Bug Fix
Fixed the issue that the description of the Training Field was wrong in the Advancement
Update
Add some new elixirs:
Tonic Elixir Whenever you use a card that costs 3, gain 1 Action point
Seer Elixir At the start of every battle, gain 2 Divine Power, which will be lost upon taking damage
Fort Elixir Cards that will be available for picking after every battle will be increased by 1
Minor Recovery Elixir For every 7 cards used, recover 1 Action point
Primordial Elixir Clone a card
Triple Purification Elixir Upon gaining this, delete ALL Status card in your deck
Qi-Breaking Elixir Upon taking fatal damage, instead of dying, you will instead heal back to 50% Max HP, can only be used once per game
Spirit Void Elixir Enemies affected by Weakness will have their damage reduced to 40% instead of 25%
Soul Breaker Elixir Enemies affected by Fragile will have receive 50% instead of 33% extra damage
Rock Solid Elixir Gain 3 points of Armor at the end of every turn
Blood Lotus Elixir Whenever you Disperse 1 card, gain 3 points of Armor
Soul Fusion Elixir At the start of the battle, gain 1 stack of Spirit Body
Balance
Strike Hard Cost 1, deal 7→11 Damage, CD 1 turn.
Stance Retain up to 6→7 Armor at the end of each turn.
Hardened Whip Deal 5→3 damage and cause 3 stacks(new!) of Wound to all enemies every 3 turns.
Harassment Active. 0 cost, Discard 1 card(new!), deals 3→5 damage to a random enemy unit. CD 1 turn.
Bloodthirsty Sword 1→0 cost,Deal 21→16 damage. Put 2 Possession card into the Discard Pile.
Urgent Response Restore 5→6 HP, add 2 Pain cards to the Discard Pile, Disperse
Links of Five Deal 10→8 damage to all enemies 5 times. Cannot be played unless you have at least 5 kinds of Summon, Reserve(new!)