Knight Cap

Overview

The relic's effective heal amount changed during version history. In v0.9.01 the relic was introduced with a larger heal, and by v1.0 the reward was rebalanced to restore 2 max HP (reduced from 4 HP in earlier builds). The exact numeric placeholder appears in game files as {[KNIGHT_CAP]} and is resolved by the current build to the relic's heal value.
Practical notes and interactions:
- The heal only triggers if any Armor remains at the end of combat; temporary Armor that expires before the end of the fight does not count.
- The relic is most effective in decks or builds that generate persistent Armor or that finish fights without having that Armor broken by enemy damage.
- Combine with Armor-generating cards, items, or synergies that increase the chance to end battles with Armor intact to maximize value.
- The relic rewards defensive play and can offset damage taken across a run by converting maintained Armor into recurring small heals.
- The name is a pun on the phrase "nighty-night," reflecting a lighthearted naming convention.
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... +167 (see sidebar for full list)