Iris and the giant

Iris and the giant

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Iris and the Guide
By Terreliv
WIP
   
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Species
Skeletons
  • Swordsmen -- May spawn with or be equipped with armor. May spawn with a Shield or Mirror. Attacks only from the first row.
  • Sad -- Sorrow Steal-able. Armor possible. Adds a Sorrow Card to deck only from the first row; Sorrow cards subtract 5 Will if played but if left as the only cards in a run's deck, Sorrow will take Iris.
  • Sorrow-Full -- Adds a Sorrow Card to deck from any row, but only if active during enemy turn. Armor possible.
  • Sorrow-Filled -- Spawns with full Armor. Adds a Sorrow Card to deck from any row, but only if active during enemy turn.
Cats
  • Archer -- Armor possible. Attacks from any row.
  • Thief -- Armor possible. Steals from the first row but does no damage in the process.
  • Purr-ltergheist
  • Master Thief -- Spawns with full Armor. Causes all un-Shielded enemy attacks to trigger discard.
  • Cap. Archer
  • Octopu$sy
Snakes
  • Bombers -- Bomb Steal-able. Armor possible.
  • Will -- Dagger Steal-able. Armor possible. (Large/)Mirror possible. Attacks from the first row for -3 current & max Will.
  • Ranger -- Arrow Steal-able. Starring possible.
  • Hydra -- Neck Steal-able. Attacks from first two rows.
Minotaurs
  • Baby -- Axe Steal-able. Armor possible. Shield/Mirror possible. Attacks from first row but achieves this by jumping over other units the turn after it scrapes its foot on the ground.
  • Adult -- Petrifying Axe Steal-able. Armor possible.
  • Mad -- Whip Steal-able. Armor possible. Acts from any row after the turn resolves for every other enemy, resurrecting all fallen Skeletons.
  • Giant -- Giant Axe Steal-able. Spawns in full Armor.
Specials
  • Trapper
  • Trappest
  • Admiral Trapeze
  • Infernal -- Armor possible. Acts from any row, lighting one card with Burning, which drains Will when used. If killed by Sword, Claw, or Arrow, burns units in the column behind it, bypassing Large/Mirrors in the process. Defeating all on the board extinguishes Burning.
  • Shocker -- Defeating all on the board has no effect on the Magical EMP.
Dogs
  • Hoplite -- Armor possible. Shield/Mirror possible. Attacks from both the first and second rows.
  • Cerberus -- Armored, respawns in armor level 1 if not killed altogether with other heads or petrified.
Fliers
  • Bat -- Armor possible. Passive defense from any row applied to the demons/items in a cross-section, covering both damage and debuff cards (Tornadoes, Lyres) and triggering before enemy Mirrors thereby sparing Iris from reflection.
  • Bat out of Hell -- Armor possible. Inflicts Burning from any row. If defeated by Arrow, burns units in its same column, bypassing Large/Mirrors and its own defense in the process (unlike Bombs).
  • Harpy -- Armor possible. Summons Swordsmen & Sorrow to 2 random columns in the front row with varying levels of armor, Shields, Mirrors, and/or Orichalcum Swords. Summons Hoplite dogs under the sign of the Dog.
Mimics
  • Chest -- Begins slipping in at around level 4. Spawns as a generic Gold Chest sans sparkle effect until hit or opened. Attacks only from the first row, thrice for 4 damage each (12 total).
  • Crystal
  • Larfleeze Toolbox -- Spawns as Armored Rare Card Chest until hit. Acts from any row, summoning two random units to two random columns on the first Row. Can only be attacked indirectly by slaying Bombers or Fire enemies near it without also targeting itself.
    • Sword -- Basic Skeleton
    • Arrow/Tornado -- Archer
    • Lyre -- Lightning
    • Inspiration -- Sorrow-Filled
Commanders
  • Big Cheese -- Hourglass Steal-able. Armor possible. Acts from any row, forcing all demons to repeat their actions. If multiple present, the leftmost one activates.
  • Bone-Apart -- Armor possible. Acts from any row, forcing all demons to repeat their actions including its own sword-swing.
  • Dark Knight -- Spawns in full Armor. Passive defense from any row applied to the demons/items in a cross-section, covering both damage and debuff cards (Tornadoes, Lyres) and forces all demons to repeat their actions.
Stoners
  • Sleeper -- Armor possible. Activates on the first row.
  • Boulder Cyclops
  • Mountain Cyclops
  • Gorgon -- Can only be hit indirectly in the vein of Purr-ltergeists.
Mouths
  • Coral Blue #5
  • Smackers
Shapeshifters
Boars
  • Armorers -- Armor possible. Equips an allied demon with armor from any row. Must be defeated twice, with its unmanned Anvil equipping an allied demon when struck with a physical weapon and not destroyed.
  • Cheerleaders
???
  • Golden Fleece -- Only found in Treasure Rooms.
Mechanics
Theft
Tools:
  • Sickle/Trap/Augmented Dagger -- One item from a defeated demon.
  • Scythe -- One item from each defeated demon in the front row.
  • Monstrous Trap -- One item from each defeated demon in its cross-section.
  • Claw -- Three items from a defeated demon.
  • Inspiration -- Passive item theft from entire board.
  • Mirror -- One item from each demon who targeted Iris.
  • Augmented Whip -- One item from Whipped demon.
  • Moon Dagger -- Two items from a defeated demon.
Loot
* = Inspiration/Augmented Whip only.
** = kill-only
  • Basic Skeleton -- Sword
  • Sorrow/Tear* -- Sorrow
  • Sorrow-Full -- Wave
  • Cmdr. Bone-Apart -- Bone Sword
  • Archer/Spitter -- Arrow
  • Thief -- Sickle
  • Octopu$sy -- Sword Dance
  • Mt. Lion Archer -- Feline Bow
  • Baby Minotaur -- Axe
  • Mad Minotaur -- Whip
  • Armorer -- Anvil
  • Big Cheese -- Hourglass
  • Cerberus -- Cerberus
  • Bat -- Shield
  • Dark Knight -- Orichalcum Shield
  • Infernal -- Fire
  • Trap*-- Trap
  • Admiral Trapeze -- Jumping Trap
  • Chest*/Jar of Cards* -- Confidence
  • Crystals* -- Crystal
  • Amphora* -- Amphora
  • Fleece -- Golden Fleece**
  • Explosive Amphora -- Bomb
  • Sleeper -- Eye
  • Mouths -- Power of Words
Nerve Starring
Any Starred enemy's potential is tripled.
  • First Level
    • Skeletons/Archers do 3 damage
    • Minotaurs do 9 damage.
    • Thieves Steal 3 cards.
    • Snake Thieves Steal 9 cards.
  • Second Level
    • Skeletons spawn with Orichalcum Sword.
Mode Differences
  • Will -- 60 in Easy/30 in Classic/20 in Challenge.
  • Armor -- Larger enemies wear 1 layer/2 layers/all 3.
  • Sorrow-Full -- Drop back into their holes the turn after adding Sorrow/the same turn.
  • Hydras -- Begin regrowing the turn after having been hit/the next turn/twice the next turn.
Miscellaneous
  • Tornadoes & Waves can eliminate Anvils for free w/o expending full turn.
  • Giant Stones cannot save Iris from Sorrow and are also blocked by Bag Recall cards (Lyre, Evil Sword, Skeleton).
  • Monstrous Traps pierce Shields.
  • Burning Confidence cards burn, then heal, thereby cancelling the damage.
  • Any floor without a secret passage has a hidden Chest or Crystals embedded in the mountains.
  • Shields, Mirrors, and Large Mirrors override a demon's traditional loot even after being removed except in the instance of a Harpy-spawned Hoplite overriding a Skeleton.
  • The Memory unlock to fall to Iris' knees description is vague; Traps advancing, Sorrow, & Burning do not trigger the lose condition, nor does the first attack after falling.
  • Will boosts appear to cap at 90.
  • Golden Fleece acts as a Confidence when applied to the Giant.
Lore?
Characters
  • Iris -- Depressed, selectively mute.
  • Father -- Takes her to swimming lessons; depicted as the Giant & the Ferryman.
  • Swimming Classmates -- Laugh at her, depicted as enemies in-game.
  • Teacher -- Unhelpful when Iris can't speak for her presentation, depicted as cats in-game(?).
  • "Best Friend" -- Calls her stupid; likely tied to mute synonym "dumb.
  • Mother -- Gave Iris grandmother's necklace, which is depicted as Crystals.