Slay the Spire

Slay the Spire

Energized Spire
JohnnyBazooka89  [developer] 31 Jan, 2019 @ 10:01am
New energy relics ideas?
If you have an interesting idea for a new energy relic for me to make, please share.


Keep in mind that I may rebalance it or change the theme to be more fitting to the style of the mod.
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Showing 1-12 of 12 comments
cody 31 Jan, 2019 @ 3:11pm 
What about like gain 1 energy per turn, start combat with 1 weak, 1 frail, 1 vulnerable. or you can choose to have 3 of one debuff instead of 1 of each. IDK if this is any good haha. Great mod anyways.
WiggleTheKobold 1 Feb, 2019 @ 10:21pm 
Shuffled deck : gain 1 energy per turn, transform and upgrade 10 random cards

Sneko's fang :Gain 1 energy per turn, start each combat with 4 poison

Second wind :every 4 turns gain 2 energy, every 5 turns lose one energy.
OctotrophPlays 17 Apr, 2019 @ 4:35pm 
You might have to do a bit more coding than usual for these ideas, but here they are regardless:

Hot Coals: Gain 2 energy per turn. At the end of each turn, take 5 damage for each left over energy. (Flavor: Don't stop moving!)

Stripped Wires: Gain 1 energy per turn. At the start of each combat add 1 Zap to your draw and discard piles for every 5 cards you have in your deck. (Flavor: Be careful where you hold it.)
Zap: Status: 0 Energy: Draw a card, take 2 damage. Exhaust.

Hand Generator: Gain 1 energy, lose one Strength. Right-click to use! (Flavor: The crank is a bit sticky.)

Spire Buddy: Gain 1 energy for each enemy that intends to debuff you. (Flavor: A little sympathy goes a long way.)
SandTag 20 Jun, 2019 @ 12:20pm 
Stinky Socks: Get 1 energy at the start of your turn but one random card is discarded

Thistle Tome: Get 1 energy at the start of your turn but take one blockable damage when playing skills

Nervous OverCharger: Get one energy at the start of your turn but take one blockable damage when playing attack cards

Fateful Dime: You have unlimited energy but lose 5 gold for each point of energy used, if you have no gold, you take 1 damage for each card played.

Bottled Chaos: you gain one energy each turn but at the start of combat you gain one stack of a random debuff that lasts for 3 turns (if it has a duration)
MrQez 21 Aug, 2019 @ 4:37am 
Curse of The Awaken One: Get 1 energy at the start of your turn, but at the end of your turn, add 1 random status card to the draw pile.
Last edited by MrQez; 21 Aug, 2019 @ 4:38am
oriko_mikuni 5 Feb, 2020 @ 5:46am 
Armbinder Harness : Gain 1 energy at the start of each turn. First 6 Attack cards you play each combat deals no damage and end your turn. (flavor: Try to pull your hand out :P)
penguin 17 Nov, 2021 @ 10:27am 
(Probably mega unbalanced but thought they would be fun ideas)


Rotten Apple: Gain 3 energy at the start of your turn, all damage taken is converted into max HP loss, any resurrection effects give 10 max HP instead of healing you.

Emblem of Rage: Gain 2 energy and 1 strength at the start of your turn. Lose 1 dexterity whenever you play a card.
penguin 17 Nov, 2021 @ 11:22am 
Annoyingly Loud Bell: At the start of combat gain 1 energy and apply 3 vulnerable to EVERYONE (unlabeled effect: causes a bell sound effect at the start of combat)

Kaleidoscope: Whenever you gain energy gain 1 more. At the start of combat give all enemies 1 strength and 9 vigor.
Paw of the klutz: gain 1 energy at the start of each turn, start each combat with half your deck in the discard pile (prioritising innate, bottled and non curse cards)

Ego Fulled Brain: gain 1 energy at the start of each turn, upon pickup add copies of 2 pride to your deck.
g6io 28 Sep, 2024 @ 3:44pm 
Planchette: At the start of each turn, gain 1 Energy. All Status and Curse cards are upgraded.
Hovering Sail: The first time you draw a Status card each turn, gain 1 energy. (Ironclad)
Bad Sector: At the start of each turn, gain 1 Energy. You cannot Evoke Orbs. (Defect)
Blindfold: At the start of each turn, gain 1 Energy. All enemies are Reactive.
Shriveled Flower: gain 2 energy at the start of your turn, all cards exhaust when played (text: your hand withers away simply holding it)
Macabre Hand: gain an energy at the start of your turn, increase the cost of a random card by 2 whenever you play a power (text: reminds you of... a certain other hand....)
Neverlight Lantern: gain an energy at the start of your turn, stops working after the third turn each combat (text: provides a bright, yet brief, source of light when in danger)
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