Events
All 29 Soul Strip events with every option, its cost, and its reward. Check your HP, Gold, and deck first: a risky option does not always pay off.
The ancient altar accepts offerings. It turns Gold into a Common Relic and blood into a Rare one. You could also pray before it; a simple prayer heals wounds.
- Common RelicCommon Relic−75
- Rare RelicRare Relic−20−5 Max HP
- Pray+20
Impenetrable darkness lies frozen beyond the gates. The Abyss will accept a card from your deck and heal your wounds in return. A Relic is hidden deep within, but no one emerges from those depths unscathed.
- Remove a card and restore HPRemove a card+15
- Take the RelicRare Relic−20
The runes of the crimson circle still smolder: someone began a ritual and left it unfinished. You can complete the rite with your blood and ask for Gold in return, or use it to strengthen your body.
- Increase max HP+10 Max HP−20
- Gain Gold+60−15
A prisoner in a hanging cage clutches a bundle to her chest. She will give you a Relic for her freedom, but breaking the cage will leave you wounded. A chest of Gold stands nearby. Open it, and its owner will return, starting a tough fight.
- Free the prisonerCommon Relic−15
- Open the chest+90Fight an elite enemy
A pillar of light cuts through the darkness. A Relic floats within it, while its warmth closes your wounds. You can reach the Relic, but doing so will cost you life force.
- Take the RelicRare Relic−8 Max HP
- Restore HP+30
A gilded chest stands in the middle of a clearing, as though deliberately left in plain sight. Picking the lock quietly will yield some of the coins. Force will get you the rest, but the trap will punish a hasty hand.
- Force it open+60−15
- Pick the lock+25
Dark water churns inside a cracked basin. Drinking it can heal you. You could instead take it with you and sell it, but that will cost you life force.
- Drink your fill+40
- Take it and sell it+80−10 Max HP
Crystals glow softly in the warm grotto. The small ones are easy to gather and sell. The large crystal is worth more, but its sharp facets will cut your hands. You could also simply rest here.
- Take the small crystals+30
- Take the large crystal+60−10
- Rest in the glow+15
A demon steps from the darkness and offers a pact: a little of your blood for a hardier body until the journey ends. Refusal does not anger him. “Then at least let me mend your wounds,” he says, extending a hand.
- Make the pact+10 Max HP−20
- Refuse+10
A demon straightens stacks of coins with one claw. All this Gold can be yours if you allow a Cursed card into your deck. You could seize part of the hoard by force, but the demon will not let you leave unscathed.
- Accept the bargain+80Add a Cursed card
- Take the Gold by force+45−15
A pale flame lingers in the abandoned furnace. The smith's ghost offers to melt down an unwanted card or reforge it into a random new one. He asks no payment; it has been far too long since a hammer rang here.
- Remove a cardRemove a card
- Transform a cardTransform a card
The bindings of these books hold the knowledge of others captive. Some volumes open on their own, offering a new card free of charge. Others can rewrite one of your cards into a random new one. Your blood will serve as ink.
- Transform a cardTransform a card−12
- Take a cardGain a card
Living water trickles from a crack in the stone. A sip closes wounds; full immersion sears your entire body, but leaves it hardier. If your strength holds, you can plunge in again.
- Take a drink+20
- Take the plunge+4 Max HP−12
Crooked gravestones jut from the fog like broken teeth. Coins glint between them. The earth wounds those who dig, and a fresh mound is stirring: you will have to fight for its treasure. The dead answer prayer with healing warmth.
- Dig where it glitters+45−15
- Open the fresh grave+60Fight an elite enemy
- Pray for the dead+15
Whispers in unknown tongues drift from the shelves. A night spent studying a book will cost you health, but raise a card's level until the end of the run. A stolen tome can be sold for Gold, though the library will leave you wounds to remember it by.
- Level up a cardChoose an upgrade path−8
- Steal a book+30−10
The merchant throws open his cloak, revealing a vial of healing potion. “Last one. No haggling.” There are no guards nearby, but he will surely fight tooth and nail for his purse.
- Buy the potion+15−30
- Rob him+35−12
Your deck is reflected in the still water. Hold out a card, and its reflection will become a copy. The water is strange, but safe to drink: it closes wounds.
- Duplicate a cardDuplicate a card
- Drink from the pool+20
A mysterious masked figure silently extends a hand. They collect cards and will gladly take an unwanted one from you, asking nothing in return. A heavy purse hangs from their belt. You could seize it, but they will fight back.
- Give them a cardRemove a card
- Take the purse+40−12
A cave-in has exposed an old treasury. The scattered coins are easy to gather, but a Relic lies beneath a heavy slab. The stone will not move without effort, and retrieving the prize will leave you hurt.
- Retrieve the RelicRare Relic−20
- Take the Gold+50
The crypt smells of dust, and Gold glints dimly among the remains of strangers. You can carry off a few coins without consequence. Take everything, however, and a Cursed card will slip into your deck along with the spoils.
- Take a handful+40
- Take everything+100Add a Cursed card
The night market deals in cards and Relics. Prices are high, but no one asks unnecessary questions. No guards are in sight, and the takings lie close at hand. The stallholders will not surrender them without a fight.
- Buy a cardGain a card−60
- Rob a stall+55−15
- Buy a RelicCommon Relic−50
The altar's runes promise a stronger body to anyone who feeds the stone their blood. Beside it sits an offering bowl brimming with coins. Taking them would be easy, but the altar will exact blood for that as well.
- Increase max HP+6 Max HP−16
- Take the offerings+45−15
The cloaked dealer sorts through other people's cards, making room for yours. For Gold, he will take an unwanted card from your deck or let you choose a new one. His prices are steep, but his terms are fair.
- Remove a cardRemove a card−75
- Buy a cardGain a card−50
A lonely spirit begs for coins to pay for its funeral. In exchange for peace, it offers healing warmth and Souls. You could absorb it and strengthen your body—if you can withstand the deathly cold clawing beneath your skin.
- Pay for the funeral+5+10−20
- Absorb the spirit+3 Max HP−8
Three masks watch you through empty eye sockets. Beneath the left is a Relic, offered for blood. The middle promises Gold and a Cursed card. The right offers to heal your wounds. The choice is yours.
- Take the RelicCommon Relic−14
- Take Gold and a Cursed card+60Add a Cursed card
- Restore HP+12
The edges of the rift slice through anything they touch. Step inside and you will be wounded, but you can rid yourself of unwanted cards. Someone else's Gold glints at the very edge, though even reaching for it means pushing through pain.
- Remove cardsRemove 2 cards−25
- Take the Gold+50−10
Coins glimmer faintly at the bottom of the well. Offerings are cast here, but never retrieved. The well will answer your gift with a reward—what kind, you will learn only after the splash.
- Toss in a copper coin−30?
- Toss in a silver coin−30?
- Toss in a gold coin−30?
The whetstone can strengthen a card until the end of the run. With every sharpening, it will grind away some of your life force as well. A bucket of water stands nearby; you could simply drink and tend your wounds.
- Strengthen a cardChoose an upgrade path−4 Max HP
- Drink the water+20
The witch perks up at the sight of a Cursed card. She takes those for free and with obvious delight. She is also willing to rid your deck of an ordinary card, but that will cost blood.
- Remove a Cursed cardRemove a Cursed card
- Spend HP to remove a cardRemove a card−8

Soul Strip: Waifu Card Battler
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