Slay the Spire

Slay the Spire

39 ratings
The Fallen
   
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39.073 MB
29 Mar, 2022 @ 2:26pm
17 Oct, 2022 @ 6:41pm
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The Fallen

Description
A character mod that adds The Fallen to Slay the Spire.
Features unique illustrations for all cards and animations.

Requires BaseMod and StSLib to run.

The Fallen mod currently features a large number of custom items:
* 75 draftable cards (81 total)
* 9 relics
* 1 potion
* 2 events
* 1 encounter

Unique Mechanics include:
* Ichor: A stacking damage multiplier that is lowered when the target takes attack damage.
* Madness: Counts the difference between your current hand and your hand size (normally 10). The lower the number of cards in your hand, the stronger the effect.
* Memory: Cards that can't be played but whose effects trigger each turn they start in the discard pile.
* And more...

Thank you to everyone how helped playtest and to everyone in the SlayTheSpire modding-technical Discord channel. Even if you didn't answer my questions directly, the resources you provided have been immensely helpful.

Thanks for trying my first mod, happy slaying!
25 Comments
glennvtx 10 Jun @ 11:15am 
AMAZING MOD. PLEASE UPDATE THIS MORE!! just needs some brush ups on balance and art and this is a good character period!!
Winged Espeon 2 Jul, 2024 @ 7:17pm 
I had an urge to play this character again today for some reason, and managed to get an a20 heart win. It was the complete god run as far as this character goes.I sniped the super elite with lament in act 1, got gyra from the first elite and lifted to offset the characters low damage. I got coffee dripper from the first boss letting me make up for the lack of upgrades from lifting, then got bites in early act 2 to offset the downside of dripper, got gremlin horn, pocket watch, and eventually unceasing top to offset the lack of draw, use omamori to block the curse from calling bell, used the other charge on 999 gold and hit 3 shops in act 3, got master of strategy and impatience from memory stone, duped impatience+ with a mirror at the second shop, and all this was just barley enough to squeak out a win. The character is still very underpowered.
Rainy 25 Feb, 2024 @ 8:53am 
Amazing mod with amazing artwork and alternate rare upgrade art cards
Fenragon 16 Apr, 2023 @ 9:18am 
I love this design. I like how cosmically horrific this character looks and feels like.
It's a very elegant design without too much superfluous keywords that easy to understand at first glance, but has a lot of depth.

Does the character have a story? Why did they come to the spire?
Skyfall Terminus 9 Mar, 2023 @ 5:05am 
I'll wait for more balance changes before trying to climb higher, the more I play the more frustrated I felt, way too weak early on with too many hoop I have to jumped just to make it function, and here I thought learning Silent blind was the most frustrating experience I had.
Skyfall Terminus 27 Feb, 2023 @ 7:27pm 
Some rare cards are underwhelming as well, such as Death Grip and Meteor Strike being too costly without offer anything good enough to justify the cost (Death Grip while provide both scaling and damage, it simply provide too little and Elder Form is outright better; and Meteor Strike cost too much to be considered Act 1-2 damage + AOE solution), Supernova is even worse as its too slow.
Honestly, a little expansion on the Fallen's exclusive relic loadout might remedy some issue. A relic mimicking Tool of the Trade or Master Reality is something worth consider adding. Overall there's a lot of rough edges and definitely require more polishing, but I can see the potential, which imo kinda neccessary because I can't imagine going A with this character at all lol
Skyfall Terminus 27 Feb, 2023 @ 7:27pm 
Ichor is fun, 1 shot everything after 4-5 turn of turtling with 200+ strike is just bliss, but imo that doesn't justify the weak common cards, as those make the whole run really difficult. I have trouble building frontload damage to deal with the Elites, and I lack method to scale into Act 2 hallway fight except Weeping Wound + Voidborn hyper Ichor-stacking, which is pretty serious because that's the only build ever managed to win the Heart. I suggest raise the general damage value of most cards, this class really lack the power to build momentum.
Skyfall Terminus 27 Feb, 2023 @ 7:27pm 
Criminally underrated, slaying the Spire as an eldritch Lovecraftian entity just scratch my itch perfectly. Also Shoggoth is a nice breathing room in Act 2 for everyone, I really appreciate that. The character itself felt really underwhelming however, with the card kit really all over the place, like most of your ideas (Max HP as resource, Madness, Memory cards,) are rather underdeveloped, especially Madness and Memory as the Fallen have too little tool for hand manipulate to effectively exploint them. Memory has Impurity, but that card needs Innate to support Memory build.
Nordos/atord 12 Dec, 2022 @ 11:29pm 
Memories feel too slow. But a big problem is, that there is a lack of synergy. Memories also has barely any synergies, especially with madness.
- How about giving them Eternal? That would allow them more synergies as exhaust fodder.
- if they are Eternal, ideally make them a Status card? That would allow it to be syergistic with stuff like Void Born or Weeping Wounds. It also allows the medical kit to 'play out' memories.

This whole character generally is slower, with Ichor, Memories, or Ripostes. Maybe add an innate block card? Also, I like the exhaust pile synergies, is there any plan to expand upon it? Maybe the counterpart to the Quasar - instead costing 2 and generating cards that generate block instead of damage?
Nordos/atord 12 Dec, 2022 @ 7:30am 
I do have to say, I quite like this mod. Still, there are some things I have to agree on with the other commentors:
- temporary HP is too weak. There are few synergies, and the ammount is generally pitiful. The problem is, to really take advantage of it, you need block or intangible in order to preserve it. The Entangled cards have, if you look at it that way, a negative synergy with it, since you need even more block. If possible, change the '-max HP', to first affect temporary HP?
- Ichor feels weak early on. I haven't played an Ichor build yet, but the fact that each attack takes two stacks away seems a bit too much. Maybe reduce it to 1 stack?
- most cards NEED to be upgraded. They are just so much better post upgrade, that you basically want to use every rest site you can.
- If you can, please change the way Madness is shown. Instead of a 5, I would ideally like to see an X or similar.