HELLCARD

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Alchemimic Class
   
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File Size
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Updated
3.844 MB
18 Aug @ 11:34am
1 Sep @ 10:11am
15 Change Notes ( view )

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Alchemimic Class

Description
Features
  • New class fantasy focused on copying/echoing effects and transmuting resources.
  • Build-arounds: Splash AoEs, “return to hand” loops, and Overcast (5 Fragments = 1 Mana).
  • Risk–reward via Equivalent Exchange (convert HP into tempo/resources).
  • Synergies with kills and team support (Block sharing, global draws—depending on your loadout).

How to Use
  • Enable this mod in the Hellcard Mod Manager.
  • Select the Alchemimic class when starting a run.

Card Changes & Notes
Some cards are brand new, and many existing ones have been reworked. Please read each card’s description carefully — cards that share a title or appearance may now behave differently. I’ve done my best to update every edited description, but a few may have slipped through or remain unclear. If you spot anything off, feedback and reports are very welcome.

Known Issues
  • Balance is a work in progress; feedback is welcome.

Credits & Thanks
  • Design & scripting: @QuejoMinas, @Goloh, @Lancelu
6 Comments
Jhon Baard YT 4 Sep @ 11:24am 
nice designs i love the artwork and character model!! its fun to play has some very nice new cards and is pretty balanced :D
Queijo Minas  [author] 3 Sep @ 12:34pm 
Hey @Sullixou! Thanks a lot for the thoughtful feedback — really appreciate you taking the time to play and write this up.

Design note
The core loop is self-damage → extra mana (“Equivalent Exchange”). You can (and should) use Block/Shield to absorb that self-damage so you can bank the bonus mana and spend it when it’s most useful.

About the cards you mentioned

Hot Potato — On my end it’s behaving as intended: the card applies the hot_potato Influence, which is what drives the effect, and the card is marked Strain (not Exhaust). The draw effect also triggers normally here.

Thoughts & Slayers — This one was modified in my build. It no longer spends HP; it costs mana only, so the original “Freeze if you can’t pay HP” clause doesn’t apply.

Again, thanks for the notes.
Goloh  [author] 3 Sep @ 12:21pm 
Hey! About the mechanics: it's not necessarily about exchanging HP for mana, it's about exchanging damage for mana. Ideally, it's good to take advantage of high shield buildup to recover mana!
Sullixou 3 Sep @ 11:06am 
Hey, nice mod but imo, it's quite hard to play the character, it's like he's not having a clear way to use it. I feel like the HP for Mana is not exploited enough, there is no way to get healing. Worst, it kills the sticky finger gameplay...
I found some combos that was pretty cool but it was limited by what I said before.

Here are some mistakes I found :
- Hot Potato : It's written "Exhaust" but the behavior is like "Strain", also, the draw effect doesn't work
- Thoughts & Slayers : Talks about "If you don't have enough HP you get Freeze" but the card never mention about paying HP
Jetpackpenguin 3 Sep @ 9:50am 
The class is really fun to play and the balance looks fine to me with the few runs I did for now.

Great job on this!
Casper 3 Sep @ 1:09am 
May I ask how can I open the modding tool? I can not find it in my game and library