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Replay the Spire

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

(Currently maintained by The_Evil_Pickle)

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:

  • 39 Relics (4 ironclad, 4 silent, 5 defect, 26 shared)
  • 35 Cards (7 ironclad, 7 silent, 7 defect, 5 colorless, 9 curses)
  • 4 Events
  • 8 Potions
  • 1 Boss

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")

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 5 turns of combat.
Baseball All Common Upon pick up, a random card in your deck becomes free.
Byrd Skull Silent Common Your Innate cards have Refund 1 and draw 1 card.
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.
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 cheaper
Pet Ghost All Common At the start of each turn, add a Ghost Swipe, Ghost Defend, or Ghost Fetch to your hand (chosen randomly).
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 temporary HP at the start of combat.
Funnel All Uncommon At the end of your turn, gain 4 block for each unspent energy.
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.
Iron Hammer All Uncommon During the first turn, drawing a card upgrades it until the end of combat.
Onion Ring All Uncommon Gain 3 Strength at the start of combat, then lose 1 Strength on the next 3 turns.
Raider's Mask Defect Uncommmon 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.
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.
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.
Basket of Snakes Silent Rare Every 5th Attack you play applies 2 Necrotic Poison upon dealing unblocked damage.
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. At the start of your turn, reduce your Weakened, Frail, and/or Vulnerable 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.
Vampiric Spirits Silent Rare During the first turn of combat, 25% of all unblocked attack damage you deal is retuned as health.
Chemical X All Shop Your cost X effects are increased by 2.
GuideBook All Shop On pickup, Upgrade 2 cards randomly. Prioritizes rarer cards.
Honey Jar All Boss Draw 1 more card each turn. Retain up to 1 card each turn. Card rewards have 1 more option to chose from. You cannot skip rewards.
Kintsugi All Boss Remove 5 cards from your deck. Obtain 2 random Curses.
Ooze Armor Ironclad Boss Gain 1 energy and draw 1 card at the start of each turn. At the start of combat, gain Slow (resets to -2) and Malleable (resets to 4), and shuffle 2 Slimed into your draw pile.
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 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.

Cards

Name Color Rarity Type Cost Description (upgrade effect in parenthesis)
Run Through Red Common Attack 1 Target loses 9(11) HP and 4(7) Block.
Abandon Red Uncommmon Skill 0 Exhaust 1(up to 3) cards. Draw that many cards. Ethereal.
Defy Death Red Uncommmon Skill 5(4) Gain 14(16) Block. Costs 1 less for each card you've exhausted this combat.
Life Bind Red Uncommmon Power 1(0) Apply to an enemy. When you lose health, the bound enemy takes that much damage.
Massacre Red Uncommmon Attack 1 Deal 1(3) damage to ALL enemies, then lose all Strength. Is affected 5(8) times by Strength.
Demonic Infusion Red Rare Skill X Upgrade a card X(+1) times. Refund 1. Exhaust.
Hemogenesis Red Rare 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+X where X is the number of times previously upgraded in combat, or 3+X if the card has been upgraded outside of combat).
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.
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.
Sneak Up Green Uncommon Skill 1 Innate. Discard 1 card (upgrade removes). Gain 1 Intangible. Exhaust. Ethereal.
Atom Bomb Green Rare Attack 4 Deal 60(80) damage. Apply 3(4) Poison to ALL enemies. Exhaust.
Poison Darts Green Rare Skill X Apply 3(4) Necrotic Poison X times.
Reflective Lens Blue Uncommon Power 1(0) Channel 1 Glass. Your Glass orbs have a passive effect that gives 1 Reflection at the end of each turn.
Panic Button Blue Uncommon Skill 0 Evoke all your orbs. Draw 2(4) cards. Exhaust. Retain.
Crystal Conduit Blue Uncommon Skill 1 Channel 1 Crystal (and 1 random orb).
FIFO Queue Blue Uncommmon Power 2 (Innate.) Gain 4(5) orb slots.
Mirror Shield Blue Rare Skill 2 Channel 1 Crystal. Channel 1 Frost. Gain 5(8) Block. Gain 1(2) Reflection.
Time Bomb Blue Rare Skill 1 Gain 2 orb slots. Channel 2 Glass. Channel 1 Dark, and trigger its passive 2(3) times. Exhaust.
RNG Blue Rare Skill X Channel X(+1) random orbs.
Poisoned Strike Colorless Uncommmon 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.)
Survey Options Colorless Uncommon Skill X Draw X. Refund 1(2).
Improvise Colorless Rare Skill 1 Choose 1 of 3 random cards to (upgrade and) add to your hand. It costs 1 less. Exhaust.
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.
Amnesia Curse Curse Curse - Unplayable. At the end of your turn, Exhaust your hand. Ethereal.
Faulty Equipment Curse Curse Curse - Unplayable. Can only be Exhausted or removed from your deck by Upgrading.
Hallucinations Curse Curse Curse - Unplayable. At the end of your turn, add a random card into your draw pile.
Sickly Curse Curse Curse - Unplayable. At the end of your turn, lose 3 Block.
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.
Languid Curse Curse Curse - Unplayable. If this is in your hand at the end of your turn, start next turn with 1 less Energy.
Delirium Curse Curse Curse - Unplayable. At the end of your turn, gain Confusion for 1 round.
Voices Curse Curse Curse - Unplayable. At the end of your turn, shuffle 2 Dazed into your discard pile. Ethereal.
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.
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.

Keywords

Name Type Description
Refund Misc When a card with Refund is played, energy spent on it is returned (up to the stated amount).
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.

Potions

Name Rarity Description (post-ascension-11 changes in parenthesis)
Adrenaline Potion Common Draw 2(1) cards and gain 1 energy.
Elixir Common Exhaust ALL your status and curse cards (in your hand).
Venom Potion Uncommon Gain 1 Envenom (and -1 Strength).
Toxic Potion Uncommon Apply 5(4) Necrotic Poison to all enemies.
Milkshake Uncommon You can retain up to 5(2) unspent energy between rounds.
Death Potion Rare Deal 60(40) damage and lose 12(15) HP.
Doom Potion Rare Destroy an enemy after 10(13) turns.
Cursed Concoction Rare Gain 3(2) Strength and 2(1) Dexterity. Add a random curse to your draw pile.

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 -> Self Repair+
  • Silent:
  • Ring of the Snake -> Sizzling Blood
  • Survivor -> Leap, Neutralize -> Go For The Eyes
  • Defect:
  • Dualcast -> Bash, Cracked Core -> Iron Core
  • Cracked Core -> Ring of the Snake 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).

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 appear in future card rewards. Random orb effects (e.g. Chaos) have a chance to Channel Hellfire.
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 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:

  • Neow now has a wider variety of blessings to choose from.
  • 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.
  • Corpse Explosion now applies 1x Necrotic Poison rather than dealing 2x damage.
  • 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.

Known Issues:

  • Cards altered by Ring of Chaos or Baseball 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).
  • Compile Driver doesn't count custom orbs.
  • When Raider's Mask evokes a dark orb, it may cause one of your other orbs to skip activating its passive effect.

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Expansion mod for Slay the Spire.

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