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Spelling/grammar fix(es)


* FighterMageThief: The clear Mage of the main trio, with complex cards and additional ability and more potential than its simpler counterparts.

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* FighterMageThief: The clear Mage of the main trio, with complex cards and cards, an additional ability system to keep track of, and more potential than its simpler counterparts.
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Spelling/grammar fix(es)


* EyeBeam: Can fires blue laser from its eye spot.

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* EyeBeam: Can fires fire a blue laser from its eye spot.

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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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* ActionBomb: After two turns of attacking with Slam, on the third turn, the Exploder will always, well, explode, kiling killing itself and dealing 30 damage that ignores status effects, either positive or negative.



* 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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* IncreasinglyLethalEnemy: In an interesting twist, the spikers' damaging attack remains a consistant consistent 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.



* TentacledTerror: Whatever it is attached to must be ''very large'', and can break armour effortlessly.

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* TentacledTerror: Whatever it is attached to must be ''very large'', and can break armour armor effortlessly.



* IncreasinglyLethalEnemy: Lagavulin only has one attack, but every few turns it stops to inflict a 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.

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* IncreasinglyLethalEnemy: Lagavulin only has one attack, but every few turns it stops to inflict a debuff against your armour armor 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.



* 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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* ManipulatingTheOpponentsDeck: Will add wounds to your deck everytime every time they attack, starting at 1 on lower ascensions, but going up to 3 later on.



* 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.

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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 armor while it deploys thorns that hurt you whenever you attack, then switching modes again after a few turns. Getting around its defences defenses 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.



* ShoutOut: Its 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.

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* ShoutOut: Its 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. the turn afterwards to recharge.


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* BodyHorror: If it is indeed the Watcher's former associate, whatever process the Spire used to morph them into a humanoid slug was likely this.


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* EvilIsVisceral: It's a massive heart set into the architecture of the Spire itself, colored a pale blue instead of a healthy red. The floor preceding it seems to have fallen to its influence, filled with twisted bone-like structures and resembling the insides of a hollowed-out corpse.
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Fixed base rate of rare card rewards in description of N'loth's Gift


* RandomDropBooster: The function of N'loth's Gift. It triples the chance to receive rare cards as a monster fight reward. For reference, the base chance of that happening is 9%.

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* RandomDropBooster: The function of N'loth's Gift. It triples the chance to receive rare cards as a monster fight reward. For reference, the base chance of that happening is 9%.-2%, and it goes up by 1% for every non-rare card you see until you do find one, at which point it resets to -2%.
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* AfterCombatRecovery: Burning Blood lets him restore 6 HP after each fight. Black Blood is an Ironclad-specific boss relic that replaces the former and increases the health recovery to 12 HP.
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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.

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* CombatAndSupport: The Spire Shield Spear deals more upfront damage while the Shield supports with raising large amounts of Block for both combatants.

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* NemeanSkinning: The ''Sensory Stone'' event depicts the Silent standing triumphantly over the remains of a Nemesis, taking its skull [[CreepySouvenir as a trophy]] [[SkeletonsInTheCoatCloset and hat]].



* SkeletonsInTheCoatCloset: Wears a rather prominent skull with spines still attached.

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* SkeletonsInTheCoatCloset: Wears a rather prominent She notably wears the skull of a Nemesis, with spines the spine still attached.

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Some more info, also I don't think boosting attack from 1 to 5 is enough to be called "Achilles' Heel"


* AchillesHeel: The Boot finds its niche here as it forces your attacks to do 5 damage to it while it's Intangible.



* 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.

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* 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. You also can't use the Smoke Bomb until this condition is cancelled by defeating one of them.



* PercentDamageAttack: Its Divider attack scales against your current health, effectively halving it[[note]]more specifically, it attacks 6 times with damage equal to 1/12th of your HP rounded down, plus 1[[/note]]. Thankfully, Hexaghost only uses it once.

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* PercentDamageAttack: Its Divider attack scales against your current health, effectively halving it[[note]]more specifically, it attacks 6 times with damage equal to 1/12th of your HP rounded down, plus 1[[/note]]. Thankfully, Hexaghost only uses it once.once, and you can also apply the Weakened status to it to decrease the damage.



* TurnsRed: At half health, he'll rid himself of debuffs and gain a significant increase in strength.

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* TurnsRed: At half health, he'll rid himself of debuffs and gain a significant increase in strength.strength, then begin using the "Execute" move to do massive damage.
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* BigBad: Implied to be sentient and very, very malevolent, and at the [[{{Pun}} heart]] of the corruption twisting the Spire, its inhabitants, and the post-apocalyptic world the heroes inhabit.

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* BigBad: Implied to be sentient and sentient, very, very malevolent, and at the [[{{Pun}} heart]] of the corruption twisting the Spire, its inhabitants, and the post-apocalyptic world the heroes inhabit.
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* NonActionBigBad: Played straight before Act 4 is unlocked, but subverted when all keys are gathered, being very much active, very threatening... and [[SNKBoss quite a bit more difficult than everything before it.]]

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* NonActionBigBad: Played straight before Act 4 is unlocked, but subverted when all keys are gathered, being very much active, very threatening... and [[SNKBoss [[DifficultySpike quite a bit more difficult than everything before it.]]
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Heart Big Bad

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* BigBad: Implied to be sentient and very, very malevolent, and at the [[{{Pun}} heart]] of the corruption twisting the Spire, its inhabitants, and the post-apocalyptic world the heroes inhabit.


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* NonActionBigBad: Played straight before Act 4 is unlocked, but subverted when all keys are gathered, being very much active, very threatening... and [[SNKBoss quite a bit more difficult than everything before it.]]
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Deca


* MeaningfulName: Well, halfway. Donu is a donut, but Deca is an octahedron.

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* MeaningfulName: Well, halfway. Donu is a donut, but [[NonIndicativeName Deca is an octahedron.octahedron]].
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Offering for Ironclad

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** Offering is a powerful card that gives a good energy boost and draws a bunch of cards (3 by default, 5 if upgraded) for no energy cost, but 6 health points.

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* AchillesHeel: Poison builds tend to struggle against enemies with a high Artifact rating, since poison is considered a debuff and Artifact negates those. They can cut through it eventually, but it will drag out the fight and make it more likely to cost health or force the player to burn potions.



* DeathByAThousandCuts: Her shiv builds run on this. Shivs do low damage, but boy howdy can you produce a ''lot'' of them, and if looped properly, will allow you to draw 0-cost shivs to chuck at the enemy ''perpetually'', allowing you to one-turn-KO even the FinalBoss! [[spoiler:(Not the Time Eater or the TrueFinalBoss, though: the former forcibly ends your turn after you play 12 cards, and the latter has a cap of taking 300 damage per turn and has 700 hp.)]]

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* DeathByAThousandCuts: Her shiv builds run on this. Shivs do low damage, damage (at least at first), but boy howdy can you produce a ''lot'' of them, and if looped properly, will allow you to draw 0-cost shivs to chuck at the enemy ''perpetually'', allowing you to one-turn-KO even the FinalBoss! [[spoiler:(Not the Time Eater or the TrueFinalBoss, though: the former forcibly ends your turn after you play 12 cards, and the latter has a cap of taking 300 damage per turn and has 700 hp.)]]


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* GlassCannon: She has low health and lacks the long-term resilience of the Ironclad or the access to passive block generation that the Defect gets from their orbs and the Watcher can get from powers; even the powers she has that ''do'' grant block typically do so as a reward for actively playing cards. However, she can throw around a ''lot'' of hurt, especially with the right relics or cards like Phantasmal Killer; you don't need to block if the enemy is dead before they deal damage!

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* CardCycling: The Silent has several cards that draw extra cards in exchange for discarding other cards, and this helps her sift through her deck for important combo pieces. Some of her cards give her additional perks if they get discarded.



* DrawExtraCards:
** Her starting relic, Ring of the Snake, gives her two extra cards at the start of combat. It can be exchanged for the Ring of the Serpent, which lets her draw one extra card ''each turn''.
** A Rare card exclusive to the Silent is Adrenaline, which lets her draw 2 cards and gain some extra energy for free. Compared to the Defect's Overclock or Reboot, or the Ironclad's Offering, Adrenaline has the fewest downsides.



* MasterPoisoner: Since the Watcher update, the Silent has an exclusive access to Poison, which damages an enemy through their block. Her arsenals includes multiple ways to directly poison the enemy, envenoming her attacks, or multiplying one on the target. She can also find Poison Potion to toss at her enemy, and has an access to relics that help her with inflicting poison as well.

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* MasterPoisoner: Since the Watcher update, the Silent has an exclusive access to Poison, which damages an enemy through their block. Her arsenals arsenal includes multiple ways to directly poison the enemy, envenoming her attacks, or multiplying one on the target. She can also find Poison Potion Potions to toss at her enemy, and has an access to relics that help her with inflicting poison as well.


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** She has several Skill cards that exclusively inflict Poison.


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* ExtraTurn: Vault lets her take an extra turn, but it's expensive and also ends her current turn on use. Unless you've upgraded it to reduce its cost or have extra energy, its best use is to fish for a new hand with any Retained cards.
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barricade isn't considered the single strongest anymore (it's probably watcher infinite)


* AlienBlood: His "burning blood" is more of a metaphor, mostly, but it can be upgraded to "Black Blood" that regenerates even more health.

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* AlienBlood: His The Ironclad's "burning blood" is more of mostly a metaphor, mostly, but it his starting relic can be upgraded to "Black Blood" that regenerates even more health.



* BoringButPractical: The Silent, Defect and Watcher can be very unwieldy and their large variety of strategies can make it difficult to build towards specific decks. The Ironclad on the other hand is much simpler, and thus his deck archetypes are much easier to achieve. While he won't reach the insane potential of the other characters as easily, he can unleash some devastatingly powerful combos if built right. Case in point, it's widely believed that the single strongest combo in the game is the Block stacking strategy enabled by his Barricade card. Where the Silent unleashes dozens of knives or the Defect rotates out orbs to buff himself to high heaven, Ironclad simply stacks his block to extremely high levels and becomes [[SimpleYetAwesome functionally invincible.]]
* CastFromHitPoints: Has various BloodMagic cards that also costs HP to use, or give you a powerful buff at the cost of some HP every turn. A card named Rupture [[PainAndGain increases your attack damage every time you lose HP from these cards]], and you can build a deck around hurting yourself to gain more strength and regain lost health with [[LifeDrain Reaper]] or his starter relic.

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* BoringButPractical: The Silent, Defect and Watcher can be very unwieldy and their large variety of strategies can make it difficult to build towards specific decks. The Ironclad on the other hand is much simpler, and thus his deck archetypes are much easier to achieve. While he won't reach the insane potential of the other characters as easily, he can unleash some devastatingly powerful combos if built right. Case in point, it's widely believed that the single strongest combo in the game is right, such as the Block stacking strategy enabled by his Barricade card. Where the Silent unleashes dozens of knives or the Defect rotates out orbs to buff himself to high heaven, Ironclad simply stacks his block to extremely high levels and becomes [[SimpleYetAwesome functionally invincible.]]
* CastFromHitPoints: Has various BloodMagic cards that also costs cost HP to use, or give you a powerful buff at the cost of some HP every turn. A card named Rupture [[PainAndGain increases your attack damage every time you lose HP from these cards]], and you can build a deck around hurting yourself to gain more strength and regain lost health with [[LifeDrain Reaper]] or his starter relic.



* EyesAlwaysShut: Due to being blind. They also help establishing her as a spiritual character.

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* EyesAlwaysShut: Due to being blind. They also help establishing establish her as a spiritual character.



* UnstoppableRage: Wrath stance… is actually an aversion. While doubling damage dealt is incredibly powerful, doubling damage taken means that enemy could very well kill you on their next turn. It is '''HIGHLY''' recommended to leave Wrath before ending your turn.

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* UnstoppableRage: Wrath stance… is actually an aversion. While doubling damage dealt is incredibly powerful, doubling damage taken means that enemy could very well kill you on their next turn. It is '''HIGHLY''' recommended to leave Wrath before ending your turn.turn unless you are absolutely sure you can deal lethal damage.
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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.

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



** 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 punishes slow and turtling decks and the artifact charges reduce the effectiveness of debuffs.

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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 punishes slow and turtling decks and the artifact charges reduce the effectiveness of debuffs. After five rounds of buffing it gains a gargantuan 50 Strength that's certain to overwhelm even the tankiest of builds.



* TrueFinalBoss: Gather all three keys (recalling the Ruby Key at a Rest Site, taking the Sapphire Key from a chest in place of a relic, and defeating a souped-up Elite for the Emerald Key) before confronting the heart, and you'll be able to take it on.

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* TrueFinalBoss: Gather all three keys (recalling the Ruby Key at a Rest Site, taking the Sapphire Key from a chest in place of a relic, and defeating a souped-up Elite for the Emerald Key) before confronting the heart, and you'll be able to take it on. This also means you need to finish one run as the Ironclad, Silent and Defect each before you even get the ability to face it.
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* HundredPercentAdorationRating
-->'''Face of Cleric flavor text:''' Everyone loves Cleric.

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Possibly the head of the avian cult that infests the Spire, the Awakened One appears to be [[DeityOfHumanOrigin a cultist that has fully transformed into a transcendentally powerful bird creature.]] The Awakened One punishes Power-heavy decks, and has a TurnsRed mode once it hits zero health the first time.

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Possibly the head of the avian cult that infests the Spire, the Awakened One appears to be [[DeityOfHumanOrigin a cultist that has fully transformed into a transcendentally powerful bird creature.]] The Awakened One punishes Power-heavy decks, and has [[spoiler:has a TurnsRed mode once it hits zero health the first time.time]].



* AdaptiveAbility: The Awakened One starts with a buff called ''Curiosity'', causing it to gain strength whenever you play a Power; the indication is that it's watching you cast them and becoming empowered as it learns. [[spoiler:In its second, fully-awakened phase, it loses Curiosity but retains its strength buffs, letting you play your Powers safely if you can survive with them uselessly clogging your deck first.]]



* CreepyCrows: An evil crow god.

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* CreepyCrows: An evil blue crow god.god, hunched on the ground with a ritual knife still embedded in its stomach. [[spoiler:After awakening it also gains GlowingEyesOfDoom and grows crystalline feathers from its limbs and back.]]



* TurnsRed: Once its health drops to zero, it'll go dormant for a turn. Then it Awakens, and gains a brand new health bar.

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* TurnsRed: Once [[spoiler:Once its health drops to zero, it'll go dormant for a turn. Then it Awakens, and gains a brand new health bar.]]


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* TimeMaster: It's in the name, showing its mastery by regulating your actions and interrupting your turns.

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A woman from the Swamp who has come to avenge her tribe, who have been slaughtered by the monsters pouring forth from within the spire. Begins with five Strikes, five Defends, 1 Survivor, and 1 Neutralize.\\\

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A woman from the Swamp tribe of swamp dwellers, who has come to avenge ascend the Spire after being honoured by her tribe, who have been slaughtered by sisters for her skill at the monsters pouring forth from within the spire.hunt. Begins with five Strikes, five Defends, 1 Survivor, and 1 Neutralize.\\\



* ChallengeSeeker: Her memory in the Sensory Stone event indicates her ascent of the Spire is a tribal ceremony. She killed the creature whose skull she wears in combat as the last stage of a ritual to prove her worthiness.



* BlobMonster

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* BlobMonsterBlobMonster: They're slimes. Their only visible organs are their eyes and spikes, and cutting them in half just makes more of them.



* BlobMonster: Made of a black sludge with yellow eyes. Since they don't appear in the Slime Boss fight and have a slightly different mechanic linking them together, their relationship to the slimes from Act 1 is unclear.




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* TentacledTerror: Whatever it is attached to must be ''very large'', and can break armour effortlessly.




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* TentacledTerror: Tentacles or vines are the only features that can be clearly identified as a part of it, burying any other body parts it may have.


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* BadWithTheBone: Nob drags the entire spine, ribs, and skull of another creature into battle with it to use as a {{Primitive Club|s}}.


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* WhyWontYouDie: If you manage to survive its first attacks after the countdown, it wonders "Why are you still here?"


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* TokenMotivationalNemesis: Name aside, the Silent seems to have deliberately imitated the Nemesis - wrapped in a green robe, wearing a horned skull, and carrying a crooked blade - before coming to the Spire, perhaps to kill it specifically.


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* MasterOfTheLevitatingBlades: The animated knives around her attack in a cycle while she summons their replacements.


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* HatOfAuthority: Its superiority over the lesser slimes is denoted by its jaunty black bowler.
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crosswicking



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* WhipOfDominance: The Taskmaster is a whip-wielding FlunkyBoss, always accompanied by other lesser slavers. His Scouring Whip can inflict wounds that can [[ManipulatingTheOpponentsDeck fill the player's deck]], as a gameplay translation of the torturing aspect of a whip.

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* CastFromHitPoints: Has various BloodMagic cards that also costs HP to use. A card named Rupture increases your attack damage every time you do this, and you can build a deck around hurting yourself to gain more strength and regain lost health with [[LifeDrain Reaper]] or his starter relic.

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* CastFromHitPoints: Has various BloodMagic cards that also costs HP to use. use, or give you a powerful buff at the cost of some HP every turn. A card named Rupture [[PainAndGain increases your attack damage every time you do this, lose HP from these cards]], and you can build a deck around hurting yourself to gain more strength and regain lost health with [[LifeDrain Reaper]] or his starter relic.



* PainAndGain: Rupture increases his attack power every time he loses HP from cards, including the buffs from some power cards that drains HP.




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* IncreasinglyLethalEnemy: It occasionally increases its power, and one of its skills has its attack power higher the longer the battle lasts.




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A spherical robotic construct.
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* IncreasinglyLethalEnemy: It starts with Strengthen Up, which increases its power every turn.



One of the three shape enemies found in the Beyond. Capable of dazing their oponents

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One of the three shape enemies found in the Beyond. Capable of dazing their oponentsopponents



* 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.

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* CombatTentacles: Will attempt to As a large tentacle itself, it can slap you, or [[TentacleRope constrict you as one of is moves.
you]].
* StatusEffects: Can inflict the unique status, "Constrict", which causes you to [[DamageOverTime take damage at the end of your turn.
turn]].

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

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



* ManEatingPlant
* OurHydrasAreDifferent

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* ManEatingPlant
ManEatingPlant: It bites you with its three vines.
* OurHydrasAreDifferentOurHydrasAreDifferent: It has three vines with small heads that bears some resemblence with a Hydra.


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*GeminiDestructionLaw: More like a Triplet Destruction Law since they always spawn in threes. You have to defeat the rest of them in 2 turns after one dies to defeat them all, or the defeated one will be revived with half HP.
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* WhyAmITicking: [[LudicrousGibs Corpse Explosion]] causes an enemy afflicted with it to blow up and deals damage to all the other enemies equal to their max HP.

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* WhyAmITicking: [[LudicrousGibs Corpse Explosion]] causes an the enemy afflicted with it to blow up and deals once it dies, dealing damage to all the other enemies equal to their its max HP.HP to all enemies on the field.



** The infamous Claw card is a free attack that has its damage increased on every use, and it increases damage of '''all''' Claw cards in your deck. A fun build is to have a lot of Claw cards and card draw and watch what was once ScratchDamage turn into 0 cost 50 damage cards.

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** The infamous Claw is a 0-cost card is a free attack that has its deals a pitiful 3 damage increased on every use, and it to a single enemy -- literal ScratchDamage. It ''also'' increases the damage of '''all''' Claw cards ''all'' Claws in your deck. A fun build is to have a lot deck by 2 for the rest of the battle. In a properly-built Claw deck, those same 0-cost cards and card draw and watch what was once ScratchDamage turn into 0 cost 50 will be doing tens of damage cards.each after enough turns.



* 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 Since they both have the same amount of HP, a Silent card with 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 in her deck only need needs to kill the one you used it on.of them to win.
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* SwordandFist: Staff and fist, but close enough!

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* SwordandFist: SwordAndFist: Staff and fist, but close enough!



* EyesAlwaysShut: It is the only slime in the game human-like eyes, but they are always kept shut.

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* EyesAlwaysShut: It is the only slime in the game with human-like eyes, but they are always kept shut.

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* EnlightenmentSuperpowers: ZigZagged: While a lot of the Watcher's cards suggest this with cards like Vigilance, Nirvana, Inner Peace, and Insight, a number of her Wrath cards like Eruption, Tantrum, Simmering Fury, and Indignation also imply that the Watcher is not necessarily always in harmony with her spiritual peace. This implies that the Watcher is either not so enlightened, or that inner peace and goodwill [[EnlightenedAntagonist isn't a requirement for enlightenment in this universe]]. Made worse by a card like [[VideoGame/TheElderScrollsIIIMorrowind Reach Heaven, which produces a powerful attack card Through Violence.]]

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* EnlightenmentSuperpowers: ZigZagged: While a lot of the Watcher's cards suggest this with cards like Vigilance, Nirvana, Inner Peace, and Insight, a number of her Wrath cards like Eruption, Tantrum, Simmering Fury, and Indignation also imply that the Watcher is not necessarily always in harmony with her spiritual peace. This implies that the Watcher is either not so enlightened, or that inner peace and goodwill [[EnlightenedAntagonist isn't a requirement for enlightenment in this universe]]. Made worse by a card like [[VideoGame/TheElderScrollsIIIMorrowind [[ExaggeratedTrope It's exaggerated with]] Reach Heaven, which produces a powerful attack card Through Violence.]]



* Time Master: Scry allows her to see the future and effectively chose her next draw and Vault allows her to take an entire extra turn, an ability reminiscent of the Time Eater's capacity to end the player's turn early.

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* Time Master: TimeMaster: Scry allows her to see the future and effectively chose her next draw and Vault allows her to take an entire extra turn, an ability reminiscent of the Time Eater's capacity to end the player's turn early.


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* WaxOnWaxOff: Perseverance implies this through both its current and beta artwork, depicting the Watcher training by either rolling a large boulder up a hill, or by carrying the Ironclad up a staircase on her shoulders.
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Simple Staff has been disambiguated


* SimpleStaff: Carries a long staff with some sort of carved eye at the tip. Most of her attacks involve her hitting enemies with the staff.

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Nice Hat cleanup per TRS.


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

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



* NiceHat: Wears a small bowler hat.

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Dewicked trope


* BladeEnthusiast: Most of her attacks involve knives. Stabbing you with knives, tossing knives, tossing a [[MoreDakka lot of knives]], poisoning you... by stabbing you with a knife, etc. The card art for Grand Finale, Die Die Die and Infinite Blades demonstrates that the entire inside of her cloak is lined with knives.



* KnifeNut: Most of her attacks involve knives. Stabbing you with knives, tossing knives, tossing a [[MoreDakka lot of knives]], poisoning you... by stabbing you with a knife, etc. The card art for Grand Finale, Die Die Die and Infinite Blades demonstrates that the entire inside of her cloak is lined with knives.



* KnifeNut: They don't carry daggers into battle, but a certain event shows that inductees into the cult get a Ritual Dagger. The Ritual Dagger becomes stronger from each successful kill, but is exhausted if the player uses it.
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[[quoteright:259:https://static.tvtropes.org/pmwiki/pub/images/silent_3.png ''A deadly huntress from the foglands. Eradicates foes with daggers and poisons'']]

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[[quoteright:259:https://static.tvtropes.org/pmwiki/pub/images/silent_3.png ''A deadly huntress from the foglands. Eradicates foes with daggers and poisons'']]
poisons.'']]



* DeathByAThousandCuts: Her shiv builds run on this. Shivs do low damage, but boy howdy can you produce a ''lot'' of them, and if looped properly, will allow you to draw 0-cost shivs to chuck at the enemy ''perpetually'', allowing you to one-turn-KO even the FinalBoss! [[spoiler:(Not the TrueFinalBoss, though: that one has a cap of 300 damage per turn and 700 hp.)]]

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* DeathByAThousandCuts: Her shiv builds run on this. Shivs do low damage, but boy howdy can you produce a ''lot'' of them, and if looped properly, will allow you to draw 0-cost shivs to chuck at the enemy ''perpetually'', allowing you to one-turn-KO even the FinalBoss! [[spoiler:(Not the Time Eater or the TrueFinalBoss, though: that one the former forcibly ends your turn after you play 12 cards, and the latter has a cap of taking 300 damage per turn and has 700 hp.)]]



The Watcher's unique mechanic is her stances: Calm, which grants her bonus energy when she leaves it, Wrath, in which she deals and receives twice as much damage, and Divinity, in which she gains a large bonus energy and deals '''tripled''' amount of damage. Managing your stance properly is a key to play the Watcher to her full potential.

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The Watcher's unique mechanic is her stances: Calm, which grants her bonus energy when she leaves it, Wrath, in which she deals and receives twice as much damage, and Divinity, in which she gains a large bonus energy and deals '''tripled''' '''triple''' the amount of damage. Managing your stance properly is a key to play the Watcher to her full potential.



* 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 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 elites and bosses! ...if you are lucky enough to reach one without the relic running out first, that is.


















** And even if you debuff its strength to cripple its Blood Shots, it stills has its Echo attack that hits for a huge amount of damage.

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** And even if you debuff its strength to cripple its Blood Shots, it stills still has its Echo attack that hits for a huge amount of damage.



* TrueFinalBoss: Bring all three relics before confronting the heart, and you'll be able to take it on.

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* TrueFinalBoss: Bring Gather all three relics keys (recalling the Ruby Key at a Rest Site, taking the Sapphire Key from a chest in place of a relic, and defeating a souped-up Elite for the Emerald Key) before confronting the heart, and you'll be able to take it on.

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