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Replay the Spire

Expansion mod for Slay the Spire by The_Evil_Pickle, AstroPenguin642, Bakuhaku, Stewartisme, and Slimer509.

(Currently maintained by The_Evil_Pickle)

Support this mod at https://www.patreon.com/the_evil_pickle/overview

This mod aims to expand upon the base game by adding lots of content. It is currently a work in progress, but you can download the latest release to help us improve it.

Requires:

Currently adds:

  • 60 Relics (4 ironclad, 4 silent, 6 defect, 46 shared)
  • 71 Cards (15 ironclad, 15 silent, 15 defect, 13 colorless, 13 curses)
  • 5 Events
  • 11 Potions
  • 2 Rooms
  • 3 Elites
  • 2 Bosses
  • 4 Custom run modifiers
  • Additional Neow options

Some content originally from this mod is now in the official release of the game!

  • Potion rarities
  • Liquid Bronze (originally "Thorns Potion")
  • Ghost in a Jar (originally "Spirit Potion")
  • Power Potion (originally "Inspiration Potion")
  • Discovery (originally "Improvise")

Relics

Name Character Rarity Description
Antivirus Software Defect Common Every time you shuffle your deck, gain 1 Artifact. Artifact will also be used to exhaust Status cards for 1 turn.
Bandana All Common Gain 2 Thievery for the first 3 turns of combat.
Baseball All Common Upon pick up, a random card in your deck becomes free.
Funnel All Common At the end of your turn, gain 4 Block for each unspent energy.
Geode Defect Common The first time you lose HP in combat, trigger the passive effect of your orbs and Channel 1 Crystal.
Gremlin Food All Common Whenever you rest, Upgrade a random card.
Grinning Jar All Common On pickup, add a Grinning Jar card to your deck. Obtain another copy for every 12 cards added to your deck.
King of Hearts Ironclad Common When you lose HP during your turn, gain twice that much block.
Lightbulb All Common If you have leftover energy at the end of your turn, draw that many cards at the start of your next turn.
Rune of Simplicity All Common Strikes and Defends can be Upgraded any number of times. On pickup, Upgrade 2 randomly.
Tag Bag All Common Shops have all 3 kinds of sale tags. Sale tags can appear on colorless cards. On-sale cards are slightly cheaper
Tiger Marble All Common At the start of combat, add a random card that Exhausts to your hand. It costs 0 this turn.
Pet Ghost All Common At the start of each turn, add a Ghost Swipe, Ghost Defend, or Ghost Fetch to your hand (chosen randomly). Max hand size is increased by 1.
Accelerometer All Uncommon Can be used once per combat. Decrease your turn-based debuffs by 1, and increase all enemy turn-based debuffs by 1.
Basket of Snakes Silent Uncommon Every 5th Attack you play applies 2 Necrotic Poison upon dealing unblocked damage.
Bottled Flurry All Uncommon On pick up, choose a card. You Retain that card at the end of your turn, or Discard it if it is Ethereal.
Bottled Geyser All Uncommon On pick up, choose a card. Each time you shuffle your deck, that card is placed on top.
Carrot Defect Uncommon Gain 3 Focus at the start of combat, then lose 1 Focus on the next 3 turns.
Chameleon Ring All Uncommon Potions are ~50% more potent. You may brew 2 random potions at rest sites.
Divine Protection All Uncommon Gain 8 Shielding at the start of combat.
Garlic All Uncommon Enemies lose 3 Strength at the start of combat, then gain 1 Strength on the next 3 turns.
Golden Egg All Uncommon Whenever you obtain a rare card, it is Upgraded. Whenever you buy a card from a shop, it is Upgraded.
Iron Hammer All Uncommon During the first turn, drawing a card upgrades it until the end of combat.
Ninjato All Uncommon When you play 3 Attacks in a single turn, draw 2 cards.
Onion Ring All Uncommon Gain 3 Strength at the start of combat, then lose 1 Strength on the next 3 turns.
Shallot All Uncommon Start each combat with 3 Dexterity and 3 Metallicize, then lose 1 of each on the next 3 turns.
Snack Pack All Uncommon Every time you play 3 Attacks in a single turn, gain 2 HP.
Solar Panel Defect Uncommon At the end of combat, gain 2 HP for each of your active Lightning orbs.
Quantum Egg All Uncommon Whenever a card is created during combat, it is Upgraded.
Wasp Nest All Uncommon Whenever you lose HP in battle, gain 2 Thorns.
Another Sword Ironclad Rare The first card containing "Strike" you play each turn is played twice. Takes 1 additional turn to recharge for each energy spent on the card.
Arrowhead All Rare You may Upgrade 2 cards whenever you smith.
Byrd Skull Silent Rare Your Innate cards have Refund 1 and draw 1 card.
Counterbalance All Rare During boss and elite fights all enemy Strength gain, Block gain, and healing is reduced by half.
Durian All Rare Gain 5 Max HP on pickup. Each time you gain a debuff, also gain that much Temporary HP. At the start of your turn, reduce your turn-based debuffs to 2 (if > 2).
Mirror All Rare Whenever you gain Vulnerable or Weakened, it is also applied to the enemy that sent it.
Pondfish Scales All Rare Whenever you play a Skill that does not give Block, gain 2 Block.
Towering Pillar of Hats All Rare Max hand size increased by 2. At the end of your turn, Retain the right-most cards in your hand. Retains 1 card for every 3 in hand.
Vampiric Spirits Silent Rare During the first turn of combat, 25% of all unblocked attack damage you deal is retuned as health.
Bargain Bundle All Shop When purchased, decreases the cost of potions, cards, and card removal service in the same shop by 100 gold.
Frozen Program Defect Shop Each time you Evoke Frost, gain 1 Reflection.
GuideBook All Shop On pickup, Upgrade 2 cards randomly. Prioritizes rarer cards.
Raider's Mask Defect Shop After a Dark orb triggers its passive effect, if it has more stored damage than the HP of the lowest-health enemy, it is Evoked.
Shop Pack All Shop Choose 3 Colorless cards to obtain. At least one of the options will be all Rare cards.
Abe's Treasure All Boss Gain 1 more energy each turn. Start combat with Drowning. On Pickup, add the Abe's Revenge curse to your deck.
Bronze Core All Boss Gain 1 more energy each turn. Each combat includes a Bronze Orb minion that does not attack, but puts cards into stasis until killed.
Chewing Gum All Boss Gain 1 more energy each turn. Each time you shuffle your deck, add 2 Slimed to your draw pile.
Dimensional Glitch All Boss Gain 1 more energy each turn. All non-attack damage you deal is reduced by half. All non-attack damage you take is increased by half. All in-combat healing you recieve is decreased to half.
Grab Bag All Boss Choose 1 energy boss relic and 1 non-energy boss relic to obtain. Choices are out of 3, and cannot be skipped.
Honey Jar All Boss Draw 1 more card each turn. Retain up to 1 card each turn. Gain 1 potion slot on pick up. Card rewards have 1 more option to chose from. You cannot skip rewards.
Kintsugi All Boss Remove 5 cards from your deck. Choose 2 Curses to obtain.
Onyx Gauntlets All Boss Gain 1 energy each time you draw a card. Drawing a card increases its cost by 1 for the turn.
Ooze Armor Ironclad Boss Gain 1 energy at the start of each turn. At the start of combat, gain Slow (resets to -3) and Malleable (resets to 4).
Shrinking Draught All Boss Lose 1 energy and draw 2 cards at the start of each turn. Start combat with 4 Dexterity. If you play at least 6 cards in a turn, gain 1 energy next turn. On pick up, remove 3 cards from your deck and lose 25% Max HP.
Sweet Flower All Boss Gain 1 more energy each turn. Map displays much less information.
Electric Blood Ironclad Boss Gain 2 energy at the start of each turn. When you spend energy, lose that much HP, excluding the first 2 energy spent each turn.
Snecko Heart All Boss Start combat Confused. Confusion will never increase the cost of a card by more than 1. The first card you draw each turn always costs 0.
Snecko Scales Silent Boss Draw 3 additional cards each turn. When you play a card that costs more than 0, discard a card.
Ring of Chaos All Boss Some card rewards have randomly altered stats and effects.
Wanted Poster All Boss Gain 1 more energy each turn. Enemies start with a random buff for every 100 gold below 500 you have. On pickup, gain 100 gold.

Cards

Name Color Rarity Type Cost Description (upgrade effect in parenthesis)
Reversal Red Common Skill 1 Gain 1(2) Blur and 2(3) Reflection.
Run Through Red Common Attack 1 Target loses 9(11) HP and 4(7) Block.
Strike From Hell Red Common Attack 1 Deal 7(8) damage. Each time this is Exhausted, increase its damage by 2(3) and return it to your hand.
Corrosion Curse Red Uncommon Skill 1 Apply 1(2) Languid and 2(3) Decrepit. Exhaustive 2.
Defy Death Red Uncommon Skill 5(4) Gain 14(16) Block. Costs 1 less for each card you've exhausted this combat. Grave.
Hemogenesis Red Uncommon Attack 2 Deal 5 damage. Gain 5 Block. Heal 5 HP. Exhaust. Each time you lose HP while this is in your hand, it is Upgraded until the end of combat. Can be Upgraded any number of times. (Upgrading increases all numbers by 2, or by 3 if the card has been upgraded outside of combat).
Life Bind Red Uncommon Power 1(0) Apply to an enemy. When you lose health, the bound enemy takes that much damage.
Leading Strike Red Uncommon Attack 1 Deal 4 damage. Reduce the cost of an Attack in your hand to 1(0) for the round.
Massacre Red Uncommon Attack 1 Deal 1(3) damage to ALL enemies, then lose all Strength. Is affected 5(8) times by Strength.
Weight Training Red Uncommon Skill 0 Lose 2(1) HP. Gain 1 Strength. Exhaustive 2(3).
Limb From Limb Red Uncommon Attack 3 Deal 24(28) damage. If this deals at least 30(32) unblocked damage, Refund 2 and draw 2 cards.
Phantom Shield Red Uncommon Skill 1 Gain 11(14) Block. Exhaustive 2.
Abandon Red Uncommon Skill 0 Exhaust up to 3 cards. Draw that many cards. Add a Void(Dazed) to your discard pile. Exhaustive 3(4). Ethereal.
Demonic Infusion Red Rare Skill X Upgrade a card X(+1) times. Refund 1. Exhaust.
Eclipse Red Rare Skill 3 Exhaust your hand. For each card, add a random card to your hand that costs 1 less than normal. (Refund 1.)
Fluid Movement Green Commmon Power 1 Keep up to 5(8) block between rounds.
Hidden Blade Green Commmon Skill 1 Add a Shiv to your hand and draw 2(3) cards.
Toxin Wave Green Uncommon Skill 1 Apply 3(4) Necrotic Poison to ALL enemies.
Tripwire Green Uncommon Skill 2 Gain 4(6) Block. At the start of your next turn, Stun a random enemy (and draw 1 card). Exhaust.
Draining Mist Green Uncommon Skill 3 Apply 3 Necrotic Poison to a random enemy 2(3) times. Apply -1(-2) Strength to ALL enemies. Exhaust.
Exploit Weakness Green Uncommon Skill 1(0) Apply Languid equal to target's Weak. Exhaust.
The Works Green Uncommon Skill 0 For every 3 cards you draw this turn, gain 1 energy and deal 4(9) damage to a random enemy. Playable once per round.
Scrap Shanks Green Uncommon Power 0 When you discard a card during your turn, add 1 (Upgraded) Shiv to your hand.
Shiv Toss Green Uncommon Skill 1 Discard all Shivs in your hand. Your Shivs deal 1 extra damage this combat for each. Exhaustive 2. (Retain).
Sneak Up Green Uncommon Skill 3(2) Innate. Discard all Attacks from your hand. Gain 1 Intangible. Refund 2(1). Exhaust. Ethereal.
Speed Training Green Uncommon Skill 2(1) Discard a random card. Gain 1 Dexterity. Refund 3. Exhaustive 2(3).
Atom Bomb Green Rare Attack 4 Deal 60(75) damage. Apply 4 Poison to ALL fighters. Exhaust.
From All Sides Green Rare Attack X Apply 1 Weak and deal 3 damage to a random enemy 2X + 1(2) times.
Poison Darts Green Rare Skill X Apply 3(4) Necrotic Poison X times. Apply X Poison to ALL enemies.
Necrosis Green Rare Skill 2 Convert all Poison to Necrotic Poison. Exhaust.
Panic Button Blue Common Skill 0 Evoke all your orbs. Draw 2(4) cards. Exhaust. Retain.
Repulse Blue Common Skill 0 Gain 1(2) Reflection. Add 1 Backfire to your discard pile.
Calculation Training Blue Uncommon Skill 0 Gain 1 Focus. (Startup:) Add 1 Dazed to your discard pile. Exhaustive 2(3).
Crystal Conduit Blue Uncommon Skill 1 Channel 1 Crystal (and 1 random orb).
Crystalizer Blue Uncommon Power 0 (Innate.) If more than half your orb slots are empty at the end of your turn, Channel 1 Crystal. Your Crystal orbs provide an additional +2 Focus to adjacent orbs.
Claw Rake Blue Uncommon Attack 2 Deal 2(4) damage. Deal 2(4) damage to ALL enemies. Damage is upgraded by Claw cards. Grave. Startup: If your deck has no normal Claw cards, add one to your draw pile.
FIFO Queue Blue Uncommon Power 2(X) Gain 4(2X) orb slots. (Channel 1 *Glass. Refund 1).
Solid Light Projector Blue Uncommon Skill 1 Gain 2 Shielding for every 5(3) cards in your discard pile. Exhaustive 2.
Sort Blue Uncommon Skill 1 Shuffle all Rare cards in your discard pile into your draw pile. Draw 2 cards. (Retain.)
System Scan Blue Uncommon Skill 1 The next 2(3) Status cards you draw Exhaust and draw 1 card when drawn.
Empty Bin Blue Uncommon Power 1 (Innate.) At the end of your turn, Exhaust all Common cards in your hand and gain 4(5) Block for each.
Time Bomb Blue Uncommon Skill 1 Gain 2 orb slots. Channel 2 Glass. Channel 1 Dark, and trigger its passive 2(3) times. Exhaust.
Mirror Shield Blue Rare Skill 2 Channel 1 Crystal. Channel 1 Frost. Gain 5(8) Block. Gain 1(2) Reflection.
RNG Blue Rare Skill X Channel X(+1) random orbs.
Omega Cannon Blue Rare Attack 2 Deal 7(6) damage to ALL enemies 4(5) times. Add 1 Backfire to your draw and discard piles. Focus increases damage."
Poisoned Strike Colorless Uncommon Skill 0 Apply 3(4) Poison. Is affected by damage modifiers.
Specialist Colorless Uncommon Power 0 Lose 1 Focus. All non-attack damage you deal is increased by 2. (Innate.)
Ssssshield Colorless Uncommon Skill ? Gain 6 Block. Gain 6 Shielding for each energy this cost. (Refund 1). Snecko. Exhaust.
Ssssstrike Colorless Uncommon Attack ? Deal 4(5) damage, plus an additional 4(5) for each energy this cost. Snecko. Refund 1.
Survey Options Colorless Uncommon Skill X Draw X. Refund 1(2).
Trickstab Colorless Uncommon Attack 1 Deal 4 damage 2(3) times. Damage is affected by block modifiers.
Private Reserves Colorless Uncommon Skill 0 Gain 1 energy (and draw 1 card). Exhaust. Retain.
Uncanny Aura Colorless Uncommon Skill - Unplayable. Grave. At the end of your turn, gain 1(2) Strength and Dexterity for each other Unplayable card in your hand.
Awakened One Ritual Colorless Rare Power 0 Add 6(8) Ritual Components to your discard pile. If you ever have 5 or more in your hand at once, replace them with Attacks that deal 42 damage.
Brewmaster Colorless Rare Power 3(2) Obtain a random potion at the start of each round.
Midas Touch Colorless Rare Skill 0 Exhaust any number of cards in your hand. Add a random Rare card to your hand for each.
Necrogeddon Colorless Rare Attack 1 Deal damage equal to the number of cards you've Exhausted this combat (to ALL enemies). Grave.
The Ultimate Defense Colorless Rare Power 4 Gain 1(2) Artifact. Gain 1(2) Dexterity. (Gain 1 Intangible). Gain 5 Plated Armor. Gain 5(8) Shielding.
Amnesia Curse Curse Curse - Unplayable. At the end of your turn, Exhaust your hand. Ethereal.
Common Cold Curse Curse Curse 0 Sneeze!
Depression Curse Curse Curse - Unplayable. When drawn, gain 2 Languid and draw a card.
Delirium Curse Curse Curse - Unplayable. At the end of your turn, gain Confusion for 1 round.
Faulty Equipment Curse Curse Curse - Unplayable. Soulbound. Can be Upgraded outside of combat to remove from deck.
Hallucinations Curse Curse Curse - Unplayable. At the end of your turn, add a random card into your draw pile. Exhaustive 3.
Looming Evil Curse Curse Curse 3 Can be played for 3 Energy to Exhaust. At the end of your turn, shuffle a random curse into your draw pile and reduce the cost to play this card by 1.
Over-Encumbered Curse Curse Curse - Unplayable. When drawn, add 3 Dazed to your hand and draw a card.
Sickly Curse Curse Curse - Unplayable. At the end of your turn, lose 3 Block.
Splinters Curse Curse Curse 0 Take 3 damage. Draw 1 card. Exhaustive 2. Startup: add a copy of this to your draw pile.
Spreading Infection Curse Curse Curse - Unplayable. At the end of your turn, add a copy of all other status and curse cards in your hand to your discard pile.
Restless Dread Curse Curse Curse 0 Autoplay. Draw 1 card. Add 3 random Curses to your discard pile. Exhaust. Grave.
Voices Curse Curse Curse - Unplayable. Ethereal. Startup: add 2 copies of this card to your discard pile.
Ghost Swipe Colorless Special Attack 1 Deal 6 damage. Exhaust. Ethereal.
Ghost Defend Colorless Special Skill 1 Gain 5 block. Exhaust. Ethereal.
Ghost Fetch Colorless Special Skill 0 Choose a basic card from your draw pile and add it to your hand. Exhaust. Ethereal.
Grinning Jar Colorless Special Skill 0 Draw 2 cards. You cannot play another Grinning Jar card this turn (upgrade removes).
Ritual Component Colorless Special Skill 0 Draw 1 card.
Abe's Revenge Curse Special Curse - Unplayable. Soulbound. At the end of your turn, gain 2 Frail. Ethereal.

Mod-Crossover Cards

Name Mod(s) Color Rarity Type Cost Description (upgrade effect in parenthesis)
Dual Polarity Conspire Blue Uncommon Skill 2(1) Channel 1 Lightning and Dark, Crystal and Frost, Water and Hellfire, or Glass and Plasma.
Chaos Vortex Infinite Spire Black Black Power 0 Gain 10(15) Shielding. (Gain 1 Artifact.) Confuse all enemies. 1 card you draw each turn has its stats and effects scrambled.
Dark Transmutation Infinite Spire Black Black Skill X Add X random Black cards to your hand. They cost 1 less this turn. (Refund 1.) Exhaust.
Echoes of Time Infinite Spire Black Black Skill 1 Fetch up to 3(8) cards you've Exhausted this combat. Grave. Purge.
Haul Infinite Spire Black Black Skill 0 Draw your draw pile. You can't draw any more cards this turn (upgrade removes). Exhaustive 2.
Fractal Strike Infinite Spire Black Black Attack 0 Deal 2(5) damage. Draw 1 card. Add a new Fractal Strike to your discard pile. Exhaustive 2(3).
Dark Deal Infinite Spire Colorless Rare Skill - Unplayable. Ethereal. (Grave.) Startup: Add a random (Upgraded) Black card to your draw pile.
Raven's Hex Beaked Beaked Uncommon Skill 1 Apply 6 Languid (and Vulnerable). Wither 1.
Wings of Steel Beaked Beaked Uncommon Skill 2 Gain 8 Shielding, (8 Block,) and 6 Plated Armor. Wither 2.
Owlgaze Beaked Beaked Uncommon Skill 3 Stun a random(all) enemy(ies). Refund 3. Wither 1.
Compounding Headache Beaked Curse Curse Curse 0 Draw 1 card. Lose 1 HP. Wither -1.
Mirror System Construct Construct Uncommon Skill 1 Overheat 5(10). Cycle if Dexterity < 1. Gain 2 Reflection (3 on mega-upgrade).
Resounding Blow Glutton Colorless Rare Attack 0 Deal 2(3) damage. Gain 1(2) *Block. When drawn, add an Echo of this card to your hand.
Meltdown Sequence Construct Curse Curse Curse - Unplayable. Overheat: 3 (10 if playing as Construct). Cycle. When Cycled: Add 1 Cycling Status to your discard pile. Exhaustive 3. Startup: Add 2 Cycling Status cards with Overheat to your draw pile.
Imminent Threat Deciple Curse Curse Curse 1 Innate. Take 2 damage. Exhaust. Switches to Vengeful Threat.
Vengeful Threat Deciple Curse Curse Curse 0 Grave. Draw 1 card. Exhaust. Switches to Imminent Threat.
Wavering Confidence Deciple Curse Curse Curse - Unplayable. Self-Retaining. At the end of your turn, Switches to Delayed Remorse.
Delayed Remorse Deciple Curse Curse Curse - Unplayable. At the end of your turn, take 1 Fibonacci damage. Switches to Wavering Confidence.
Sluggish Marisa Curse Curse Curse 0 Exhaustive 3. Amplify 1: Draw 1 card, and reduce Exhaustive counter an additional time.
Whispers of Evil Glutton Curse Curse Power 0 Autoplay. Draw 1 card at the start of each turn. Add an Echo of a random Curse to your draw pile at the end of each turn.

Mod-Crossover Relics

Name Mod(s) Character Rarity Description
Winged Headdress Beaked Beaked Common Can be used once per turn, before your deck is shufled for the first time each combat. Replenishes 1 use of all Wither cards in your hand, and Exhausts them.
Byrd Feeder Beaked Beaked Rare Healing beyond your max hp gives Temporary HP.
Lucky Slots Infinite Spire All Shop When a fighter loses exactly 7 HP, gain Critical. If this triggers 3 times in a single combat, gain 7 gold.
Sealed Pack Infinite Spire All Boss Chose 1 basic card to obtain. Choose 1 colorless card to obtain. Choose 1 rare card to obtain. Choose 1 black card to obtain. Choose 1 Curse to obtain. Curse cannot be skipped, and becomes Soulbound.
Cursed D8 Glutton All Boss Gain 1 energy and draw 1 card at the start of your turn. Shuffle an Echo of a random Curse into your draw pile at the end of your turn.

Keywords

Name Type Description
Refund Misc When a card with Refund is played, energy spent on it is returned (up to the stated amount).
Exhaustive Misc A card with Exhaustive Exhausts after a certain number of uses.
Shielding Misc A form of Block that does not wear off between rounds.
Crystal Orb Passive: Gives +2 Focus to adjacent orbs. Evoke: Gain an orb slot if you have less than 3.
Glass Orb No Passive effect. When Evoked, if you have more than 3 orb slots, consumes your leftmost one and Evokes any occupying orb.
Hellfire Orb Passive: Gives +2 Strength at the start of your turn that is removed at the end of your turn. Evoke: Apply 1 Vulnerable to a random enemy.
Necrotic Poison Power (Debuff) An alternate kind of Poison. Does double damage, but is reduced by half each turn (rounding down). Normal Poison does not count down while Necrotic Poison is applied.
Reflection Power (Buff) Each time you completely block attack damage, that damage is reflected back at the attacker.
Languid Power (Debuff) Reduces damage dealt by stack number. Decreases by 1 each round.

Potions

Name Rarity Description
Adrenaline Potion Common Draw 2 cards and gain 1 energy.
Elixir Common Exhaust ALL your status and curse cards.
Venom Potion Uncommon Gain 1 Envenom and -1 Strength.
Toxic Potion Uncommon Apply 5 Necrotic Poison to all enemies.
Milkshake Uncommon You can retain up to 5 unspent energy between rounds.
Lifeblood Potion Uncommon Gain 12 Temporary HP.
Languish Potion Uncommon Apply 3 Languid.
Death Potion Rare Deal 60 damage and lose 12 HP.
Doom Potion Rare Destroy an enemy after 10 turns.
Cursed Concoction Rare Gain 3 Strength and 2 Dexterity. Add a random curse to your draw and discard piles.
Flashpowder Rare Stun an enemy.

Rooms

Portal

Each area has a chance to spawn with a pair of portal rooms. These rooms are in the same row, with one on the far left and one on the far right. Going through one teleports you to the other.

###Bonfire Bonfires are an alternative Rest Site. One always appears on each stage as one of the Rest Sites before the boss. Instead of the normal Rest/Smith options, Bonfires have three options to choose from, chosen at random from a pool:

  • Smith: Upgrade a card.
  • Rest (Vanilla): Heal for 30% Max HP.
  • Rest (Multitask): Heal for 20% Max HP and Upgrade a random card.
  • Toke: Remove a card from your deck.
  • Dig: Obtain a random Relic.
  • Mine: Gain 50-100 Gold.
  • Polymerize: Transform a card.
  • Explore: Encounter a random event.

Events

Mirror Mist

Exordium event.

Presents 3 options. The first two change based on the player's character. The third is always "Transform and Upgrade a random card."

Character-specific options:

  • Ironclad:
  • Bash -> Survivor & Neutralize
  • Burning Blood -> Iron Core & Self Repair+
  • Silent:
  • Ring of the Snake -> Sizzling Blood
  • Survivor -> Leap, Neutralize -> Beam Cell
  • Defect:
  • Dualcast -> Bash, Cracked Core -> Iron Core
  • Cracked Core -> Ring of the Snake
  • [mod] Mad Scientist:
  • Fuel Tank -> Chemical Blood, Powered Strike -> Hemokenisis
  • Hide Behind Junk -> Survivor
  • Powered Strike -> Scrape
  • [mod] Seeker:
  • Arcanosphere -> Arcane Blood, Astral Haze -> Reckless Charge
  • Astral Haze -> Endless Agony
  • Astral Haze -> Rebound
  • [mod] Servant:
  • Uniform -> Scarlet Blood & Inflame
  • Uniform -> Snake Cloak, Kidney Shot -> Survivor
  • House Cleaning -> Reprogram, Kidney Shot -> Reboot
  • [mod] Mystic:
  • Shocking Grasp -> Bash, Arcane Dodge -> Leap
  • Spellbook -> Book of Snakes
  • [mod] Deciple:
  • Pattern Shift -> Stunning Strike, Second Hand -> Readied Action
  • Pattern Shift -> Infinite Blades, Second Hand -> Well Laid Plans
  • Chronometer -> Mercury Core, Second Hand -> White Noise If an upgraded card is traded for a different card using this event, the corresponding new card will be upgraded.

Stuck

Exordium event.

A random card in the player's deck is selected as the target of this event.

Options are to either upgrade or remove the selected card.

Trapped Chest

Any-stage event.

The player can choose to ignore the event or obtain rewards at the cost of triggering a trap.

Options after the trap is triggered are:

  • Take damage equal to 25% max HP
  • 50% chance to take damage equal to 40% max HP
  • Obtain Pain curse. The rewards from this event are a random combination of gold, cards, potions, and/or relics.

If the player has Cursed Key, they can choose to obtain a random curse rather than trigger the trap.

If the player has Matryoshka, they can use one charge of it to get twice as many rewards.

Dead Man's Rings

Any-stage event.

The player can choose to ignore the event, or find relics with a risk to become cursed.

The first two options give 1 relic, and a 50% chance to recieve a curse. The curses each one offers are different each time the event is encountered, chosen randomly.

The third option gives 2 relics, and has a 75% chance to recieve a random curse. Unlike the first two options, you can't tell what curse you'll get from this option before you select it.

Only certain relics can be recieved from this event (see Event Relics).

Map Scout

City event.

Player can pay gold to remove a vanilla Beyond boss of their choice from the pool.

If Infinite Spire is installed, player can force the Lord of Annihilation to appear.

Event Relics

Name Event Description
Sizzling Blood Mirror Mist (as Silent) Restore 4 HP at the end of combat. Gain 4 MAx HP on pick up.
Iron Core Mirror Mist (as Defect) At the start of combat, Channel 1 Hellfire. Certain red cards can now be obtained. Random orb effects (e.g. Chaos) have a chance to Channel Hellfire.
Iron Core Mirror Mist (as Ironclad) At the start of combat, gain 2 orb slots. Certain blue cards can now be obtained. Random orb effects (e.g. Chaos) have a chance to Channel Hellfire.
Arcane Blood Mirror Mist (as Seeker) At the end of combat, heal 3 HP for each different Debuff you have. Certain red cards can now be obtained.
Chemical Blood Mirror Mist (as Mad Scientist) Whenever you take damage during your turn, gain 1 Fuel. At the end of combat, gain HP equal to your total fuel, up to 6 max. NL Certain #rRed cards can now be obtained.
Scarlet Blood Mirror Mist (as Servant) Each time you gain Strength, gain twice that many Knives. Certain red cards can now be obtained.
Cloak of the Snake Mirror Mist (as Servant) Draw 2 additional cards on the first turn of combat. Certain green cards can now be obtained.
Book of the Snake Mirror Mist (as Mystic) At the start of combat, 2 random Cantrips are shuffled into your draw pile. Certain green cards can now be obtained.
Mercury Core Mirror Mist (as Deciple) At the start of combat, Replicate 1 Mercury. Certain blue cards can now be obtained.
Byrd's Blood Mirror Mist (as Beaked) Heal 6 HP at the end of combat. All other in-combat healing you recieve is increased by 50%. Gaining Strength also heals you. Certain red cards can now be obtained.
Sea Blood Mirror Mist (as Blackbeard) Heal 6 HP at the end of combat. Certain red cards can now be obtained.
Ring of the Sea Serpent Mirror Mist (as Blackbeard) At the start of combat, add 2 Shivs to your hand. Certain green cards can now be obtained.
Ring of the Tsuchinoko Mirror Mist (as Marisa) Draw 2 additional cards on the first turn of combat. Each time you play a Skill or 0-cost card, gain 1 Charge-Up. Certain green cards can now be obtained.
Spell Core Mirror Mist (as Marisa) At the start of each combat, gain 3 orb slots and Channel 1 Manaspark. Certain blue cards can now be obtained.
Iron Supplements Mirror Mist (as Glutton) Heal 6 HP at the end of combat. Certain red cards can now be obtained.
Burning Sludge Mirror Mist (as Slimebound) At the end of combat, heal 4 HP for each of your spawned slimes. Certain red cards can now be obtained.
Ring of the Slime Mirror Mist (as Slimebound) Draw 2 additional cards on the first turn of combat. At the end of combat, heal 3 HP for each of your spawned slimes. Certain green cards can now be obtained.
Ring of Fury Dead Man's Rings At the start of combat, gain 2 Strength and lose 1 Dexterity.
Ring of Peace Dead Man's Rings At the start of combat, apply 3 Weak to ALL fighters and gain 1 Buffer.
Ring of Panic Dead Man's Rings At the start of combat, become Confused for 3 turns. Gain 2 energy on the first and second turns, and 1 energy on the third.
Ring of Hypnosis Dead Man's Rings All enemies start with 5 Confusion.
Ring of Misfortune Dead Man's Rings At the start of combat, add a random Curse to your discard pile. Each time you draw a curse, gain 1 energy and 3 Temporary HP. Each time you draw a Status, gain 3 Block.
Ring of Greed Dead Man's Rings For every 150 gold you gain, obtain a random Curse. On pickup, gain 50 gold and 2 random relics related to gold or shops.
Ring of Addiction Dead Man's Rings On pickup, obtain 3 potions and 2 random relics related to potions. Each time you go through 3 rooms without using a potion, lose 2 max hp.
Ring of Searing Dead Man's Rings (as Ironclad or modded) At the start of your turn, ALL enemies above 50% max HP lose 10% of their HP, and you lose 5 HP if you are above 75% max HP.
Ring of Fangs Dead Man's Rings (as Silent or modded) At the start of combat, lose 3 Strength and gain 1 Envenom.
Ring of Shattering Dead Man's Rings (as Defect) At the start of combat gain 3 Focus and lose 2 orb slots.

Changes to Existing Content:

  • Shops sometimes have a "2 for 1" tag or "special edition" tag instead of the normal sale tag.
  • Random orb channeling effects (e.g. Chaos) will now sometimes channel Crystal.
  • If you have Honey Jar and Singing Bowl at the same time, using Singing Bowl's max hp gain option also picks a reward card at random.
  • Burning Branch can now be exchanged for a different relic at rest sites.
  • Fire Breathing now increases damage based on number of attacks played.
  • You can never get Ectoplasm from Neow.

Known Issues:

  • Cards altered by Ring of Chaos return to the normal version if the run is saved and returned to later.
  • Honey Jar + Question Card doesn't stack (except in the case of busted crown).
  • Portal rooms may cause crashing, especially if you save/load after going through one.

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Expansion mod for Slay the Spire.

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