Slay the Spire

Slay the Spire

A Magickal Journey
88 Comments
MaybeLater_x 15 Feb, 2024 @ 1:34am 
Bug report: the thunderstorm (deal 40 dmg 3 times) upgrade doesn't seem to change the card at all
Zmaxter 24 Jan, 2024 @ 1:48pm 
No problem, the mod works and is really fun otherwise, thanks anyway :)
GarryFlowers  [author] 24 Jan, 2024 @ 12:34pm 
@Zmaxter i didn't even know that mod was a thing and neither do i know how it works, so i'm not sure what to do here. mod looks sick though, too bad i don't have any friends who play slay the spire.

Anyways, it has been a while since i worked on this or even played the game so it's unlikely that I'll get around to fixing this unfortunately
Zmaxter 24 Jan, 2024 @ 11:59am 
Is the mod supposed to have compatibility with Together in Spire?
I was playing with a friend and everything is working seemingly well, but when one of us tries to freeze an enemy they only become frozen for that player, even though it also removes the "wet" debuff for the other one. Not sure if this is something that can be easily fixed or not.
Also this makes it so the enemy can be frozen and wet or burning.
Thank you.
Some_scrub 17 Jan, 2024 @ 5:48am 
I keep striking myself with lightning while trying to cast thunderbolt.
Hawksskull 1 Sep, 2023 @ 6:32am 
Thank you for the fix. hard mod, but so cathartic when you get a good run.
Been Hart 7 Jan, 2023 @ 4:44pm 
Hard mod. 24 runs and i've not even passed A1 lmao.
might just be me
nice work tho. lots of fun.
IceMaverick 16 Nov, 2022 @ 3:14pm 
Yes, indeed! I am all over the Rimworld workshop.
And no problem. Always glad to see any modded content flourish.
GarryFlowers  [author] 16 Nov, 2022 @ 4:50am 
@IceMaverick
Fancy seeing you here, I definetly remember that username from some rimworld mod. What a small world we live in...

Also, thank you for the kind words :)
IceMaverick 15 Nov, 2022 @ 7:21pm 
Woah, I've had the mod installed but disabled for a long time because I was hoping it'd get fixed one day. Came to check this page on a whim and it's apparently been updated to fix all of the crashes. I know it's been literal months, but big thanks for taking the time out of your life to come back and get it in working order again.
GarryFlowers  [author] 3 Jul, 2022 @ 6:28am 
@hospitalwaitingroom you're welcome.

also, it's very interesting to see that after all this time there are still people who care about this mod. i definetly didn't expect it to live this long :steamthumbsup:
hwr 30 Jun, 2022 @ 7:13am 
Thanks for updating the mod.
GarryFlowers  [author] 29 Apr, 2022 @ 5:10am 
Ok, so i finally got around to updating this mod. All bugs and incompatibilies that I know about should be fixed now. These include the infamous "I have only 2 cards in my deck" incompatibility with the mod "act like it" and the crash when playing ten fingers (that one was introduced by an update to basemod i think).

I have also changed some things around a bit, based on player feedback and my own experiences.

If you have found any bugs that still persist after this update, then please write another comment with more details.

Also, the Wizard might be a bit OP now. If this is an issue for you then going into ascension might help. I currently don't really have any ideas on how i can nerf him without breaking some part of his kit.

Some people have also been asking for translations. Since that would be way too much work for what it would be worth, there will not be any translations. Just learn english as a second language if that bothers you, I did too.
BlueToadPerson 6 Feb, 2022 @ 6:07am 
Im not sure whats happened, but the deck doesn't quite work for me, all that happens when i select them is that i get the two magicks in my deck and thats it. Thats my deck, two cards i can't play.
DeNarr 23 Aug, 2021 @ 2:41pm 
Game crashes after selecting the perk from Neow
Nomand 30 Jun, 2021 @ 6:00pm 
Ten fingers still crashes the game for me when trying to choose the last element, and playing this mod with Act Like This starts you without the cards you need for your deck to function
Sora Daikitsu 2 Apr, 2021 @ 8:35pm 
Incompatible with act like it
AJ Neuro 17 Dec, 2020 @ 9:39am 
Also, take into consideration the amount of resources necessary to play each of the spells with the starter deck. For example, if a spell requires 1 steam and 1 fire, that's 3 precise fingers, so that's 3 mana and 3 cards that need to be spent, plus the actual card for the spell and the manacost of the spell. This is the reason some of the randomized cards are downright impossible to cast at the start of the game. Conflagration, for example, would require 5 precise fingers beforehand.
AJ Neuro 17 Dec, 2020 @ 9:28am 
Even after learning how all the elements interact (which isn't really explained anywhere), the class feels extremely weak, specially in higher ascensions. It takes too much time to set up spells, and the randomized cards you get at the start of every run are too inconsistent. The class is severely lacking in reliability. Also, because you need to use skills to get elements, Killing Goblin Nob at ascension 20 is literally impossible unless you get 4 attack card rewards beforehand, and even then you'll take a ton of damage. Ascencion 20 Goblin Nob is the threshold that classes should perform to. If your class is unable to beat Ascencion 20 Goblin Nob with 4 random card rewards and 3/4 life, it needs buffs.
I recommend you remove the two randomized spells you get when starting a game, and then buff the other starting cards so that the starting deck is more reliable.
Krazy 16 Dec, 2020 @ 8:17am 
Hey I'd like to report a bug. The "10 fingers" card seems to crash the game whenever you play it
Dice_24K 19 Jul, 2020 @ 12:25am 
So, I played this mod a while back and gave a thumbs down. While it didn't crash and all - such that it technically worked - but the gameplay didn't work. I wanted to go off on complaints but there were plenty of comments pointing them out.
Lightbringer 11 Jul, 2020 @ 1:26am 
So it seems like the only getting two card starting and not getting any of the cards to make elements is a conflict between this and one of my other mods (discovered by disabling almost all of them except the necessary ones and the ones I knew wouldn't be problems).

Given how many mods and characters I usually run though, I have no real way of knowing which one was causing the problem. Sorry for the help/not-help.
IC 7 Jul, 2020 @ 12:03pm 
The mod is just beyond my expectation, the way you adapted Magicka into slay the spire is exceptional. 10 out of 10 for me.

The only problem I've ever encountered is just this 10 fingers card, I just can't combine a life essense in the combination. having one is fine, but after that I can't put any other things in the combination, the game always crashes after that.

Thank you for making such a wonderful mod.
Dice_24K 21 May, 2020 @ 7:00am 
So... while yes, the structure is there, it's much more effective to ignore the magic and just beat enemies up with the weapon attacks.
This is assuming you live long enough to get any -> and you won't. Why? You start off with 2 cards in your deck and neither of them can be used. I was curious what was going on and I can only imagine that you're supposed to have a chance to get some cards that ready elements to get your run started, but that doesn't happen. Sooooo, I just opened up console commands to kill all the enemies I met -> then got to a shop, so I gave myself too much gold + the courier relic and went to a shop and bought a ton of cards to see what's going on.
There is a system for the magic that's nice and intuitive and all that - some BigBrain stuff -> and I wish I could experience it and all, but the mod is broken in its current state due to the aforementioned lack of cards, so give it a miss until it's fixed.
DeNarr 11 May, 2020 @ 1:12pm 
So, I seem to just have a 2 card deck, and no way to actually create elements...
Ashen 22 Mar, 2020 @ 10:13am 
interesting concept but I'm sorry too many bugs right now it's unplayable
GarryFlowers  [author] 7 Mar, 2020 @ 9:23am 
Hey everyone! Sorry for keeping quiet for so long, but I've been very busy lately with studying and other projects. There are definitely some comments here that I would like to answer at some point, but right now is sadly not the time, so I will have to come back for you once my life has quieted down a little.

Among other things I've heard that some of you are having problems with this mods compatibility with a new Slay the Spire update. All I can say at the moment is that it seems to work just fine for me on version 2.0 (from 01-27-2020) of the game using both Windows 10 and Linux (Ubuntu), so I don't know how to fix this problem. If the problems persist I'll need a more detailed description of what happened just before and as these problems occurred.
Dorante 25 Feb, 2020 @ 4:09pm 
How do i play, i only get 2 cards in my deck and they require magick i can't create, effectively killing me on floor 1....
SolarNougat 8 Feb, 2020 @ 9:21pm 
will this be updated for 2.0?
Zalelyth 16 Jan, 2020 @ 3:18am 
How do you play this? I've tried every button and clicked everything yet nothing occurs?
Zekava 15 Nov, 2019 @ 8:58pm 
Don't get me wrong: this is a critique-y review, where I point out the things that could be improved. All in all, spectacular mod which must have been a nightmare to get functional and in its current state of almost-balanced Glass Cannon shenanigans. If the above issues were addressed, and perhaps there were some Magicka enemies so you could be at the mercy of the very OP and self-destructive magic you wield, it'd be perfect.
Zekava 15 Nov, 2019 @ 8:58pm 
Oh, 1 last gripe: Wards are absolutely, completely useless aside from protecting against flubs (which I guess is synergistic, as they will almost always result from a flub!) as no enemies cast any Magicka spells and none of your spells (i'm pretty sure) will ever hit you unless you somehow target yourself. Additionally, some Magicka games have the Life Ward give you a heal over time while giving Life resistance (or immunity), so it could grant Regen or something.
Obviously, i'm not talking about Rock/Ice armor. I think that's fairly well balanced although it feels weird going from 6 block with no elements to 8 block with 1 rock to 16 block with 2 rock.
Zekava 15 Nov, 2019 @ 8:58pm 
That said, I very much enjoyed coming up with the most optimized Ten Fingers comboes, which generally involved abusing unlimited Ice, Steam, and Poison. (Ice+Poisonx3+Death/Water/Cold for single targets, and either Poisonx4+Lightning or Steamx4+Rock for groups work wonders. Additionally, you can increase self-healing by throwing 1 Ice into it!)
Zekava 15 Nov, 2019 @ 8:57pm 
The biggest flaw that I can see being addressed, however, is that most builds tend toward the "ten fingers" omni-capable wizard playstyle, especially since you can take so many fruitful risks that other characters may shy away from. I propose changing Ten Fingers+ from removing the Exhaust to instead a simple mana lowering or some such, and perhaps some other tweaks to encourage specialization. Ten Fingers is simply too powerful in too many situations (that is, all of them, every situation ever . Additionally, Magicks typically have too difficult costs to achieve without Hot Key or Ten Fingers, and Invisible is absurdly OP if you do manage it (though that's mostly due to how OP Intangible is, not your fault), as it can be cast over and over thanks to Ten Fingers and such, achieving interminable immortality.
Zekava 15 Nov, 2019 @ 8:56pm 
Now, I can't say I know how I would change it, if at all, but the "easy come, easy go" nature of The Wizard's HP kind of breaks a lot of interactions with the base game, namely out-of-combat "?" events and campfires; why bother resting or shying away from a masochistic ritual if you can just milk your next encounter for a full heal?

As I've said, I don't wholly dislike that. It certainly feels like you're a Magicka wizard who was plucked straight from Midgard and plopped into the spire, an outsider with quite a different idea of adversity, humor, and power.
Zekava 15 Nov, 2019 @ 8:56pm 
(I wrote a long review before I realized that you could only have 1000 characters per comment, so I broke it up)
Absolutely stupendous mod, very faithful to the original Magicka system, while as others have pointed out, it would be very very difficult for anyone who doesn't know about the system.

Aside from that, the character suffers spectacularly from the classic, fun "overpowered but fragile" nature of Magicka wizards. However, due to the calulated, deliberate nature of the turn-based system, the "overpowered" part becomes more pronounced. As long as you don't flub spells (a lot easier than in fast-paced Magicka), you're basically immortal as you have infinite free healing.
Castillao 4 Nov, 2019 @ 1:40pm 
is it just me, or "beam" gets triggered with "death" without life?
WowIExist 17 Oct, 2019 @ 3:11pm 
Really hard, really confusing, really fun!
DerpTheBugbear 11 Oct, 2019 @ 2:27pm 
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(ArrayList.java:653) ~[?:1.8.0_144]
at java.util.ArrayList.get(ArrayList.java:429) ~[?:1.8.0_144]
at AMagickalJourney.Relics.WizardStaff.onEquip(WizardStaff.java:66) ~[AMagickalJourney.jar:?]
at com.megacrit.cardcrawl.relics.AbstractRelic.instantObtain(AbstractRelic.java:273) ~[?:?]
at aspiration.vfx.ObtainRelicLater.update(ObtainRelicLater.java:21) ~[Aspiration.jar:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2583) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:871) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:422) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126) [desktop-1.0.jar:?]
DerpTheBugbear 11 Oct, 2019 @ 2:26pm 
Chose to gain a random additional starter relic from Neow and crashed. Logs point to this mod.
cybercomplex 15 Sep, 2019 @ 9:08am 
this is really really really hard please help
Alphanumerai 12 Sep, 2019 @ 5:32am 
Definitely requires that you've played Magicka before and have an understanding of the element mixing system.
Faithfully sticks to the element selection, slots, cast types and spells as close to their original as possible. With some attack cards inspired by weapons and equipment. Sticks a little too rigidly to them actually.

Descriptions of elements and cast styles are really lacking, the forward cast guide doesn't really help with that; you can only see what elements do when they're slotted and the guide doesn't say what targets will be affected or how many hits (like lightning hitting all, or ice specifically doing multiple hits).

The Wizard would definitely benefit from some clearing up, extra info and descriptions, for self and forward cast - the forward cast counter shields were a bit ambiguous even in Magicka itself.
IceMaverick 29 Aug, 2019 @ 11:45am 
By the end of the run, I had a really clear understanding of how different elements worked together, where my synergies were, and how to get through different scenarios. Juggling all of the potential elements as well as how they would effect the enemies based on the type of Forward Cast I was using really satisfying and led to a lot of 2,000 IQ Galaxy Brain plays that saved my run multiple times.

He's been really weak in Act 1 in every run so far, but once he gets the cards needed to generate consistent elements, he really snowballs out of control.
IceMaverick 29 Aug, 2019 @ 11:41am 
Alright, after dodging Elites on the first floor so that I don't run into Nobs, I managed to get an Act 3 Win with this guy on my 4th attempt with him and I felt basically invincible by the time I finished.

I feel like the description should *REALLY* mention that the "Forward Cast Forecast" has tooltips and such explaining the different forward cast effects. It wasn't until the start of my 4th run that I realized I could control which enemies are getting hit and how effects were being applied based on the type of Forward Cast I was using.

While I never played the original Magicka games, I did play a little of the MOBA they made so that actually messed with my expectations of how certain things would interact. However, when I just threw that pre-knowledge out the window and ONLY relied on the tooltips for the Forecast and the different Element cards, it actually made a lot of sense how this guy was supposed to be played.
IceMaverick 29 Aug, 2019 @ 9:10am 
Oof, I just experienced what Levender was saying. Gremlin Nob seems literally impossible to beat. You can't actually gather elements to attack with without boosting the likelihood of the Nob just 1-shotting you.

Unless there's some synergistic combo that helps you stay alive against the Nob, literally all offensive and defensive options lead you to getting wrecked by him.
Pat 29 Aug, 2019 @ 8:03am 
One of the few mods I really didn't like. Its not clear what anything does or why.
KALTec Games 25 Aug, 2019 @ 5:54pm 
Wow, this is a real thinking-man's mod. If you don't think Slay the Spire is enough of a brain-burner as is just get this mod.
Dungeon Explorer Levender 12 Aug, 2019 @ 7:55am 
Lots of shenanigans indeed :D

Liked the character a lot, he brings tons of that initial feeling of playing Slay The Spire and figuring out the synergies between things.

That said...

* he suffers a lot against Gremlin Nob, since at Act 1 you don't have many "create 2+ elements cards", so your main way of attacking will make you die faster. Don't know all the tricks of the character, so maybe he has a good answer for that fight and I don't know which is?

* Some explaining of what single elements do in their cards would help a lot at Act 1, the initial runs are basically fumble and die thanks to the absence of this.
Odin 10 Aug, 2019 @ 11:09am 
I love the idea, but i think the shielding is a problem. You cant really get a lot of shield, while it is a lot easier to just heal all the time. Problem is, a lot of attacks kill you with one hit.
Karsh 5 Aug, 2019 @ 2:54pm 
I've played a pretty decent bit of Magicka.

I still have no idea what the hell am I doing/is going on in this mod.

There is just so little explanation on what will actually be the effects of your spells, which really isn't clear when implemented in an entirely different game (also I don't remember many things years after last playing the original game) and I've tried 3 runs and I haven't managed to notice even a single actually synergistic build coming together from any combination of cards I stumbled upon so far.

The character feels like an ambitious mess right now.