Expansion mod for Slay the Spire by The_Evil_Pickle, AstroPenguin642, Bakuhaku, Stewartisme, and Slimer509.
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.
- ModTheSpire (https://github.com/kiooeht/ModTheSpire)
- BaseMod (https://github.com/daviscook477/BaseMod/releases)
- StSLib (https://github.com/kiooeht/StSLib/releases)
- 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")
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. |
Mystery Machine | All | Common | Gains 1 charge each time you enter a ? room. Loses 1 charge each time you move between two non-? rooms. At the start of combat, randomly gain Strength and Dexterity equal to charges. |
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 Eggs | All | Uncommon | On pick up, choose a card. Upgrade all copies of that card you have. When you add a new copy of that card to your deck, it is Upgraded. |
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. |
Bottled Snecko | All | Uncommon | On pick up, you may choose a card. It gains Snecko. If you do not choose a card, you may choose one at a later rest site. |
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. |
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. |
Undeath's Touch | Red | Common | Deal 1 damage 2(3) times. Apply 1 Decrepit. Exhaust. | ||
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.) |
Many Hands | Red | Rare | Skill | X | Add X copies of Undeath's Touch to your hand. (Refund 1.) Exhaustive 2(3). |
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 2(4) 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. |
Poison Smokescreen | Green | Uncommon | Skill | 2 | Gain 6(8) Block, and apply that much Poison randomly split among all enemies. |
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). |
Reroute Power | Blue | Uncommon | Skill | 0 | Swap your Strength and Focus. Draw 1 card. (Retain.) |
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." |
Might | Colorless | Uncommon | Power | X | Your attacks deal 25% extra damage for X turns. Refund 1(2). |
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. |
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. |
Black Plague | Infinite Spire | Black | Black | Skill | 2 | Draw 2(3) cards. Apply 4(6) Poison. Apply 4(6) Necrotic Poison. Apply 4(6) Languid. Apply 4(6) Decrepit. Split this card in half. |
Book of Names | Infinite Spire + Slimebound | Black | Black | Power | 1 | Gain Orb/Slime slots until you have 3(4). Add a random spire boss card to your hand the next 3(5) turns. Return this to your draw pile after 3(4) turns. |
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. (Grave.) Startup: Choose 1 of 2(3) random Black cards to add 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. |
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. |
Blank Codex | Infinite Spire | All | Event | At the start of combat and each time you shuffle your deck, you may choose 1 of 3 random Black cards to add to your discard pile. If you do, also add a random Curse to your discard pile. |
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. |
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. |
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. |
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.
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.
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.
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.
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).
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.
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 Collection | Dead Man's Rings | Non-boss chests now contain a random Ring in addition to thier normal contents. Shops sometimes sell Rings. |
Ring of Exchange | Dead Man's Rings | Shop items can now appear in boss chests. Boss items can now appear in shops. |
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. |
- 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.
- If a Bottled card is removed from your deck, you may choose a new card to bottle at rest sites (free action).
- You can never get Ectoplasm from Neow.
- 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.