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* AwesomeYetImpractical: The Defect can put on an impressive show, using tons of self-buffing Scratch attacks with Scrape to spam even more, or calling down ten lightning strikes per turn. Some complicated combos make the character exceptionally effective, but you're usually not going to [[LuckBasedMission get the right cards]] to make these synergies work as well as something the Ironclad's buffs or the Silent's poison.

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* AwesomeYetImpractical: AwesomeButImpractical: The Defect can put on an impressive show, using tons of self-buffing Scratch attacks with Scrape to spam even more, or calling down ten lightning strikes per turn. Some complicated combos make the character exceptionally effective, but you're usually not going to [[LuckBasedMission get the right cards]] to make these synergies work as well as something the Ironclad's buffs or the Silent's poison.



* LightningBruiser: The Defect has the potential to be this. It has a decent amount of health, good defense via Frost orbs, and decent damage via Lightning orbs, Dark orbs, powerful attacks like Sunder and Streamline, and [[GatheringSteam Claw]]. However, the Defect can also veer into two extremes, either by [[StoneWall becoming an impenetrable glacial fortress]] with Frost orbs and Focus, or by [[GlassCannon evaporating all of the enemies before they can retaliate]].

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* LightningBruiser: The Defect has the potential to be this. It has a decent amount of health, good defense via Frost orbs, and decent damage via Lightning orbs, Dark orbs, powerful attacks like Sunder and Streamline, and [[GatheringSteam Claw]]. However, the Defect can also veer into two extremes, either by [[StoneWall becoming an impenetrable glacial fortress]] with Frost orbs and Focus, or by [[GlassCannon evaporating all of the enemies before they can retaliate]]. It'll all depend on whether you can draft the right cards for it, as a poor mixture of both archetypes will leave it a MasterOfNone.


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* PowerAtAPrice:
** Overclock lets it draw two (three if upgraded) cards for free but puts a damaging Burn card into discard.
** TURBO gives it two Energy (three if upgraded) for free but puts an Energy-sapping Void card into discard.
** Consume increases the potency of its orbs at the cost of an orb slot.
** Reprogram gives Strength and Dexterity at the cost of its orb potency.

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These slime-like enemies appear in packs, and will regenerate if killed unless the whole pack is taken out quickly.
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* FlunkyBoss: Fights along a red and a blue slaver on their elite fight. The colloseum fight includes them and a gremlin nob, but the nob is not exactly just a mook.

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* FlunkyBoss: Fights along a red and a blue slaver on their elite fight. The colloseum colosseum fight includes them and a gremlin nob, but the nob is not exactly just a mook.




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A spectral reaper with deadly scythe attacks and is difficult to hit.
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* AchillesHeel: The Boot finds its niche here as it forces your attacks to do 5 damage to it while it's Intangible.
* ScratchDamage: Periodically goes Intangible which reduces all damage it takes to 1.




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An assassin who conjures floating knives to cut up her enemies.
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* FlunkyBoss: Begins the fight with two floating knives and will summon more if they are not taken down.




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Disembodied appendages that serve as the final line of defense to the Heart of the Spire.
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* CombatAndSupport: The Spire Shield deals more upfront damage while the Shield supports with raising large amounts of Block for both combatants.
* DualBoss: The Shield and Spear cooperate and surround you to get an advantage in combat.
* MechanicallyUnusualFighter: You fight them in the unique Surrounded condition, where you need to consider who you've attacked last before ending your turn. Attacks from behind will deal more damage.



* JackOfAllTrades: Corrupt Heart has ways to counter almost anything you throw at it:

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* JackOfAllTrades: MasterOfAll: Corrupt Heart has ways to counter almost anything you throw at it:

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* GlassCannon: The more damage you do to it each turn, the weaker its next attack will be.

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* GlassCannon: The more HoldTheLine: Although it has 999 HP and fearsome-looking attacks, you have to survive for 5 turns before it disappears. To aid survival, the Transient's damage for the turn also goes down based on the damage you do inflict to it each turn, the weaker its next attack will be.it.



* UniqueEnemy

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* UniqueEnemy




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A giant statue head that is deadly but takes a while to get going.
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* AchillesHeel: Its "Slow" attribute makes it take more damage for each card played in the turn. This means SpamAttack decks can take out a lot of its health before it even finishes its countdown.
* TimeLimitBoss: It spends the first five turns counting down, and in the meantime its attacks are relatively weak. Past that point, it unleashes powerful attacks nonstop.

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* AttackAttackAttack: Its first turn will be spent gaining ''Enrage'', which will make it stronger whenever you play a Skill, including most cards that block. It turns the rest of the fight into a race to see who can AttackAttackAttack the other to death first.

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* AttackAttackAttack: RushBoss: Its first turn will be spent gaining ''Enrage'', which will make it stronger whenever you play a Skill, including most cards that block. It turns the rest of the fight into a race to see who can AttackAttackAttack the other to death first.




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* WolfpackBoss: Each Sentry isn't too hard on its own, but juggling between the attacks and the debuffs of a group of three proves to be a challenge until you thin the crowd.



* {{Golem}}
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Fixed a typo that was causing a redlink.


* AstroidsMonster: Large Slimes split into two medium Slimes when they reach half health.

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* AstroidsMonster: AsteroidsMonster: Large Slimes split into two medium Slimes when they reach half health.
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* AchillesHeel: Due to its many attacks per turn, they are uniquely vulnerable to the "Thorns" buff that deals return damage for each hit.
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Gradual Grinder is being merged to Damage Over Time, cut for misuse


* GradualGrinder: The Silent usually slowly wearing her enemies down with poison and a lot of knives, while ensures that they would be too weak to fight back with a vast number of StatusEffects in her arsenal. With proper support however, she can becomes a terrifying GlassCannon that can kill even an enemy with 999 health by turn two.
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* StormOfBlades: Shiv decks again, particularly the rare card "Storm of Steel", which [[DiscardAndDraw discards all the cards in your hand and replaces them with an equivalent number of free knives]].
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** Judgement, a Watcher card, sets an enemy's HP to 0 if they have 30 or less HP, completely ignoring block, which kills the Spheric Guardian at any point it's used since the guardian's Max HP is lower than 30.

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** Judgement, a Watcher card, sets an enemy's HP to 0 if they have 30 or less HP, completely ignoring block, which kills the Spheric Guardian at any point it's used since the guardian's its Max HP is lower than 30.




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One of the three shape enemies found in the Beyond. They eventually explode if not destroyed in advance.
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* ActionBomb: After two turns of attacking with Slam, on the third turn, the Exploder will always, well, explode, kiling itself and dealing 30 damage that ignores status effects, either positive or negative.
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One of the three shape enemies found in the Beyond. Capable of dazing their oponents
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* ManipulatingTheOpponentsDeck: Repulsors, similarly to Sentries, alternate between regular attacks and adding two useless Dazed cards to your deck, but they don't have a static pattern like the Sentries. Which move they'll use each turn is mostly random.
* NonDamagingStatusInflictionAttack: They can use an attack that does nothing but adds two Dazed cards to your draw pile, which will probably slow you down considerably, giving their fellow shapes a chance to [[ActionBomb explode on you]] or [[IncreasinglyLethalEnemy build up their strength.]].
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One of the three shape enemies found in the Beyond. They have spikes that serve to protect it and deal damage to those that try to harm it.
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* IncreasinglyLethalEnemy: In an interesting twist, the spikers' damaging attack remains a consistant 7 (9 in higher ascensions) which is pretty low, even compared to the other shapes. What they do to become more lethal is increase their Thorns condition to cause more damage to you when they get hit.
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A tentacle-like monster that seems to have grown from the spire itself.
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* CombatTentacles: Will attempt to constrict you as one of is moves.
* StatusEffects: Can inflict the unique status, "Constrict", which causes you to take damage at the end of your turn.



* NonDamagingStatusInflictionAttack: They can use an attack that does nothing but adds two Dazed cards to your draw pile, which starts off harmless but quickly becomes maddening the longer the battle goes on.

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* NonDamagingStatusInflictionAttack: They can use an attack that does nothing but adds two Dazed cards to your draw discard pile, which starts off harmless but quickly becomes maddening the longer the battle goes on.




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The leader of the gremlins, who may call upon them during combat to help her.
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* FlunkyBoss: Starts the fight with 2 gremlins and will regularly summon two more if she has less than two.
* IncreasinglyLethalEnemy: Encourage lets her buff herself and all her gremlins with additional strength. Killing a gremlin makes sure that the next one to come won't carry that buff, but the Gremlin Leader's strength continuously increases until end of the fight.




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Perhaps only another one of the slavers who live in the spire. He's exclusively found in the city, different from the slavers that sometimes appear in act 1.
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* FlunkyBoss: Fights along a red and a blue slaver on their elite fight. The colloseum fight includes them and a gremlin nob, but the nob is not exactly just a mook.
* ManipulatingTheOpponentsDeck: Will add wounds to your deck everytime they attack, starting at 1 on lower ascensions, but going up to 3 later on.

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* AchillesHeel: The Defect card Melter, which removes all block on an opponent and deals 10 damage. As its only defense was its huge amount of block and ability to pile it on very quickly, it's very easy to take it out once this card has been played. Melter even shows a destroyed Spheric Guardian on its art.

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* AchillesHeel: AchillesHeel:
**
The Defect card Melter, which removes all block on an opponent and deals 10 damage. As its only defense was its huge amount of block and ability to pile it on very quickly, it's very easy to take it out once this card has been played. Melter even shows a destroyed Spheric Guardian on its art.art.
** Judgement, a Watcher card, sets an enemy's HP to 0 if they have 30 or less HP, completely ignoring block, which kills the Spheric Guardian at any point it's used since the guardian's Max HP is lower than 30.

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A very tall angry gremlin.
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* AttackAttackAttack: Its first turn will be spent gaining ''Enrage'', which will make it stronger whenever you play a Skill, including most cards that block. It turns the rest of the fight into a race to see who can AttackAttackAttack the other to death first.

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A carnivorous plant with a large flowering pink bud, surrounded by biting vines that attack multiple times each turn.
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* HydraProblem: Snake plants have ''malleable'', which lets them gain increasing amounts of block every time it's attacked in the same turn. DeathByAThousandCuts is much less effective against it than one or two more powerful attacks.
* ManEatingPlant
* OurHydrasAreDifferent




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A larger and much more dangerous Jaw Worm.




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An ephemeral powerhouse made of shadows and starlight that vanishes on its own after five turns.
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* GiantSpaceFleaFromNowhere: Whatever it is, it is not from here, and it will inevitably go back.
* GlassCannon: The more damage you do to it each turn, the weaker its next attack will be.
* LivingShadow: It looks like an animate hole into the void, with asymmetric limbs and a single twinkling eye-like star.
* MetalSlime: Surviving until it vanishes is one thing. Dealing ''999 damage'' to properly kill it before that happens is another thing entirely, and is worth an achievement.




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A dense tangle of green tendrils and mossy growths, wrapped around a few glowing red cores.
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* BossInMooksClothing: Unlike any other enemy in the game, even bosses, the Mass changes its intentions whenever it takes unblocked damage, making each turn into a roulette of deciding how many times to attack it and whether its current intentions are manageable. And also unlike any other enemy in the game, ''it can curse you mid-combat'', when ordinarily you'd only gain status cards - curses are otherwise reserved as drawbacks for relics or event choices.
* ShoutOut: It looks rather like an overgrown [[Franchise/{{Pokemon}} Tangrowth]] the size of a whole grove of trees.
* UniqueEnemy



* OurMonstersAreWeirder: A GiantEnemyCrab hiding inside what looks like a giant broken ocarina. Or possibly a mask with [[EyesDoNotBelongThere too many eyeholes]], or the skull of some other unknown behemoth. And apparently, it's named after a whiskey.

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* OurMonstersAreWeirder: OurMonstersAreWeird: A GiantEnemyCrab hiding inside what looks like a giant broken ocarina. Or possibly a mask with [[EyesDoNotBelongThere too many eyeholes]], or the skull of some other unknown behemoth. And apparently, it's named after a whiskey.

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* BigGood: Can be considered one in this game, as she seeks to destroy the Spire that has corrupted the land.

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* BigGood: Can be considered one in this game, as she seeks to destroy the Spire that has corrupted the land.land... though [[BlackAndGreyMorality she wasn't motivated to help before she had reason to seek revenge]], and her pawns are mostly unaware that [[ViciousCycle she keeps resurrecting them over and over until they succeed]].



* HPToOne: Can give the player the ''Neow's Lament'' relic, which would set the HP of all enemies on the first three battle to 1. It even works on bosses! …If you are lucky enough to reach one without the relic running out first, that is.

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* HPToOne: Can give DefectorFromDecadence: [[spoiler:Dark shapes that may be other Ancients can be encountered in an event, identifying the player the ''Neow's Lament'' relic, as one of Neow's "toys". They don't seem to take either of you very seriously, and offer to give you powers of intangibility in exchange for dramatically reducing your max health, apparently because it would be fun to watch; [[TheFairFolk none of which would set suggests anything pleasant about their society]].]]
* FantasyAliens: She seems to be some kind of SpaceWhale, possibly, given what little is known of
the HP of all enemies on the first three battle to 1. It even works on bosses! …If you are lucky enough to reach one without the relic running out first, that is.Spire and its origins.



* HPToOne: Can give the player the ''Neow's Lament'' relic, which would set the HP of all enemies on the first three battle to 1. It even works on bosses! ...if you are lucky enough to reach one without the relic running out first, that is.



* SapientCetaceans: However, it is unclear whether she is a whale, possesses a whale, or takes the form of one.

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* SapientCetaceans: However, it is unclear whether she is a whale, possesses a whale, or takes the form of one. [[spoiler: The other Ancients don't seem to look much like her even in silhouette.]]




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* StoneWall: In attack mode, it alternates between powerful attacks and high amounts of block; if dealt enough (unblocked) damage, it switches to defense mode, instantly gaining armour while it deploys thorns that hurt you whenever you attack, then switching modes again after a few turns. Getting around its defences while still consistently protecting yourself is key to beating it quickly - striking hard on the right turn to make it switch modes, inflicting passive damage using poison or orbs, or simply swiftly overpowering it.
* UpgradeVsPrototypeFight: Has some tones of this when confronted by the Defect, as it seems to be the highest-tier version of the same class of security droid that the Defect was before it awakened. Their skills have diverged, but they still have the same build and stance.

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A sleepy behemoth resembling a hermit crab that moved into a bone-white ocarina.

[[/folder]]

[[folder: Sentry]]
A strange, floating metallic contraption that wanders the lower areas of the Spire in search of intruders.

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A giant sleepy behemoth resembling monster that resembles a hermit crab that moved into a wearing an unusual bone-white ocarina.

[[/folder]]

[[folder: Sentry]]
A strange, floating metallic contraption that wanders the lower areas of the Spire in search of intruders.
shell.



* DegradedBoss: Initially appears in a group of three in act 1 as an elite encounter, but can be found later in act 2 with a Spheric Guardian as a regular enemy.
* ManipulatingTheOpponentsDeck: Sentries alternate between regular attacks and adding two useless Dazed cards to your deck.
* NonDamagingStatusInflictionAttack: They can use an attack that does nothing but adds two Dazed cards to your draw pile, which starts off harmless but quickly becomes maddening the longer the battle goes on.

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* DegradedBoss: Initially appears in IncreasinglyLethalEnemy: Lagavulin only has one attack, but every few turns it stops to inflict a group of debuff against your armour and attack. If you don't kill it quickly, or have some way to keep pace, your ability to hurt it or block it will slowly be faded to nothing.
* NonMaliciousMonster: It's asleep when you first enter the room, and only wakes up after you break through its shell (or on its own after
three in act 1 as an elite encounter, but can be found later in act 2 turns). [[FridgeLogic It's unclear why nobody tries to just go around it.]]
* OurMonstersAreWeirder: A GiantEnemyCrab hiding inside what looks like a giant broken ocarina. Or possibly a mask
with a Spheric Guardian as a regular enemy.
* ManipulatingTheOpponentsDeck: Sentries alternate between regular attacks and adding two useless Dazed cards to your deck.
* NonDamagingStatusInflictionAttack: They can use an attack that does nothing but adds two Dazed cards to your draw pile, which starts off harmless but quickly becomes maddening
[[EyesDoNotBelongThere too many eyeholes]], or the longer the battle goes on.
skull of some other unknown behemoth. And apparently, it's named after a whiskey.



!! Act II Elites

[[folder: Book of Stabbing]]
One of several seemingly sentient books of ancient lore left among the Spire's ruins. Unlike others that you can encounter, the Book of Stabbing has no interest in trying to drive you to madness with its knowledge. No, it just wants to stab you. A ''lot''.

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!! Act II Elites

[[folder: Book of Stabbing]]
One of several seemingly sentient books of ancient lore left among the Spire's ruins. Unlike others
Sentry]]
A strange, floating metallic contraption
that you can encounter, wanders the Book lower areas of Stabbing has no interest the Spire in trying to drive you to madness with its knowledge. No, it just wants to stab you. A ''lot''.search of intruders.



* BladeSpam: Its preferred method of attack is to stab you with many small, rapid strikes in a single turn. It starts with 6 stabs per turn, and that number goes up the longer the battle goes on.
* BooksThatBite: A much more actively hostile example than most, as just encountering it is enough to earn its wrath, and it won't rest until either you or it are dead.
* IncreasinglyLethalEnemy: The longer the fight with it goes on, the more attacks per turn it can make.
* ManipulatingTheOpponentsDeck: The Book of Stabbing miniboss adds a useless Wound card into your deck each time you take damage from it... which is an issue, since it attacks with a BladeSpam of at least six individually weak attacks each turn, and all of them can potentially add a Wound to your deck.


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* BladeSpam: Its preferred method DegradedBoss: Initially appears in a group of attack is to stab you three in act 1 as an elite encounter, but can be found later in act 2 with many small, rapid strikes in a single turn. It starts with 6 stabs per turn, and that number goes up the longer the battle goes on.
* BooksThatBite: A much more actively hostile example than most,
Spheric Guardian as just encountering it is enough to earn its wrath, and it won't rest until either you or it are dead.
* IncreasinglyLethalEnemy: The longer the fight with it goes on, the more attacks per turn it can make.
a regular enemy.
* ManipulatingTheOpponentsDeck: The Book of Stabbing miniboss adds a Sentries alternate between regular attacks and adding two useless Wound card into your deck each time you take damage from it... which is an issue, since it attacks with a BladeSpam of at least six individually weak attacks each turn, and all of them can potentially add a Wound Dazed cards to your deck.

deck.
* NonDamagingStatusInflictionAttack: They can use an attack that does nothing but adds two Dazed cards to your draw pile, which starts off harmless but quickly becomes maddening the longer the battle goes on.


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!! Act II Elites

[[folder: Book of Stabbing]]
One of several seemingly sentient books of ancient lore left among the Spire's ruins. Unlike others that you can encounter, the Book of Stabbing has no interest in trying to drive you to madness with its knowledge. No, it just wants to stab you. A ''lot''.
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* BladeSpam: Its preferred method of attack is to stab you with many small, rapid strikes in a single turn. It starts with 6 stabs per turn, and that number goes up the longer the battle goes on.
* BooksThatBite: A much more actively hostile example than most, as just encountering it is enough to earn its wrath, and it won't rest until either you or it are dead.
* IncreasinglyLethalEnemy: The longer the fight with it goes on, the more attacks per turn it can make.
* ManipulatingTheOpponentsDeck: The Book of Stabbing miniboss adds a useless Wound card into your deck each time you take damage from it... which is an issue, since it attacks with a BladeSpam of at least six individually weak attacks each turn, and all of them can potentially add a Wound to your deck.


[[/folder]]
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* InvincibilityPowerUp: TheDefect's Buffer card will completely stop the next single attack (2 if the card is upgraded).

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* InvincibilityPowerUp: TheDefect's The Defect's Buffer card will completely stop the next single attack (2 if the card is upgraded).



** They can do an attack that deals no damage but applies 'Hex' to your character- every time you play a card other than an attack, a useless Dazed card is added to your draw pile.

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** They can do an attack that deals no damage but applies 'Hex' to your character- character — every time you play a card other than an attack, a useless Dazed card is added to your draw pile.



* NonDamagingStatusInflictionAttack: The most notable thing about it is that on its first turn it inflicts the 'Confused' status on your character, which randomizes the cost of the cards in your deck.
* ShoutOut: Its Tail Whip attack is one to the move of the same name from ''Franchise/{{Pokemon}}''. In ''Pokemon'' it lowers the opponent's defense by a stage; here, it inflicts Vulnerable on you.

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* NonDamagingStatusInflictionAttack: The most notable thing about it is that on its first turn turn, it inflicts the 'Confused' status on your character, which randomizes the cost of the cards in your deck.
* ShoutOut: Its Tail Whip attack is one to the move of the same name from ''Franchise/{{Pokemon}}''. In ''Pokemon'' ''Pokémon'', it lowers the opponent's defense by a stage; here, it inflicts Vulnerable on you.



* AchillesHeel: The Defect card Melter, which removes all block on an opponent and deals 10 damage. As its only defense was its huge amount of block and ability to pile it on very quickly, its very easy to take it out once this card has been played. Melter even shows a destroyed Spheric Guardian on its art.

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* AchillesHeel: The Defect card Melter, which removes all block on an opponent and deals 10 damage. As its only defense was its huge amount of block and ability to pile it on very quickly, its it's very easy to take it out once this card has been played. Melter even shows a destroyed Spheric Guardian on its art.



One on several seemingly sentient books of ancient lore left among the Spire's ruins. Unlike others that you can encounter, the Book of Stabbing has no interest in trying to drive you to madness with its knowledge. No, it just wants to stab you. A ''lot''.

to:

One on of several seemingly sentient books of ancient lore left among the Spire's ruins. Unlike others that you can encounter, the Book of Stabbing has no interest in trying to drive you to madness with its knowledge. No, it just wants to stab you. A ''lot''.



A shapeshifting [[NinjaPirateZombieRobot automaton-seed-bird-thing.]] The Guardian shifts between an attack and defense mode, controlled by how much damage the hero does to it. In attack mode it deals heavy damage and inflicts debuffs. In defense mode it has weak attacks, but is protected by its [[CollisionDamage sharp hide.]]

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A shapeshifting [[NinjaPirateZombieRobot automaton-seed-bird-thing.]] The Guardian shifts between an attack and defense mode, controlled by how much damage the hero does to it. In attack mode it deals heavy damage and inflicts debuffs. In defense mode mode, it has weak attacks, but is protected by its [[CollisionDamage sharp hide.]]



* ManipulatingTheOpponentsDeck: The Hexaghost adds Burn cards to your deck when it attacks, which deal take up space and deal ScratchDamage if you end your turn with them in your hand.

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* ManipulatingTheOpponentsDeck: The Hexaghost adds Burn cards to your deck when it attacks, which deal take up space and deal ScratchDamage if you end your turn with them in your hand.



* MooksAteMyEquipment: Its two minions will steal the two cards with the highest rarity in your deck that you haven't drawn yet- if the draw pile is empty, they will steal from your discard pile. You gain your cards back after winning the battle, but can get them back early by killing the minions.

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* MooksAteMyEquipment: Its two minions will steal the two cards with the highest rarity in your deck that you haven't drawn yet- yet — if the draw pile is empty, they will steal from your discard pile. You gain your cards back after winning the battle, but can get them back early by killing the minions.



* ShoutOut: Its hyperbeam attack is a reference to the move of the same name from ''Franchise/{{Pokemon}}''. Both hit extremely hard, but require the user to do nothing turn afterwards to recharge.

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* ShoutOut: Its hyperbeam Hyper Beam attack is a reference to the move of the same name from ''Franchise/{{Pokemon}}''. Both hit extremely hard, but require the user to do nothing on the. turn afterwards to recharge.



A higher member of the bird cult whose signature move is to inflict every single debuff at the same time (thankfully only once.) [[FlunkyBoss She also has minions she can repeatedly respawn and empower.]]

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A higher member of the bird cult whose signature move is to inflict every single debuff at the same time (thankfully only once.) once). [[FlunkyBoss She also has minions she can repeatedly respawn and empower.]]



* AchillesHeel: The Silent card Corpse Explosion - which deals damage to every other enemy equal to the total HP of the monster which just died - makes this boss fight laughable as you only need to kill the one you used it on.

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* AchillesHeel: The Silent card Corpse Explosion - which deals damage to every other enemy equal to the total HP of the monster which just died - makes this boss fight laughable laughable, as you only need to kill the one you used it on.



** Its Beat of Death buff deals a little amount of damage every time you play card, punishing spam deck and infinite combos. It also makes blocking less effective.

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** Its Beat of Death buff deals a little amount of damage every time you play a card, punishing spam deck decks and infinite combos. It also makes blocking less effective.



** The Heart also buffs itself every 3 turns starting from turn 4, gaining an ever-growing amount of strength and Artifact charges, improving the damage of its Beat of Death and gaining the dreadful Painful Stabs buff. And just when you thought that you could keep its Blood Shots at bay by debuffing its strength, the self-buff also removes the penalty. The constant scaling of the punishes slow and turtling decks and the artifact charges reduce the effectiveness of debuffs.
** And to further cement the Heart's status as a Master of All, it will use its first turn to debilitate you by throwing '''every''' basic debuffs at you and shuffling a copy of '''every''' status card in your deck.

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** The Heart also buffs itself every 3 turns starting from turn 4, gaining an ever-growing amount of strength and Artifact charges, improving the damage of its Beat of Death and gaining the dreadful Painful Stabs buff. And just when you thought that you could keep its Blood Shots at bay by debuffing its strength, the self-buff also removes the penalty. The constant scaling of the punishes slow and turtling decks and the artifact charges reduce the effectiveness of debuffs.
** And to further cement the Heart's status as a Master of All, MasterOfAll, it will use its first turn to debilitate you by throwing '''every''' basic debuffs debuff at you and shuffling a copy of '''every''' status card in your deck.
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* HPToOne: Can give the player the ''Neow's Lament'' relic, which would set the HP of all enemies on the first three battle to 1. It even works on bosses! …If you are lucky to reach one without the relic running out first, that is.

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* HPToOne: Can give the player the ''Neow's Lament'' relic, which would set the HP of all enemies on the first three battle to 1. It even works on bosses! …If you are lucky enough to reach one without the relic running out first, that is.



* HiddenDepths: One of his quote is "I used to be like you," implying that he was once an adventurer like the player.

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* HiddenDepths: One of his quote quotes is "I used to be like you," implying that he was once an adventurer like the player.



A masked individual clad in feathered robes. Seemingly has a fascination with crows. Their unique ability is to apply a Ritual buff on themself, gradually increasing their Strength. This means that they will get stronger that longer the fight is. Fortunately, they do not block nor debuff you, making fighting against them rather straightforward. The player may find a Cultist potion, which will duplicate the buff -- as well as make them call out "Ca Caw!" themselves.\\\

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A masked individual clad in feathered robes. Seemingly has a fascination with crows. Their unique ability is to apply a Ritual buff on themself, gradually increasing their Strength. This means that they will get stronger that the longer the fight is. Fortunately, they do not block nor debuff you, making fighting against them rather straightforward. The player may find a Cultist potion, which will duplicate the buff -- as well as make them call out "Ca Caw!" themselves.\\\



* {{Cult}}: Members of a cult that worships crows. One event allows you to sneak into one of their cathedrals and steal either the knife they preform blood rituals with or a bunch of their money.

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* {{Cult}}: Members of a cult that worships crows. One event allows you to sneak into one of their cathedrals and steal either the knife they preform perform blood rituals with or a bunch of their money.



* IncreasinglyLethalEnemy: They hit harder every turn. This becomes problematic when they appear with another enemy or as a group of three and you do not have good area damage, as you either have to focus the Cultist down before they gets dangerously strong, or kill the other enemy that will plague you with debuff and/or stronger burst of damage.

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* IncreasinglyLethalEnemy: They hit harder every turn. This becomes problematic when they appear with another enemy or as a group of three and you do not have good area damage, as you either have to focus the Cultist down before they gets get dangerously strong, or kill the other enemy that will plague you with debuff debuffs and/or stronger burst bursts of damage.



In Act 1, you may encounter two of them in a battle, or one of them alongside a Louse or a medium-sized Slime. They also appears in a group of three to battle you if you choose "Stomp" in the "Hypnotizing Colored Mushrooms" event.

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In Act 1, you may encounter two of them in a battle, or one of them alongside a Louse or a medium-sized Slime. They also appears appear in a group of three to battle you if you choose "Stomp" in the "Hypnotizing Colored Mushrooms" event.



* IncreasinglyLethalEnemy: It can use Grow to gain Strength. If you leave it on its own for too long it can become problematic.
* PuppeteerParasite: It infest a body of a rodent, turning the carcass into a weapon.

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* IncreasinglyLethalEnemy: It can use Grow to gain Strength. If you leave it on its own for too long long, it can become problematic.
* PuppeteerParasite: It infest a infests the body of a rodent, turning the carcass into a weapon.



A group of small gremlins. They comes in five variations; Fat Gremlin, which has a low-damage attack that inflicts Weak, reducing your damage; Mad Gremlin, which gains Strength every time it takes a hit; Shield Gremlin, which grants block to another enemy; Sneaky Gremlin, which attacks with a single, high-damage hit; and Wizard Gremlin, which takes two turns to charge up a devastating attack.

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A group of small gremlins. They comes come in five variations; Fat Gremlin, which has a low-damage attack that inflicts Weak, reducing your damage; Mad Gremlin, which gains Strength every time it takes a hit; Shield Gremlin, which grants block to another enemy; Sneaky Gremlin, which attacks with a single, high-damage hit; and Wizard Gremlin, which takes two turns to charge up a devastating attack.



Greenish blobs that come in three different sizes each; small, medium and large. There are two types; Acid Slimes, which are lime-green and get more eyes as they grow in size, deal less damage but can apply Weak, and Spike Slimes, which are gray-green and always cyclopian, deal higher damage and specialize in Frail. The medium and large Slimes can stick Slimed status cards into your deck, which clog it up until they're removed with energy. At its largest size, the Slime will split apart when it loses half of its health, turning into two medium Slimes with health equal to what the large Slime had left when it split.

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Greenish blobs that come in three different sizes each; small, medium medium, and large. There are two types; Acid Slimes, which are lime-green and get more eyes as they grow in size, deal less damage but can apply Weak, and Spike Slimes, which are gray-green and always cyclopian, deal higher damage and specialize in Frail. The medium and large Slimes can stick Slimed status cards into your deck, which clog it up until they're removed with energy. At its largest size, the Slime will split apart when it loses half of its health, turning into two medium Slimes with health equal to what the large Slime had left when it split.



* StatusInflictionAttack: The Acid Slime's Corrosive Spit and Spike Slime's Flame Tackle add Slime status cards to your discard pile, filling up your draw pile with useless cards. They also have a Lick attack that inflicts a status depending on their type - Weak for Acid Slimes, and Frail for Spike Slimes.

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* StatusInflictionAttack: The Acid Slime's Corrosive Spit and Spike Slime's Flame Tackle add Slime status cards to your discard pile, filling up your draw pile with useless cards. They also have a Lick attack that inflicts a status depending on their type - Weak for Acid Slimes, and Frail for Spike Slimes.



* IncreasinglyLethalEnemy: After the first two turns they have a chance each turn of using Drain, which increases the Chosen's strength by 3 while applying Vulnerable to the player.
* ManipulatingTheOpponentsDeck: The Chosen inflicts the Hex status on you, which adds a useless Dazed card to your deck each time you play a card that isn't an attack. This starts off harmless, especially since any in your hand are removed at the end of your turn, but if you don't end the fight quickly you'll find it almost impossible to get the cards you need to block her attacks or deal enough damage to get rid of her.

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* IncreasinglyLethalEnemy: After the first two turns turns, they have a chance each turn of using Drain, which increases the Chosen's strength by 3 while applying Vulnerable to the player.
* ManipulatingTheOpponentsDeck: The Chosen inflicts the Hex status on you, which adds a useless Dazed card to your deck each time you play a card that isn't an attack. This starts off harmless, especially since any in your hand are removed at the end of your turn, but if you don't end the fight quickly quickly, you'll find it almost impossible to get the cards you need to block her attacks or deal enough damage to get rid of her.
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A sleepy behemoth resembling a hermit crab that moved into a bone-white ocarina.



* MeaningfulName: One is a donut, the other is a dodecahedron.

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* MeaningfulName: One Well, halfway. Donu is a donut, the other but Deca is a dodecahedron.an octahedron.

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* ManipulatingTheOpponentsDeck: The Chosen inflicts the Hex status on you, which adds a useless Dazed card to your deck each time you play a card that isn't an attack. This starts off harmless, especially since any in your hand are removed at the end of your turn, but if you don't end the fight quickly you'll find it almost impossible to get the cards you need to block her attacks or deal enough damage to get rid of her.



* ManipulatingTheOpponentsDeck: Sentries alternate between regular attacks and adding two useless Dazed cards to your deck.





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\n* ManipulatingTheOpponentsDeck: The Book of Stabbing miniboss adds a useless Wound card into your deck each time you take damage from it... which is an issue, since it attacks with a BladeSpam of at least six individually weak attacks each turn, and all of them can potentially add a Wound to your deck.



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* ManipulatingTheOpponentsDeck: The Hexaghost adds Burn cards to your deck when it attacks, which deal take up space and deal ScratchDamage if you end your turn with them in your hand.


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* ManipulatingTheOpponentsDeck: The mooks that the Bronze Automaton spawns steal the cards with the highest rarity from your drawpile, refusing you access to them until you either win the battle or kill the mooks.


* GradualGrinder: The Silent usually slowly wearing her enemies down with poison and a lot of knives, while ensures that they would be too weak to fight back with a vast number of StandardStatusEffect in her arsenal. With proper support however, she can becomes a terrifying GlassCannon that can kill even an enemy with 999 health by turn two.

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* GradualGrinder: The Silent usually slowly wearing her enemies down with poison and a lot of knives, while ensures that they would be too weak to fight back with a vast number of StandardStatusEffect StatusEffects in her arsenal. With proper support however, she can becomes a terrifying GlassCannon that can kill even an enemy with 999 health by turn two.



* StandardStatusEffect: Can indirectly inflict Vulnerable on you, amplifying the damage you take.

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* StandardStatusEffect: StatusEffects: Can indirectly inflict Vulnerable on you, amplifying the damage you take.



* StandardStatusEffects: Fat Gremlins inflict Weak when they attack, and on higher Ascensions inflict Frail as well.

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* StandardStatusEffects: StatusEffects: Fat Gremlins inflict Weak when they attack, and on higher Ascensions inflict Frail as well.



* StandardStatusEffects: Blue Slaver’s Rake inflicts Weak, and Red Slaver’s Scrape inflicts Vulnerable. Red Slaver can also use Entangle, which inflicts a debuff preventing the playing of attack cards for that turn.

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* StandardStatusEffects: StatusEffects: Blue Slaver’s Rake inflicts Weak, and Red Slaver’s Scrape inflicts Vulnerable. Red Slaver can also use Entangle, which inflicts a debuff preventing the playing of attack cards for that turn.

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A grotesque parasite whose attacks are weak, but is defended by a thick layer of Plated Armor that renews its block every turn. \\
\\
May appear alongside a Fungi Beast.
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* LifeDrain: Its Suck attack heals it by the amount of damage it deals to you.
* StoneWall: Its attacks are nothing to write home about, but its Plated Armor and ability to heal itself with Suck means that you'll likely slog through battles with it.

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The Defect *can* be very powerful, but it requires a lot more luck than the other characters


* AwesomeYetImpractical: The Defect can put on an impressive show, using tons of self-buffing Scratch attacks with Scrape to spam even more, or calling down ten lightning strikes per turn. Some complicated combos make the character exceptionally effective, but you're usually not going to [[LuckBasedMission get the right cards]] to make these synergies work as well as something the Ironclad's buffs or the Silent's poison.



* LightningBruiser: The Defect is generally this. It has a decent amount of health, good defense via Frost orbs, and decent damage via Lightning orbs, Dark orbs, powerful attacks like Sunder and Streamline, and [[GatheringSteam Claw]]. However, the Defect can also veer into two extremes, either by [[StoneWall becoming an impenetrable glacial fortress]] with Frost orbs and Focus, or by [[GlassCannon evaporating all of the enemies before they can retaliate]].

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* LightningBruiser: The Defect is generally has the potential to be this. It has a decent amount of health, good defense via Frost orbs, and decent damage via Lightning orbs, Dark orbs, powerful attacks like Sunder and Streamline, and [[GatheringSteam Claw]]. However, the Defect can also veer into two extremes, either by [[StoneWall becoming an impenetrable glacial fortress]] with Frost orbs and Focus, or by [[GlassCannon evaporating all of the enemies before they can retaliate]].
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Removed unexplained link that leads nowhere


* CopyFighter
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* FireIceLightning: Can channel [[ShockAndAwe Lightning]] orbs and [[AnIcePerson Frost]] orbS. The 'Fire' part comes from either [[CastingAShadow Dark]] orbs (which seem to have a rather fiery explosion) or [[PureEnergy Plasma]] orbs.

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* FireIceLightning: Can channel [[ShockAndAwe Lightning]] orbs and [[AnIcePerson Frost]] orbS.orbs. The 'Fire' part comes from either [[CastingAShadow Dark]] orbs (which seem to have a rather fiery explosion) or [[PureEnergy Plasma]] orbs.
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According to the wiki, it's called Slime Boss, not Boss Slime


[[folder: Boss Slime]]
The biggest slime of them all, with a NiceHat just to drive home the point. Boss Slime is an [[AsteroidsMonster Asteroids-type]] boss, splitting repeatedly into other slimes every time it or they reach half health.

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[[folder: Boss Slime]]
Slime Boss]]
The biggest slime of them all, with a NiceHat just to drive home the point. Boss Slime Boss is an [[AsteroidsMonster Asteroids-type]] boss, splitting repeatedly into other slimes every time it or they reach half health.



* CallingYourAttacks: Calls out "Slime... Crush!" when it uses its Slam attack.

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* CallingYourAttacks: Calls out "Slime... Crush!" CRUSH!" when it uses is about to use its Slam attack.



* EyesAlwaysShut: It is the only slime in the game who even ''has'' eyes, but they are always kept shut.

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* EyesAlwaysShut: It is the only slime in the game who even ''has'' human-like eyes, but they are always kept shut.
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* ReligionOfEvil: Like the Cultists, they worship the Awakened One, the malevolent crow god.


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* CallingYourAttacks: Calls out "Slime... Crush!" when it uses its Slam attack.
* ChargedAttack: It needs to spend a turn preparing itself and taking no action before dealing a huge amount of damage with its Slam attack.
* EyesAlwaysShut: It is the only slime in the game who even ''has'' eyes, but they are always kept shut.

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* AnimalMotifs: Crow.
* {{Cult}}: Duh.

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* AnimalMotifs: Crow.
Crows. They dress in feathered robes, wear bird-like masks, and frequently "CAW" during battle.
* {{Cult}}: Duh.Members of a cult that worships crows. One event allows you to sneak into one of their cathedrals and steal either the knife they preform blood rituals with or a bunch of their money.


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* AnimalMotifs: Less extreme than the Cultists, but their robes have cowls that mimic bird heads and their arms are covered in blue feathers.
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* IncreasinglyLethalEnemy: The Cleric has a roughly 1/3 chance each turn of increasing the strength of it and the Centurion by 3.

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* IncreasinglyLethalEnemy: The Cleric Mystic has a roughly 1/3 chance each turn of increasing the strength of it and the Centurion by 3.3, though it can't do this more than twice in a row.

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A knight and cleric who always appear together.

to:

A heavily-armored knight and a squishy cleric who always appear together.



* DamagerHealerTank: The Centurion fulfills the Tank role, defending the Mystic and dealing some damage, and the Mystic is the Healer who can heal them both.

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* DamagerHealerTank: CarryABigStick: The Centurion fulfills attacks with a large, spiked mace.
* CombatAndSupport: The Centurion fills
the Tank combat role, being the main damage dealer and having enough HP to tank hits while defending the Mystic and dealing some damage, and the Mystic. The Mystic is the Healer who can Support, having weak attacks but the ability to heal them both.and buff itself and the Centurion.
* IncreasinglyLethalEnemy: The Cleric has a roughly 1/3 chance each turn of increasing the strength of it and the Centurion by 3.



A higher-ranking member of the bird cult than the cultists that are encountered on the lower level of the Spire, though they sometimes appear together. Rather than relying on brute strength, Chosen are adept at inflicting status effects on its opponents while buffing themselves.

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A higher-ranking member Higher-ranking and more powerful members of the bird cult than the cultists that are encountered on the lower level of the Spire, though they sometimes appear together. Rather than relying on brute strength, the Chosen are adept at inflicting status effects on its their opponents while buffing themselves.



* IncreasinglyLethalEnemy: After the first two turns it has a chance each turn of using Drain, which increases the Chosen's strength by 3 while applying Vulnerable to the player.

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* IncreasinglyLethalEnemy: After the first two turns it has they have a chance each turn of using Drain, which increases the Chosen's strength by 3 while applying Vulnerable to the player.



* MixAndMatchCreatures: Its a combination of a snake and a gecko, having the overall body shape of a snake but a gecko's large bulging eyes and a set of forelimbs with large round toes.

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* MixAndMatchCreatures: Its It's a combination of a snake and a gecko, having the overall body shape of a snake but a gecko's large bulging eyes and a set of forelimbs with large round toes.

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* NonDamagingStatusInflictionAttack: They can do an attack that deals no damage but applies 'Hex' to your character- every time you play a card other than an attack, a useless Dazed card is added to your draw pile.

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A higher-ranking member of the bird cult than the cultists that are encountered on the lower level of the Spire, though they sometimes appear together. Rather than relying on brute strength, Chosen are adept at inflicting status effects on its opponents while buffing themselves.
----

* NonDamagingStatusInflictionAttack: IncreasinglyLethalEnemy: After the first two turns it has a chance each turn of using Drain, which increases the Chosen's strength by 3 while applying Vulnerable to the player.
* NonDamagingStatusInflictionAttack:
**
They can do an attack that deals no damage but applies 'Hex' to your character- every time you play a card other than an attack, a useless Dazed card is added to your draw pile.pile.
** Their Drain attack applies Vulnerable to you while increasing their own strength.




[[/folder]]

[[folder: Spheric Guardian]]
One of the numerous artificial creatures created to defend the spire, this floating orb makes up for its pitiful HP stat with its huge amount of block.

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\n[[/folder]]\n\n[[folder: Spheric Guardian]]\nOne of A strange, enormous reptile dwelling in the numerous artificial creatures created Spire that seeks to defend the spire, this floating orb makes up for confound its pitiful HP stat opponents with its huge amount of block.glare.



* LuckBasedMission: Because it randomizes the cost of your cards, it's pure luck whether a battle against it will be a breeze or a nightmare.
* MixAndMatchCreatures: Its a combination of a snake and a gecko, having the overall body shape of a snake but a gecko's large bulging eyes and a set of forelimbs with large round toes.
* NonDamagingStatusInflictionAttack: The most notable thing about it is that on its first turn it inflicts the 'Confused' status on your character, which randomizes the cost of the cards in your deck.
* ShoutOut: Its Tail Whip attack is one to the move of the same name from ''Franchise/{{Pokemon}}''. In ''Pokemon'' it lowers the opponent's defense by a stage; here, it inflicts Vulnerable on you.

[[/folder]]

[[folder: Spheric Guardian]]
One of the numerous artificial creatures created to defend the spire, this floating orb makes up for its pitiful HP stat with its huge amount of block.
----



* BooksThatBite: A much more actively hostile example than most, as just encountering it os enough to earn its wrath, and it won't rest until either you or it are dead.

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* BooksThatBite: A much more actively hostile example than most, as just encountering it os is enough to earn its wrath, and it won't rest until either you or it are dead.

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