks up to 1 time) |
| Absorb the flame | 1 random Card gets an Epiphany |
| Combat | Event [The Captured Spirit] occurs |
When the Captured Spirit is Selected
| Choice | Effect |
|---|---|
| Unlock the lock | 1 selected Card gets an Epiphany |
| Absorb the power | Max HP +20% |
Struggle 2

| Choice | Effect |
|---|---|
| Examine the poacher | Information only |
| Help with first aid | Obtain Equipment [Clover of the Forest], Credit +40 [Performance of Clover of the Forest] Trinket When healing with a Card, allies' ATK +10% for 1 turn (stacks up to 1 time) |
| Steal | Obtain Card [Poacher's First Aid Kit] [Poacher's First Aid Kit Performance] Cost 1 [Exhaust] At the end of combat, recover 20% of max HP |
| Combat | Obtain Card [Poacher's First Aid Kit] [Poacher's First Aid Kit Performance] Cost 1 [Exhaust] At the end of combat, recover 20% of max HP |
Traces of the Beast 1

| Choice | Effect |
|---|---|
| Investigate the giant footprints | 1 random Card gets an Epiphany |
| Loot the inside of the aircraft | Obtain random Rare-Legendary Equipment |
Traces of the Beast 2

| Choice | Effect |
|---|---|
| Ask about the footprints | 1 random Card gets an Epiphany |
| Plunder the supplies | Dice Roll 6 Success: Obtain random Rare-Legendary Equipment, Credit +40 Failure: Combat occurs |
| Combat | To new choices |
When Combat is Selected (After Victory)
| Choice | Effect |
|---|---|
| Investigate the giant footprints | 1 random Card gets an Epiphany |
| Loot the inside of the aircraft | Obtain random Rare-Legendary Equipment |
Traces of the Beast 3

| Choice | Effect |
|---|---|
| Investigate the giant footprints | 1 random Card gets a Sacred Epiphany |
| Loot the inside of the aircraft | Obtain Legendary Equipment, Credit +40 |
▲The Legendary Equipment from the 'Check the surroundings' choice varies each time.
Funeral March

| Choice | Effect |
|---|---|
| Wait for death together | 1 selected Card gets an Epiphany |
| Promise revenge | Dice Roll 6 Success: Convert a selected Card to [Contagion], Max HP +5% Failure: Combat occurs, 1 selected Card gets a Sacred Epiphany [Performance of Contagion] Cost 2 [Exhaust] create 2 Pollution Fixed Damage 200% Damage +30% based on the number of Cards in hand |
| Combat | 1 random Card gets a Sacred Epiphany |
Intermediary Tree 1

| Choice | Effect |
|---|---|
| Investigate the knot | Event [Gate of the Knot] occurs |
| Take the branch | All Combatants Stress +5, obtain Equipment [Branch of the Sacred Tree] [Performance of Branch of the Sacred Tree] Weapon When healing or recovering, deal Fixed Damage to all enemies equal to 35% of the Heal amount |
When Gate of the Knot is Selected
| Choice | Effect |
|---|---|
| Pour in power | HP -10%, repeat Event |
| Try to open the gate | Dice Roll 14 Success: Event [Beyond the Forest] occurs Failure: Event ends |
| Take the branch | All Combatants Stress +5, obtain Equipment [Branch of the Sacred Tree] [Performance of Branch of the Sacred Tree] Weapon When healing or recovering, deal Fixed Damage to all enemies equal to 35% of the Heal amount |
When Beyond the Forest is Selected
| Choice | Effect |
|---|---|
| Investigate the forest | 1 random Card gets a Sacred Epiphany |
| Move forward | Choose 1 of 10 random Common Rare-Legendary Cards to obtain, Max HP +5% |
Intermediary Tree 2

| Choice | Effect |
|---|---|
| Check inside | Event [Beyond the Forest] occurs |
| Take the branch | Dice Roll 7 Success: Obtain Equipment [Branch of the Evil Tree] Failure: Forced to obtain Curse Card [Deep Roots] [Performance of Branch of the Evil Tree] Weapon When healing or recovering, deal Fixed Damage to a random enemy equal to 50% of the Heal amount [Performance of Deep Roots] Cost 2 [Exhaust/retain] At the start of the turn, if this Card is in your hand, reduce all enemies' Action Count by 3 |
| Resonate with the tree | Remove all Curse Cards, Max HP +10% |
When Beyond the Forest is Selected
| Choice | Effect |
|---|---|
| Examine the faded spirit | Information only |
| Approach | Choose 1 of 10 random Common Rare-Legendary Cards to obtain |
| Share your power | Max HP -10%, 1 random Card gets a Sacred Epiphany |
| Tear off the flame | Dice Roll 10 Success: 1 selected Card gets a Sacred Epiphany Failure: Combat occurs |
| Combat | 1 selected Card gets a Sacred Epiphany |
Intermediary Tree 3

| Choice | Effect |
|---|---|
| Investigate the knot | Event [Gate of the Knot] occurs |
| Take the branch | All Combatants Stress +5, obtain Equipment [Eternal Branch] [Performance of Eternal Branch] Weapon When healing or recovering, deal Fixed Damage to all enemies equal to 50% of the recovery amount |
When Gate of the Knot is Selected
| Choice | Effect |
|---|---|
| Try to open the gate | Event [Beyond the Forest] occurs |
| Harbor the flame | Obtain Card [The Eternal Spark], Max HP +10% [Performance of The Eternal Spark] Cost 2 Damage of Cards with Cost 1 or more +40% Attack Card Cost +1 |
| Take the branch | All Combatants Stress +5, obtain Equipment [Eternal Branch] [Performance of Eternal Branch] Weapon When healing or recovering, deal Fixed Damage to all enemies equal to 50% of the recovery amount |
When Beyond the Forest is Selected
| Choice | Effect |
|---|---|
| Investigate the forest | 1 selected Card gets a Sacred Epiphany |
| Move forward | Choose 1 to obtain from all Common Rare-Legendary Cards |
The Forest Asks 1

| Choice | Effect |
|---|---|
| Examine the ring of order | Information only |
| Answer that it is life | Dice Roll 7 Success: Obtain Equipment [Verdant Day] Failure: Combat occurs [Performance of Verdant Day] Trinket On odd turns, ATK +8%, DEF +12% |
| Answer that it is death | Dice Roll 7 Success: Obtain Equipment [Verdant Night] Failure: Combat occurs [Performance of Verdant Night] Trinket On even turns, ATK +12%, DEF +8% |
| Ask for regression | Purge 1 selected Card |
| Combat | To new choices |
When Combat is Selected (After Victory)
| Choice | Effect |
|---|---|
| Look towards the light | Obtain Equipment [Verdant Day] [Performance of Verdant Day] Trinket On odd turns, ATK +8%, DEF +12% |
| Explore the darkness | Obtain Equipment [Verdant Night] [Performance of Verdant Night] Trinket On even turns, ATK +12%, DEF +8% |
| Try to open the gate | Recover 20% HP, Purge 1 selected Card |
The Forest Asks 2

| Choice | Effect |
|---|---|
| Examine the ring of order | Information only |
| Answer that it is eternity | Dice Roll 7 Success: Obtain Equipment [Verdant Shackles] Failure: Combat occurs [Performance of Verdant Shackles] Trinket ATK+12%, DEF+12% |
| Ask for regression | Purge 2 selected Cards |
| Combat | To new choices |
When Combat is Selected (After Victory)
| Choice | Effect |
|---|---|
| Check the bridle | Obtain Equipment [Verdant Shackles] [Performance of Verdant Shackles] Trinket ATK+12%, DEF+12% |
| Try to open the gate | All Combatants Stress -3, Purge 2 selected Cards |
Smuggled Goods Wager

| Choice | Effect |
|---|---|
| Examine the poacher | Information only |
| Ask for the method | Confirm Information [The Poacher's Game] |
| Join the bet | Event [Bet with the Poacher] occurs |
| Give a false warning | Credit +80 |
When Bet With the Poacher is Selected
| Choice | Effect |
|---|---|
| Low number | Dice Roll 5 Success: Credit +80 Failure: All Combatants Stress +5 |
| Middle number | Dice Roll 10 Success: Credit +120 Failure: All Combatants Stress +5 |
| High number | Dice Roll 15 Success: Credit +160 Failure: All Combatants Stress +5 |
Cycle of Life 1

| Choice | Effect |
|---|---|
| Attack the egg | Dice Roll 20 Success: Selected Combatant has an Epiphany, Max HP +20% Failure: Max HP -5%, repeat Event |
| Help the egg hatch | Max HP -15%, 1 random Combatant has an Epiphany |
| Leave | Event ends |
| Combat | Selected Combatant has an Epiphany |
Cycle of Life 2

| Choice | Effect |
|---|---|
| Examine the seed | Information only |
| Share your life force | Max HP -10%, repeat Event |
| Help it sprout | Dice Roll 14 Success: Selected Combatant has an Epiphany, all Combatants Stress -3 Failure: Credit +40 |
| Teach them how to plant the seed | Obtain Rare Equipment |
▲The Rare Equipment from the 'Teach them how to plant the seed' choice varies each time.
The Root of Remembrance

| Choice | Effect |
|---|---|
| Assimilate with the forest's silence | Recover 100% HP, all Combatants Stress -6 |
| Accept the gaze | 1 selected Card gets a Sacred Epiphany |
| Desire the source of power | Forced to obtain 2 Curse Cards [Deep Roots], copy 1 selected Card [Performance of Deep Roots] Cost 2 [Exhaust/retain] At the start of the turn, if this Card is in your hand, reduce all enemies' Action Count by 3 |
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