Within the world of Nightingale is the Arcane Network, a vast network of power lines. With these lines and the cards created by the Fae, traveling to different realms is possible. You will get different results by combining different types of Realm Cards in Nightingale. If you want a habitat to hunt creatures, find certain materials or add difficulty. So, if you are about to open a portal to a new realm, be very careful what you add.
How Many Types of Realm Cards are there in Nightingale?
Realm Cards are keys to an artifact in Nightingale, which the Fae created to travel through the portals, but they created different types to change the conditions of destiny. There are three groups of cards which are:
Biome Cards
These are the main cards; they establish the base environment. Remember that all realms are procedurally generated, unique, and unrepeatable, but they will have similar characteristics if they come from the same card. If you have the necessary card, you can decide to visit these biomes:
- Forest: A lush place full of flora and fauna.
- Desert: Explore the dumas, but beware of the scorching weather and predators accustomed to the heat.
- Swamp: A moor full of insects and slimy enemies hiding in the musty water.
Each biome has different materials, creatures, and enemies.
Major Cards
With these cards, you can modify how easy it is to find other factions and enemies. Some major cards are:
- Abeyance: The best modifier of realms if you have just started your adventure. The danger is minimal, allowing you to move forward and build a base without being too distracted by enemies.
- Antiquarian: A moderate adventure with Druids and uglier doesn’t hurt anyone. Get used to the danger at your pace.
- Astrolabe: Investigate the ruins left behind by humankind, but these vast desolate wastelands still have plenty of dangers.
- Provisioner: A landscape full of industrial buildings.
- Herbarium: Add more druidic points of interest.
- Gloom: Raise the danger.
- Hunt: This card allows you to hunt the bosses of your biome.
Minor Cards
For now, there are approximately 50 cards in total; these are some of the Minor Realm Cards:
Alchemist | Improve the amount of potions you can get and your magik. |
Amphibious | Pay with your stamina to be able to swim faster. |
Angler | Improve your chances of completing the realm. |
Artisan | Crafting stations and augments improve. |
Blood Moon | The only light comes from the Blood Moon, which helps to find rare enemies’ materials, but your regeneration is much lower. |
Blunderbuss | Do more damage with shotguns with regular or magik ammo. |
Bulwark’s Workshop | Turns the moor into autumn, allowing you to create tools with more blocking ability. |
Combatant’s Workshop | The tools you make do more damage but last less time. |
Deep Fae Wilds | Improve your HP and stamina in exchange for doing less damage. |
Dragon’s Hoard | Taking more damage improves your chance of finding rare gems and chests. |
Duelist | You will receive more damage in exchange for doing more damage. Estate Address: This card is for visiting another player’s Abeyance Realm. |
Explorer | The food lasts longer and decreases the damage you receive, but the damage you do is also lower. |
Farm | The speed at which the fields grow is higher. |
Feast | Change the realm to spring and improve the effects of food. |
Forge | Get more ore and refine objects with ore. |
Fortitude | Pay with your tools and clothing durability for higher injury resistance. Also, improve your blocking efficiency. |
Ghost | Your damage goes down, but your stealth and getting Essence have more benefits. |
Greenhouse | Get more plant-based items and improve the quality of these items. |
Harvester’s Workshop | Change the season to spring and decrease the time to refine tools. Hearth: The effects of meal and rest last longer. |
Hunter | Get more items from creatures and do more damage to weak points. Industry Card: Improve the number of ammo and lingots you get. |
Lumber Mill | Get more wood and improve the quality of wood items without spending so much time. |
Maleficiate | Enter a realm of eternal night but get more resources. |
Marksman | Lowers the effectiveness of shotguns but improves the damage of rifles and pistols. |
Might | Get more strength and carrying capacity in exchange for the durability of tools and clothing. |
Outlaw | Improve your damage with pistols and magickal ammunition. Also, maximize the amount of items when crafting ammo. |
Quarry | Reduces refining time and improves the quality of stone blocks. |
Settler | Stamina regeneration is poor in exchange for improved durability of building materials and increased plant growth rate. |
Tavern | Meals last longer, your stamina regeneration is higher, and fatigue is reduced. |
Tempest | Your magic’s strength is higher for an eternal rain. |
Thinned Veil | It maximizes your stamina, movement speed, and jump in exchange for durability. |
Treasury | Improves the probability of finding Essence. |
Trickster | Increases the height of your jumps and your strength. But your injury rate is lower. |
Utopia | The sun never goes away, but in the eyes of the enemies, they can’t see you. |
Weighted | When gravity is altered and your stamina is low, it increases the efficiency and damage of your harvesting tools. |
You need at least one Biome card to activate the device and combine it with your preferred ones. Also, among the Minor Realm Cards of Nightingale, there are different types according to their effects. These cards have their classification as Normal, then Eminent, and the ones with the most significant effects are the Apogean.