SLAY THE SPIRE - CUSTOM CLASS
Capitalised words are usually keywords for a specific effect.
Major mechanics:
Marks are debuffs Applied to enemies, when that enemy takes attack damage, a Mark is Expended for 'X = half that damage' for one of the following effects:
- Damage Mark - Deal X Damage
- Block Mark - Gain X Block
- Vamp Mark - Heal X HP
- Stun Mark - Stun enemy for 1 turn (stun effect does not stack)
Marks are expended in a set order (the order they are stated above), so if an enemy has 1 Damage, 3 Block, 2 Vamp and 1 Stun Mark, successive instances of damage will Expend Marks in this order: D B B B V V S (there are in-game ways to change this order)
Essence is considered a player buff, for each Essence type, when you have 10 or more stacks of it, Consume 10 of that Essence until you have less than 10 (e.g. If you have 0 and Gain 27 Blue Essence, 27->17->7, result is 2 Blue Essence procs with 7 stacks remaining) for one of the following:
- Red Essence - Deal 10 Damage to all enemies
- Blue Essence - Gain 10 Block
- Purple Essence - Apply 1 Weak and 1 Vulnerable to all enemies
- Yellow Essence - Gain 1 Energy, Draw 1 Card
Essence is not removed at the end of turn and does not last between fights.
The main theme for the class is Vampirism - not a million miles away from Ironclad, but encourages strategic HP management.
The class was designed to be easy to engage with, but also provide depth in maximising the use of the plentiful resources available and strong synergies.
Relics and Potions
Starting Relic
Blood Pact | Lose 30 Max HP, Gain 1 Max HP on each enemy death |
Boss Relics
Essence Unleashed |
On Essence type Consumed: • Blue Essence - Gain 5 additional Block • Red Essence - Deal 5 additional Damage • Purple Essence - Apply an additional 1 Weak and 1 Vulnerable to each enemy • Yellow Essence - Draw an additional card |
Marks Unleashed |
On Mark type Expended: • Damage Mark - 50% chance to heal for half the damage • Block Mark - 20% chance to stun enemy • Vamp Mark & Stun Mark - 5% chance to apply Death Mark |
Broken Amulet | +1 energy, If you would gain any amount of Essence, instead gain 1 of that Essence. (Essence amount buffs occur after setting to 1) |
Garlic | +1 energy, Enemies can no longer gain Damage or Block Marks |
Rare Relics
Incense | Instead of Expending 1 Mark per damage instance, expend all Marks on that enemy |
Bats | If a Mark would be Removed from an enemy, Expend it for X = 10 |
Obsidian Ring | Heal 1 HP every 50 Essence Consumed |
Uncommon Relics
Blood-soaked Cloak | Gain 1 energy every 4 Marks Expended |
Chromatic Orb | At start of turn, for each Essence type you have 9 stacks of, gain 10 of that Essence |
Ancient Virus | When an enemy dies, move all Marks that were on it to another random enemy |
Shop Relic
Shroud | At end of turn, deal 4 damage to each Marked enemy |
Potions
Paralysis Potion | Stun target enemy |
Chromatic Potion | Gain 10 red and 10 blue essence |
Bottled Epiphany | 3 charges, cycle the order in which marks are expended (DBVS -> BVSD -> VSDB -> SDBV -> DBVS) |
Additional Information
Starting Deck- Strike x5, Brace x2, Bolster x2, Blood Frenzy x1, Relic = Blood Pact
Parallel Essence was the main pillar for the two sets of mechanics: each essence type maps onto a mark type (Red-Damage, Blue-Block, Purple-Vamp, Yellow-Stun).
Easier to learn each system since they mirror each other so closely: 1 Damage effect, 1 Block effect and 2 uniques.
Cards are grouped by type: Attacks, Powers, Skills.
Within each they are ordered by rarity: Common (Grey), Uncommon (Blue), Rare (Gold).
() brackets denote the effect of upgrading a card.
[] brackets contain a calculated value. Energy cost is in the top left.
Card names were designed to be as thematic as possible.
The distribution of types, costs, rarities across the card pool, as with potions and relics, is designed to be in line with the other classes in the game.
A few interesting comments about how this class interacts with base game mechanics.
Since almost all block is gained indirectly, the player is effectively immune to Frail (decreases block gain).
Meanwhile being weakened (decreases attack) severely hampers the effectiveness of marks but not essence.
Dexterity gains or losses (add/sub to block gained) have almost no effect on the player as well.
Low max HP makes being vulnerable (take more damage) a lot more risky.
With proper balance of the class, these aren't major issues, however there are a few relics in the base game which e.g. give +1 dexterity, which would likely be better off being removed/replaced for this class. Marks might also be too inconsistent - very lacklustre if damage output is low (e.g. while weakened) and overpowered when it's high (+strength and enemy vulnerable). So long as this feels like it's in the player's hands as opposed to RNG, this should be ok.
The following cards each come with a comment on either general design philosophy, interesting interactions or an explanation of that card.