There's also a whole card-family based around the idea of Licking - coating your foes in 'orrible goo, which in turn opens them up all manner of further special attacks. Unless you build your deck in such a way that you can prevent this health loss, thus earning yourself both a family of gelatinous defenders and oodles of precious hitpoints. It absolutely owns its concept, riffing on The Defect's auto-firing Orbs to employ auto-attacking, defending or HP-regenerating Slime-kids - with the delightful twist that spawning one temporarily consumes some of your health. Probably the most instantly appealing of the new character mods, given that it uses one of the game's more iconic baddies (the self-duplicating Slimes) and that a many-eyed blobbo friend is such an overt departure from weapon-wielding bipeds.īeneath the mugging-for-attention surface, it's also easily the strongest third-party class I've played so far. So, here are five of the Slay The Spire character mods I dig the most (so far). Inventive concepts, not too much of a power-trip or too much of a kick in the squishies, and only a little bit of brazenly stolen art. Given the almighty balancing act inherent to a numbers game like this, what I'm truly surprised by is how good some of these are. I don't have to, because the community's taken advantage of Spire's newly officially-enabled mod support to add a weird and wonderful assortment of new card-clobberers to the game. Third character The Defect's relatively new, and the focus is currently on spit'n'polish for this week's escape from early access, so I'm not holding my breath for an official newbie any time soon. "With more planned." For months, that's all we've had to go on, when it comes to the nagging question of whether or not the wonderful Slay The Spire will ever stretch beyond its three playable characters.
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