Hellcard - Classes and Their Cards
Hellcard is a spin-off of Book of Demons. In this guide we will tell you about classes and cards in this new roguelite game.
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Book of Demons universe. Many people may associate it with a combination of a roguelike game and a card game. This production was initially intended to be an additional mode to BoD, but over time it grew into a separate game. In this article we will talk about classes and their cards.
Hellcard Classes: General Information
There are 3 available classes in Hellcard: Warrior, Rogue and Mage. They have the same amount of health to begin with. However, they differ in their starting cards and predispositions.
- Warrior – is a character that does well at close range. He can additionally protect himself and his companions.
- Rogue – this heroine feels comfortable when enemies are far away from her. In addition, she has a slightly lower skill cost than the other adventurers.
- Mage – this character does well in mana management.
Hellcard: Warrior

Description
A seasoned adventurer who values brawn and candor over cunning. He lives for duels and cutting down the biggest, baddest monster in the room, but under all the bravado there is a soft heart that always makes sure to protect his teammates form harm
Starting Deck
- Mighty Blow – Deal 2 damage in a medium radius. Random monster in radius is dealt additional 2 damage. Cost: 2.
- Shiels Block (4x) – Give 2 block to any hero. Cost: 1.
- Sword Slash (3x) – Deal 2 damage. If target is far, deal 1 damage instead. Cost: 1.
Hellcard: Rogue

Description
Mistress of the bow and guile. Prefers long range combat, traps and speed over brute force. She can stun with her razor-sharp humor and the purse she just snatched form your belt alike.
Starting Deck
- Kick – Move a monster from near to far range. Cost: 0.
- Sharp Arrow (4x) – Deal 2 damage. 1 damage if the target is near. Cost: 1.
- Buckler (3x) – Gain 2 block. Cost 1.
Hellcard: Mage

Description
They say the study of powerful arcane magic that can incinerate an entire area of monsters opens the doors to insanity. Maybe his wit is a sign of this, maybe it’s a coping mechanism, Or maybe both. Wizards always tread a narrow path.
Starting Deck
- Lightning – Deal 3 damage. Deal 1 Damage to 2 nearest monsters. Cost: 2.
- Magic Bolt (4x) – Deal 1 damage. If it kills the target, get 1 mana and draw 1 card. Cost: 1.
- Ethereal Shield (3x) – Give 1 block to all heroes. Cost: 1.
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