Wick-Thief
A ragged patch of the surrounding dark that has learned to want. It follows the stair's guttering lanterns and drinks them one by one, and it does not strike while you can still see. First your light goes; then it swallows the flame whole and the tears your blade left in it close over; then the guard you cannot aim in the dark; then it drinks deeper, and the stair is a little emptier around you. Whatever future you have read by lantern-light, it devours your omens before its blows land. And the embers you bank against a later turn are only slower lanterns to it: each turn it drinks your stored fire down to a guttering few (Ember Eater 8) — fire borrowed from relics burns no safer.
| Move | Type | Value | Applies |
|---|---|---|---|
| snuffs the nearest lantern (Gutterwick 2) | debuff | 2 | Gutter-Wick |
| circles beyond the light - you cannot guard what you cannot see (Unfooting 1) | debuff | 1 | Un-Footing |
On the shallowest floor it appears on it has 135 HP and its attacks carry +3. On the deepest, 147 HP and +3. The printed move text never changes — the number does.
- 🕯️ Gutter-Wick
- At the start of your turn, the top that many cards of your draw pile fall to the discard unseen. Decays by 1. The wick gutters — your deck burns down before you can draw it; thin decks cycle back sooner.
- 🪜 Un-Footing
- Whenever you play an attack, you lose that much Guard. Decays by 1. The stair tilts when you lunge — attack first, then raise the wall.
- 🔥 Ember
- Deals that much damage at the end of each turn. Does NOT decay — it burns until the target dies.
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