Guides

Fellwood level-up cards

XP from damage, a handful of cards, and the three buttons that decide whether a run stays common.

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Fellwood Level-Up Cards Guide

Fellwood pays experience for damage. When a bar fills, a box of level-up cards appears. The store promises more than 100 options. You will not see one hundred on prestige one. You will see a handful, a rarity tag, and three tools that matter more than any single common: reroll, banish, and upgrade rarity. This page is the card table. Getting Started is how you reach the first box. How to Prestige is where leftover points go. Patch Notes is why Hotfix 1.0.1 added a short delay before you can click a card — people were selecting the wrong line while the box popped.

What a card is actually buying

Cards are this-run modifiers. They die on prestige. Prestige-point cards are the exception that funds the shop. Typical lines from playthroughs and the live client:

  • Global damage (example name from a public session: Hellhound’s Might — a small all-damage bump). After the additive patch, a global 5–7% is worth more than a building-specific 8% if you already mix the plateau.
  • Building-only damage (axe damage, wizard damage). Take it when that building is your only staffed attacker. Skip it when you own three colors.
  • Crit chance / crit damage. Fire Wizard needed a patch so crit applied to its previous damage node. Crit cards still help that line.
  • Luck / log luck. Raises drop rarity and later card rarity. Pairs with Events clover luck, which is temporary until prestige; a luck card is the permanent-for-this-run layer.
  • Collector stats — carry, move speed, auto-collect chance. If the pile is growing, these print gold. If the mill is idle, they print nothing. Collectors and Sawmill.
  • Prestige points. Rare. Take them. The shop is the game.

Commons are often skippable. Uncommons start to change a run. Rares and the prestige-point line are why you keep rerolls.

Reroll, banish, rarity bump

Public sessions show three meta buttons on the box:

  1. Reroll replaces the current choices. Use it on a wall of commons or a building-specific trap you do not own.
  2. Banish removes a card from future packs for the rest of the run. Ban a common you keep seeing. Do not ban luck or prestige points because you are impatient.
  3. Upgrade rarity (wording varies) turns the current set into higher-rarity rolls. If you still have this and the box is all commons, spend it.

Prestige rerolls in the shop are a different noun. The demo notes say prestige rerolls were not applying immediately; that was fixed before launch. Do not confuse a shop reroll with a card reroll.

How additive damage changes the pick

When damage was multiplicative, a card that said “Electro only” could be the whole run. It is not. A mixed camp wants global bumps, luck, and mill stats. Building-only cards are seasoning. If a pack offers axe damage and you already sit on ice plus a ballista, take luck or skip. Wizards and Attack Buildings explain why one color is no longer a religion.

Hotfix 1.0.1 delays the click on the box so a projectile or a frantic mill click does not eat the rare. If the box still feels sticky, that is the delay, not a freeze. Controls covers the rest of the launch UI complaints.

A simple pick order

  1. Prestige-point card if it appears.
  2. Luck / log luck if the pile is healthy.
  3. Global damage if you staff more than one attacker.
  4. Collector carry or pull-adjacent stats if gold is the bottleneck.
  5. Building-only damage only if that building is your only gun.
  6. Movement-speed fluff last.

If the box is garbage, reroll. If the same common returns, banish it. If you are about to prestige, stop taking vanity damage and bank points. The Prestige Planner assumes you did not spend the last ten levels on axe-only commons.

Cannons and later projectile tiers add more building-specific cards. When a new name appears, treat the effect, not the English label. Cannons and Projectile Tiers is the siege page. What Is the Goal is the reminder that cards exist to feed a shop, not to finish a campaign.

Sibling reads: Events for clover luck stacking with card luck; Logs and Acorns for why a luck card changes the pile color; Review if the box feels like a spreadsheet — it is, and that is the genre.

Field notes

Frequently Asked Questions

Quick answers to the questions Fellwood players ask after their first prestige.

Do Fellwood level-up cards survive prestige?

No. Cards reset with the camp. Prestige-point cards are the ones that matter after the reset because they fund the shop.

Should I take building-specific damage cards?

Only if that building is your main staffed attacker. After additive damage, global damage and luck usually beat a single-color bump.

Why does the level-up box ignore the first click?

Hotfix 1.0.1 added a short delay so accidental clicks do not eat a rare. Wait a beat, then pick.