This interaction was left intentionally
Oh, I see. Maybe just vaguely call it “improve melee enemy effects”, if you want to keep the discovery aspect. Otherwise, you might need a dedicated keyword. Or maybe it’s enough to reformulate the effects to be like “melee 1 per bla plus 5”, it kinda makes sense like that…
feedback on Antiquarian balance
Antiquarian does feel a bit easy once you figure out how to use the cards, but other heroes can also feel like that. Antiquarian can heal and regain all resources, and curiosity is just a really good card. In the beginning I trim the deck to just one missile, one curate, bargain, one ward and curiosity. This way I can be sure that in the first turn, I draw either curiosity or ward. As it is I think that deck is enough of a plan to win the game with a few items with good triggers.
I think Antiquarian would still be about as strong as some other late-unlock-heroes if the ability only triggered when item counters increased. “Any item trigger” is a bit much imo, and has very different outcomes depending on what items you find.
The antiquarian deck itself is already pretty good and interesting, it doesn’t really need a strong ability to go with it.
Something like “Increase on item trigger, decrease on use” could be a multi-color card that you get with a quest, instead of that being an ability. Antiquarian could just increase shoot values in play at start stage, once per five items, rounded up, for example. Antiquarian could have no abilities beyond having the heirloom and still be a stronger start than mage.
I think the heroes are also difficulty settings, so it depends on whether you want to add an easy option or a less easy option.