Slay the Spire

Slay the Spire

Chimera Cards+
possible ideas for chimera effects :o)
it got me thinking about some new variable keywords, if you think there might be a way to incorporate it into your mod? :)


"Maiden" (as in Maiden Voyage)
= if this card is the first card of its type you played this turn, gain 3 block and do 3 damage to each enemy (for each other card of the same type in your hand)


"Gold Cast"

= when played, gain gold = to its cost.
(for balance reasons this would not normally appear on X-cost cards, but a gold-cast card could still later somehow be given an X-cost)

+
"Gold Plated"
= when played, gain 5 Plated Armour + 5 Gold


"Sequinned" eg Sequinned Strike
= the player gains 1 blur this turn
+ if you have already played a Sequinned card this combat, also gain 1 blue next turn.


"Silver Plated"
= the player gains 1 artifact this turn
+ if you have already played a Silver-plated card this combat, also gain 1 artifact next turn too ;o)




"Magnetic" eg Magnetic Defend
= gives you 5 block as plated armour minimum if costs is 1 or less, (but x block equal to its cost) which lasts until you take (any) damage.
but when you play another Magnetic card this combat, you not only gain the new card's magnetic effect, but any previously played magnetic effects are re-magnetised / triggered)


"Infamous" keyword, such as an "Infamous Strike"
this keyword would protect the player from Thievery, by giving them a "Relic of Infamy" if they don't already have one, and then it gains a charge counter whenever an Infamous card is played, +x charges equal to the cost of the card. Whenever an enemy with thievery is encountered, their thievery value is lowered by the Infamous charge counters value, and when you beat them they actually give you your infamy value as an extra bonus :O)
"infamy infamy, they've all got it in for me)

(these listed above, were originally posted on the main chimera mod page too, but just posting here for completeness)
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Showing 1-8 of 8 comments
reswaut  [developer] 4 May @ 3:48pm 
Hey pgames-food! Thank you for your suggestions. Please share more ideas if you have any!

Here’s the latest update on your ideas:
  • Maiden: Now in the mod as the redesign "Opening". Balanced to either does 3 damage or gains 3 block depending on the card type.
  • Gold Cast: Now in the mod renamed to “Golden”, which also gives the card Exhaust and can normally appear on X-cost cards.
  • Gold Plated: I think it's too strong and redundant (literally just "Golden"+"Plated"), so I’m holding off for now.
  • Sequinned/Silver Plated/Magnetic: These ideas of self-synergizing modifiers are inspiring, but their layered effects felt too complex. I might add simpler versions (e.g., effects that trigger only if the card was played earlier) in future updates.
  • Infamous: The Thievery-specific use case is too niche, so it won't be in the mod.
wahooo, thanks very much for the above additions :lunar2019piginablanket:

ah yeah, for a few of them which seem a bit strong, i think i thought of them when i was facing endless mode against big bosses who had like 100 Million Hp or something at the time :lunar2019grinningpig:

for example here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2631769014
hi i thought up some more for you :lunar2019piginablanket:

New Modifiers ideas:

"Rusted" = card attack & block values are reduced by 75%, but then apply 10% of the final value as Poison to a random enemy (+1 poison)
"Symptomatic" = This card costs 1 less to play, but you also Gain 1 random Debuff which an enemy may have.
"REV-ersed" = Debuffs caused to enemies from this card, apply to you instead (and vice versa).
"Swamping" = this card costs 1 less, but for the rest of combat, whenever you try to draw a card (but it is discarded due to max hand size), take 1 dmg.
"Sparking" = Card also deals (1 damage +1 per orb slot you have), to a random enemy when played.
"Sleepy" = Card costs 1 less, but you lose 1 Barrier or 1 Intangible, or 1 Blur. (if you did not have any, Prevent the next 1 Barrier/Intangible or Blur you would get).
"Arcing" = if this card is an attack, it deals bonus damage to another random enemy (at 10% of that damage), for each other enemy. BUT if it gave you block, a random enemy gains 10% of that block, for each other enemy.
+
"Curing" = IF you have a debuff, card also randomly removes 1 of your debuffs. (if not, gain 1 Temp HP)
"De-Toxifying" = IF you are Poisoned, lose 1 gold per potion you have, and then lose 1 Poison per potion you have.
"Soothing" = IF you are Burned, lose 1 gold per potion you have, and then lose 1 Burning per potion you have.
"Hardening" = IF you are Vulnerable, lose 1 gold per potion you have, and then lose 1 Vulnerable per potion you have.
"Strengthening" = IF you are Weakened, lose 1 gold per potion you have, and then lose 1 Weak per potion you have.
+
"Spark-Shield" = gain Block equal to your (current Energy +1)
"Strike-Shield" = gain Block equal to the number of (Strikes in your deck +1)
"Power-Shield" = at the end of your turn, gain Metalicise equal to (Powers in your hand +1)
"Fume-Shield" = gain Block equal to the number of (Exausted cards +1), but Everyone gains 5 Poison
"Ethereal-Shield" = gain 1 Intangible equal to the number of Ethereal cards in your hand, But draw 1 less card next turn for each Intangible you have.
"Fog-Shield" = gain 1 Blur equal to the number of Defend cards in your hand, +1 Block, But you cant see enemy intended actions next turn.
"Orb-Shield" = gain 1 Block for each of your Orb Slots +1
+
"Thieving" = when you play this card, also steal (gain) 1 Gold per enemy.
"Stealing" = when you play this card, also steal (remove) 1 vanilla Buff from a random enemy, and Gain it yourself. (vanilla only as it might crash modded buffs like shadowverse?)
"Smoke-Snatch" = Gain 1 Gold for each enemy, multiplied by your (Blur value, +1 Gold)
"Alchemized" = Cost of card is -1 less, but Lose 1 Gold for each card in your hand. Then create a random potion.
"Arti-Fractured" = Gain 1 Artifact, and then make 1 random enemy lose 1 Artifact for each Artifact you have.
"Arti-Force" = Gain 1 Artifact, and then Gain 1 Strength this turn, for each Artifact you have.
+
"Shield-Compress" = Reduce your current Block by 20%, gain 10% of the reduction as Metalicize.
"Phasing" = Reduce this card's Attack or Block by 50%, at the start of your next turn, Deal the 50% damage randomly, and gain the 50% Block.
"Rippling" = this card's attack and block values are reduced to 25%, but at end of your turn, gain/randomly deal the remaining 75% (+5% extra for each enemy, rounded up)
many of these are overly gimmicky and don't fit the vision of the author...
reswaut  [developer] 8 Jun @ 9:57am 
Hi pgames-food! It's true that some of these modifiers could get gimmicky if I don’t tweak them, but I’ll see how I might adapt them into ones that align with my vision. Anyway, thanks for your ideas, and I'll let you know what makes it into the mod.
ah ok many thanks :o)

+ greets to paradoxica
reswaut  [developer] 20 Aug @ 11:59am 
Hey pgames-food! I think it's time to give some updates on the new modifiers you can now find in the mod since your last post:

  • "Iterative" is somewhat inspired by your original "Sequinned"/"Silver Plated"/"Magnetic" suggestion, which gives the card a stronger effect each time it's played.
  • "Shared" gives you more block but also the same amount to all enemies. Though it's not directly inspired by your "Arcing," they do have a similar effect. The same can be said for "Energized" and your "Spark-Shield."
  • "Cleansing" is your "Curing." I just changed the name.
  • "Toxic" is the basically the reverse of "De-Toxifying." (It acts on enemies instead of you.) Normally the player won't get Poison so I made it trigger on enemies.

The rest of your ideas I don't find them fit nicely in my mod, so I'm sorry that I might not include those. Anyway, thank you again for your suggestions and have fun!
ah thats ok, many thanks indeed for adding some to your mod :)
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