Realm Cards in offer a lot of interesting ways to spice up the game, and the most memorable ones tend to do so in ways that are truly inventive or transformative. Although some Realm Cards determine basic attributes of a generated realm like its biome, others have more unusual effects. Minor Realm Cards are where the system tends to shine, making it possible to break the laws of nature or randomize unique attributes to keep exploration fresh even after plenty of gameplay experience.
Although it can take some time to build up a strong library of Realm Cards in , they're all easy to use. Biome and Major cards can be deployed when first generating a realm, while Minor cards just require a trek to the Realmic Transmuter that can be found in every world. At the moment, there's no way to stack the effects of Minor Realm Cards, but it's possible to switch between them quickly to explore the impact that each one has.
The Blood Moon Minor card is a risky play in, but it brings the requisite rewards for anyone who survives a realm affected by it. In exchange for lowering a character's maximum health and regeneration rate, enemies have increased odds to drop rare items when defeated. Fighting under a blood moon is certain to be either exceptionally profitable or a complete disaster, and the gamble is what makes the card so fun.
Large stretches of water can be an obstacle to exploration in Forest and Swamp realms, but they don't have to be. The Amphibious card makes it easier to swim long stretches quickly without running out of stamina, and added resistance to disease can be helpful in stretches of unsanitary bogs. Boats aren't in ready supply in, so although the Amphibious card can be situational, it's one of the most useful to have in a card deck when the time comes to apply it.
Visiting other realms in is a key part of acquiring useful supplies and recipes, and one Major Realm Card that's especially helpful in this regard is Provisioner. Provisioner cards are a great way to
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