Slay the Spire

Slay the Spire

(CN EN)LibraryOfRuinaCharacter(Roland、Argalia)
 This topic has been pinned, so it's probably important
English translation
Just a few notes or corrections to make the cards easier to read and understand. Also some were rewritten to be written more like how the original cards of Slay the spire are written.


Assault

Deal 11 Damage.
Apply 1 Vulnerable and Weak to the enemy.
Apply 1 Vulnerable to yourself.
Gain 4 stacks of durandal.


Defend

Gain 5 Block.


Durandal

Deal 7 damage twice.
Gain 3 stacks of durandal for each hit of this card.


Strike

Deal 6 damage.


Cannibalism (Maybe call it Double-edged Rencounter like the original?)

Deal 10 damage.
Discard your entire hand.
Double your memorycount.
Try to spend 4 memorycount to draw 3 cards.


Furious (Maybe call it "Furioso" like in the original.)

Kill any non-boss enemy.
Deal 81 damage to bosses and apply 5 Weak and Vulnerable.
Gain 81 counterattack.
Retain. Exhaust.


Lying is not good. (Maybe call it "Lying is bad!" like in the original.):

Clear pinocchio.
Will not be affected by pinocchio.
Retain.


Perseverance

Gain (2 energy icons).
Draw 2 cards. <- This part in a different line.
Exhaust. Retain.


Rage Unbound

Gain 10 durandal.
Deal Durandal + 2 damage to all enemies at the end of each turn.
Durandal no longer decreses.


Refrection - Black Silence:

memory.
After playing, return to your draw pile.
Deal 11 damage 1 times. (Half of your memory stacks rounded down.)
Gain 1 durandal whenever you deal damage.
Retain.


Black Silence's Gloves:

Choose 1 blacksilencepage into your hand.
It costs 0 this turn.
Exhaust.


Blade Unsheathed:

Innate.
Deal 5 damage and gain 1 durandal.
If this is the first card you played this turn, double the effect.


Blazing Thrust:

Deal 3 damage.
Apply 5 burn to the enemy.
If the enemy has at least 18 burn gain (Energy) and draw 1 card.


Brief Rest

Gain 9 block and 2 Regen.
Exhaust.


Dark Bond

Lose 3 hp.
Draw 3 cards.


Gale Thrust

Deal 5 damage twice.
Gain 2 durandal.
If the enemy has Block double the damage dealt.


Indomitable

Deal damage equal to twice the amount of missing HP of the enemy.


Memory - Yun's Office

memory.
Gain 5 Block and 2 memorycount.
Consume 5 memorycount to add 1 Perseverance into your hand.
Exhaust.


Night of Slaughter

Gain 9 counterattack.


Ranga Workshop:

blacksilencepage
Deal 4 damage 2 times.
Consume 3 durandal to increase the damage by 2.


Scorching Blade

Keep it the same. Just if possible make the period be next to the keyword burn.


Slash

Deal 6 damage.
Draw 1 card.
Reduce this card's cost and reuse this card by how many copies of it are in your deck.


Transformation

If you have 3 stacks of memorycount, consume 3 stacks to gain (Energy icon) and draw 1 card.
Otherwise, consume (Energy icon) to gain 3 stacks of memorycount.


Yard To Yard

Gain 6 Block.
Draw 1 card.
Gain 2 memorycount.


Zelkova Workshop

blacksilencepage
Deak 3 damage twice.
Gain 7 counterattack.
Draw 1 card.
Consume 2 durandal to restore (Energy icon).


Allas Workshop

blacksilencepage
Deal 6 damage twice.
Reduce the target's Strength by 1. Try to consume 4 durandal to trigger this effect again.


Armor Piercer

Deal 10 damage.
Remove all Block from the enemy.


Ashen Bond

Restore (Energy icon) equal to half of your current blacksilencecounter.
Exhaust.


Atelier Logic

blacksilencepage
Consume 2 durandal to apply 1 Vulnerable to all enemies.
Deal 7 damage 2 times to all enemies.


B.E.S.H

Randomly copy and play 1 unplayed blacksilencepage card from your deck.


Blazing Waltz

Deal 1 damage to a random enemy 6 times.
Inflict 2 burn with each hit.


Branded Blade

Whenever you deal unblocked damage with an attack, inflict 2 burn.


Clash

Gain 7 Block and 1 durandal X times.


Contract

Deal 10 damage.
Apply assignedtarget to the enemy.
If this card kills an enemy with assignedtarget, gain 20 gold.


Crystal Atelier:

blacksilencepage
Deal 9 damage twice.
Gain 11 counterattack.
Consume 2 durandal to get 5 more counterattack.


Finisher

Draw 1 card.
The next attack you play deals double damage.


Fragments of the past

Whenever you play a memory card, draw 1 card.


Frenzy

Deal 5 damage to all enemies X times.
Gain 1 durandal each time you deal damage.


Gon

fourtrigrams.
Reduce damage taken by 1.


Memory - Dawn Office

memory.
Deal 7 damage.
Apply 6 burn to all enemies and gain 2 memorycount.
Consume 4 memorycount to apply 2 Weak and burn.


Memory - Oliver

memory.
Gain 2 memorycount.
Add a Cannibalism (Double-edged Rencounter if renamed) into your hand.
Draw 2 cards.
Exhaust.


Memory - The Blue Reverberation

memory.
Gain 2 memorycount and make the enemy lose 2 Strength.
Spend 5 memorycount to draw 2 cards.


Memory - The purple Tear

memory.
Deal 4 damage and gain 2 memorycount.
Take 3x damage based on your current memorycount.
Spend 4 memorycount to gain Block equal to your memorycount.


Memory - Zwei Association

memory.
Gain 2 memorycount.
Gain 5 counterattack at the end of your turn.


Mook Workshop

blacksilencepage.
Deal 13 damage.
If the last played card was a Skill, restore (2 icons of energy) and draw 1 card.
Consume 2 durandal to gain 6 counterattack.


Old Boys Workshop

blacksilencepage.
Deal 4 damage.
Gain 2 Block.
Draw 1 card and gain (Energy icon).
Consume 3 durandal to draw 1 card.


Pinocchio

Gain pinocchio.
Add a Lying is not good into your hand.


Ri

fourtrigrams.
At the start of your turn, draw 1 card.


Smoggy

Apply 3 Weak and 10 smoke to all enemies.
Gain 6 smoke.
Exhaust.


Weapon Recycling

Exhaust a card to gain (Energy icon) equal to its cost.
Exhaust.


Weapon Reforge

Gain 2 durandal.
At the start of your turn, gain 2 durandal.


Wheels Industry

blacksilencepage.
Deal 42 damage.
If your damage exceeds the enemy's attack intent, inflict the enemy with dizziness.
If durandal is greater than 8, reduce the cost by 1.


Four Trigrams Slash

Deal 12 damage.
Deal 12 damage again by each fourtrugrams ability you have.


Gam

fourtrigrams.
At the start of your turn, gain (energy icon).


Geon

fourtrigrams.
At the start of your turn, gain 1 temporary Strength.


Memory - Liu Association

memory.
All enemies burn is doubled.
Aply 16 burn to all enemies.
Consume 8 memorycount to double their burn again.


Memory - Shi Association

memory.
Gain 1 memorycount.
Deal 444 damage with a 4% chance.
Deal 44 damage with a 25% chance.
Otherwise, deal 4 damage.
Exhaust.


Memory with Angelica

memory.
Gain (Energy icon) and draw 1 card.
Gain memoriesofher.
Add 1 Recollection - Black Silence into your hand.
Exhaust.


Perception-blocking Mask

Cure all debuffs and gain 1 artifact.
Exhaust.


Resonant Blade

The next 1 blacksilencepage will be played an additional time.


Slayer of a Hundred

Deal 32 damage.
If this card kills an enemy, reduce its cost next turn, gain (2 energy icons) and gain Block equal to the enemy's max HP.
After killing an enemy, put this card at the top of your draw pile.


Smog shield

Prevent the next time you would lose HP.
Your smike will not decrease and it no longer increases damage taken. Instead, it increases damage dealt.
Gain 5 smoke.


The day...

memory.
Gain 4 memorycount and add Rage unbound into your hand.
Try to spend 8 memorycount to skip both turns.
Exhaust.


Vanish in the fog

Gain 1 Intangible.
All enemies gain 4 Strength.
Apply 6 smoke to everyone.


Vengeance

counterattack is not lost at the start of your turn.
Damage dealt by counterattack is increased by 50%.
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Showing 1-15 of 21 comments
CupOfChino  [developer] 18 May @ 8:39pm 
Heart❤️
Small detail, The description for argalia in the character selection screen is cut off by the edge of the screen.in the English version.
I have to say I am sorry for taking a while for Argalia, as I was playing other things and mostly testing stuff, as I also want to ask if the behavior of the card or the text should be the one changing. Like for example Roland's "Assault" card applies the vulnerable first and then deals the damage, unlike other cards in Slay the Spire like "Bash" from the Ironclad which deal the damage later and then apply the vulnerable.

The rest are just minor things I write (Like Mental_tremor being called Vibration on the english version of Library of Ruina, the character selection text of Roland and Argalia going off the screen, that type of things) which don't need to be solved quickly and others which are more important (Like cards not saying coreectly the order of applying status effects) so yeah I am using the cards and checking in what order the effects go.
CupOfChino  [developer] 13 Jun @ 5:14am 
@Pandemonium
Sorry, I don’t know why Steam discussion messages haven’t been notifying me on time—I just saw your message now.
CupOfChino  [developer] 13 Jun @ 5:14am 
@Masterblaster38
No worries, my dude. You’ve already done a lot for translating my mod—no need to apologize. ( ̄▽ ̄)

I honestly didn’t pay attention to the order of effects in the descriptions. The current issue is probably because I misunderstood how the effect order should be written. Across the entire mod, I only specifically changed Roland’s "Atelier Logic" logic to apply debuffs before dealing damage.

Looks like I’ll need to go back and update the descriptions accordingly.
CupOfChino  [developer] 13 Jun @ 5:23am 
@Masterblaster38
In the Chinese translation of Library of Ruina, the status effect Algaria applies to enemies is translated as 【震颤】, and the effect triggered by using a page is 【心灵震颤】. I originally intended to find the corresponding English original terms on the wiki, but for some reason, the English version looks different from the Chinese one. This left me lost on the wiki, unable to find the correct English names.

After explaining the context to an AI, it translated 【震颤】as "Vibration" and 【心灵震颤】as "Mental Tremor". However, without the original English text for comparison, I’m not sure if these translations are accurate.
@CupOfChino
Oh don't worry, I just said those suggestions as despite the direct translation of "震颤" and "心灵震颤" being "Vibration" and "Mental Tremor" respectively, I felt like the status being called "Vibration" and the term of triggering the status effect with the cards (Which you called "Mental Tremor") should be called "Resonance." as that is the name of the passive in the game (And the game says in some pages "If this page activates resonance..." and the effect, which I checked on the wiki.) is mostly because I feel like PM translation should be prioritized as it is the "Official" translation.

What I mean is that the text of the game may have a direct translation, but PM decided to use another word which is better to tell what they meant.
CupOfChino  [developer] 13 Jun @ 8:03am 
@Masterblaster38
Of course, if there's an official version from Project Moon, then it's better to use their translation.
So what I need to do is change: Mental Tremor → Resonance, right?
@CupOfChino
Yeah, precisely! "Mental Tremor" should be changed to "Resonance."
Here it is, the translation of all of Argalia's pages. I did not check the behavior of all of them, but I did change "Mental Tremor" by "Resonance" so it is best if this update for the translation is sent at the same time as the keywording change.
This also includes some notes in some cards, which are more questions than anything.
(I also realized that there are only 3 or 4 cards which lower vibration, one of them only doing so when you trigger resonance itself.)


Azure Rhythm:

Innate.
Apply 1 vibration to target.
If resonance triggers, gain (Energy) and 6 Block.
Resonance will be allowed when you don't have an exclusive relic.

Note: Why would you need this card as other characters? Shouldn't it not be needed and be like when you get Prismatic shard, where you get an orb slot so you can use the cards of the defect?



Conductor of the Echo Ensemble:

Choose:
Empower self.
Empower Members.


Defend:

Gain 5 Block.


Strike:

Deal 6 damage.


Amplify Self:

When resonance triggers, gain 2 Block.


Beaten:

echo_ensemble
Deal 20 damage.
Gain counterattack equal to damage dealt.


Chop and Grind:

echo_ensemble
Deal 6 damage.
Add a Seasoning to the draw pile.
Exhaust.


Dinner Time:

echo_ensemble
Deal 12 damage.
If fatal to target with ingredient, gain Max HP equal to 3x ingredient stacks.
Add a Cooking Prep to hand.
Exhaust.


Finale:

Deal 16 damage to ALL enemies.
If resonance triggers, increase the damage 10.
Consume all target's vibration and increase the damage by 5 times the vibration stacks.


Flame of Despair:

echo_ensemble
Deal 1 damage to ALL enemies 6 times.
Each hit applies 4 burn.


Guru's Performance:

Every 2 turns, get 2 temporary Strength.


Hoohey's Performance:

Every 2 turns, apply 1 Weak to ALL enemies.


Kick:

echo_ensemble
Deal 8 damage.
Target loses 1 Strength this turn.
Add a Punch to the discard pile.


Miss Mermaid:

Consume all Energy.
ALL enemies lose X + 2 Strength this turn.


Mr. Blade:

Consume all energy.
Deal 4 damage to ALL enemies X + 2 times.



Overdrive:

echo_ensemble
Draw 3 cards.
Exhaust.


Phoenix Feather Shield:

When attacked, apply 3 burn to the attacker.


Punch:

echo_ensemble
Deal 3 damage.
Gain 1 temporary Strength.
Add a Kick to the discard pile.


Scorching Ashes:

echo_ensemble
Apply 6 burn to ALL enemies.
Deal damage equal to the total burn stacks on ALL enemies.
Exhaust.


Scorching Blade:

When dealing (unblocked?) damage, apply 3 burn to the target.


Seasoning:

echo_ensemble
Deal 6 damage.
Add Taste Test to the draw pile.
Exhaust.


Taste Test:

echo_ensemble
Deal 6 damage.
Add a Dinner Time to the draw pile.
Exhaust.


Unnamed Contract: Amplify:

At the start of the turn, randomize all card costs.
When playing a card patching it's original cost, play it again.
When playing a non-matching card, lose 6 HP at a 50% chance.


Unnamed Contract: Freedom:

At the start of the turn, randomize all card's cost.
Cards matching their original cost cost 0 that turn.
When playing a card which doesn't cost 0, lost 6 HP.


Unnamed Contract: Light:

At the start of the turn, double your Energy.
At the end of your turn, lose 5 HP per unspent Energy.


Unnamed Contract: Speed:

At the start of your turn, draw 3 additional cards.
You cannot draw cards for the rest of your turn.


Unnamed Contract: Strength:

At the start of your turn, gain 4 temporary Strength.
All damage taken is increased by 4.


Wanwu's Performance:

Every 2 turns, apply 1 Vulnerable to ALL enemies.


Allegro:

Deal 6 damage twice.
Apply 2 vibration per attack (Unblocked hit?).
If resonance triggers, draw 2 cards.


Dull Sound:

Deal 6 damage.
Apply 1 vibration.
If mental_tremor triggers, apply 1 Weak.


Largo:

Deal 7 damage.
Reduce vibration by 1.
If resonance triggers, draw 1 card and gain (Energy icon)



Observe and Wait:

ALL enemies lose 3 Strength temporarily.
If resonance triggers, gain 6 counterattack.


Scarlet Note:

Deal 5 damage.
Gain 5 counterattack.
If resonance triggers gain 2 counterattack and apply 1 vibration.


Thought Gear: Acceleration:
echo_ensemble
Gain 6 Block and 2 thought_gear.
Draw 1 card.
If resonance triggers, draw another card.


Thought Gear: Missionary:

echo_ensemble
Gain 2 thought_gear.
Apply 1 Vulnerable.
If resonance triggers, gain 4 Block and (Energy)


Thought Gear: Revelation:

echo_ensemble
Gain 2 thought_gear.
Draw 1 card.
Target loses 1 Strength.
If resonance triggers, apply 1 Weak.


Adjust Posture:

Deal 6 damage.
Gain 6 counterattack.
Double the target's vibration.
Set your (Energy) to target's vibration + 1.



Blood Absorption:

echo_ensemble.
Consume all blood, drain 2 + consumed roland:blood/10 Max HP from target.
If blood is lower than 10 lose 8 HP to gain 16 blood.



Blue Dance:

Deal 7 damage to ALL enemies.
Set the enemy's vibration to 4.


Brehen Band:

echo_ensemble
Choose one Bremen member to perform:
Hookey: Apply Weak to ALL enemies.
Wanwu: Apply Vulnerable to ALL enemies.
Gugu: Gain 2 temporary Strength.
Exhaust.



Deadly Melody:

Deal 12 damage and reduce vibration by 1.
If resonance triggers, deal 8 more damage and apply 1 Vulnerable.


Dissonant Harmony:

If resonance triggers, gain 3 Block.


Friends!!!:

echo_ensemble
Choose to trigger mr_blade or mermaid_miss.


Grand Opening:

Innate
echo_ensemble
Gain 10 Block and 10 counterattack.
Reduce the cost of all cards in hand by 1 this turn.


Happy Together:

echo_ensemble
Gain (3 energy)
Apply 1 Weak to self and target.


Impact Absorption:

Gain 1 Buffer.
If resonance triggers, consume 2 vibration to gain Buffer again.


Lingering Echo:

Next resonance triggers unconditionally.



Loud Sounds:

echo_ensemble
At turn start, 50% chance:
Random enemy gains or loses 2 Strength temporarily.


Magic: Defense:

echo_ensemble
Gain 7 counterattack.
If you have a debuff and more than 1 energy, consume 1 energy to remove a debuff.


Magic: Offense:

echo_ensemble
Deal 6 damage.
If resonance triggers, increase damage by 2 for the rest of the combat.
If this deals 15 or more damage, remove a random buff from the target.


Mathematician:

Resonance now activates when enspent Energy and vibration differs by 1 or more.
At turn start, adjust enemy's vibration to your energy and their stacks.
Playing this card again reverts the effect.


(Note: But this is a power so you can only play it... once unless you get two of them? Why the option to turn it off?)


On-site Retrofits:

Deal 10 damage.
If resonance triggers, reduce the cost of all cards in hand by 1 this turn.



Parry:

Gain 6 conterattack X times.
Apply 1 vibration to ALL enemies X times.


Reignited Will:

echo_ensemble
Choose one:
When attacking, apply 2 burn to the enemy.
When attacked, apply 3 burn to the enemy.


Rhythm Switch:

If resonance triggers, draw 2 cards.
Halve the target's vibration.
If the target has no vibration, apply 2 vibration.
Exhaust.



Scarlet Claws:

echo_ensemble
Deal 5 damage 2 times.
Heal 2 HP per hit.


Scythe of Resonance:

Deal 10 damage.
If resonance triggers, increase the damage by 2 for the rest of the combat.


Thought Gear: Brainwash:

echo_ensemble
This turn, ALL enemies lose 6 Strength.
Gain thought_gear equal to twice the number of enemies.
Exhaust.


Thought Gear: Strangulation:

echo_ensemble
Deal 3 damage 2 times.
Deal 1 more damager per 5 thought_gear.
If resonance activates, deal 1 more damage and gain 2 thought_gear.


Wono Fabric:

Reduce damage taken by 12.
Damage reduction equals to the stacks consumed.


Azure Trails:

Deal 6 damage twice.
If resonance triggers, increase damage by 8.



Bloodthirst:

echo_ensemble
When dealing damage, heal 1 HP (Max 10 per turn)
If you heal less than 5 HP, lose 1 Strength.
If you heal 10 HP, gain 1 Temporary Strength.


Cooking Prep:

echo_ensemble
Deal 10 damage.
Add Chop and Grind to the hand.
Exhaust.


Crescendo:

Deal 12 damage.
If resonance triggers, add a Finale to hand.
Exhaust.


Energy Resonance:

This turn, if the target has over 4 vibration, resonance will always trigger.
Exhaust.



Peak Ensemble:

echo_ensemble
bremen_band
Deal 14 damage.
If Hoohey is present, apply 1 Weak.
If Wanwu is present, apply 1 Vulnerable.
If Gugu is present, gain 1 Strength.


Puppet Strings:

echo_ensemble
Apply 1 puppet_strings to the target.
Cost increases by 1 each time this card is played.


Reignited Strike:

echo_ensemble
Deal 28 damage.
If resonance triggers, deal 6 more damage.
If fatal, apply 12 burn to ALL enemies and add Scorching Ashes to the hand.
Otherwise, add Flame of Despair to the hand.
Exhaust.


Resonance Regulation:

This turn, the range for resonance is increased by 1.
Exhaust.


Thought Gear: Seance.

echo_ensemble
Requires 10 thought_gear.
Consume 10 thought_gear to deal 18 damage to ALL enemies and reduce their damage by 100% this turn.


Unnamed Contract:
Ethereal.

echo_ensemble

Choose one: light_contract, strength_contract, speed_contract, amplify_contract, freedom_contract.
The debuff of this effect will apply immediately.
Exhaust.


Wolf Hour:

echo_ensemble
Replace all basic Attacks by Punch and all Defends by Kick.
Add 2 Punch and Kick to your hand.
CupOfChino  [developer] 14 Jun @ 8:31pm 
CupOfChino  [developer] 15 Jun @ 12:31am 
I added the additional description for the card “Azure Rhythm” because some players might choose the fourth option during character selection — "Replace the starting relic."

This makes players a bit more comfortable when choosing that fourth option. After all, as a player, it's only fair that you're free to choose whichever start option you like. ( ̄▽ ̄)"
@CupOfChino
Ok news, I think I compleately fumbled the translation of Mathematician (The card was towards the lower end of the collection menu and I did it in one day so my mind probably was off).

I had never used it so I thought that what it did was that it reversed the condition of resonance, making it so it triggers when vibration is over or under the amount of energy you have by 1 or more. But it isn't that. By what I am reading from the passive of the power, it only lowers/increases the vibration of the enemy by 1 to try to match their vibration to your energy. Or at least I think so, as I am hittting an enemy with 7 vibration with the passive and it is not activating resonance?

Yet the passive says "Condition changes to: After using a card, if the difference between remaining cost and target's Vibration stacks is no more than 1, trigger Resonance." did it mean the cost of the card you are using? Or am I missing something?
CupOfChino  [developer] 15 Jun @ 7:21pm 
@Masterblaster38

I also forgot whether I had confirmed that the English translation for Mathematician was correct 😂

But here's how the effect actually works:

The original Resonance trigger condition worked like this:

Without Mathematician:

Enemy has 2 Vibration.
You have 3 Energy.
If you play a card that costs:

1 Energy: Before playing, your Energy is 3. The difference between 3 and 2 is within 1 → Resonance triggers.
2 Energy: Before playing, your Energy is still 3. Difference is still within 1 → Resonance triggers.
With Mathematician:

Instead of checking your Energy before using the card, it checks your Energy after using the card.

So in the same situation:

Enemy has 2 Vibration.
You have 3 Energy.
If you play a card that costs:

1 Energy: After playing, your Energy becomes 2. |3 - 2| = 1 → Resonance triggers.
2 Energy: After playing, your Energy becomes 1. |3 - 1| = 2 → Resonance does NOT trigger.
Additionally, at the start of your turn, Mathematician compares the enemy’s Vibration stacks with your current Energy:

If your Energy > enemy’s Vibration → increase enemy’s Vibration by 1.
If your Energy < enemy’s Vibration → decrease enemy’s Vibration by 1.
By the way, this was actually the original trigger condition for Resonance. Initially, I used the default Slay the Spire method to get current Energy, but that method returns the energy after deducting the card cost (because that's how STS handles it internally). Later, I realized I could pass the card cost directly to a custom function — which led to the current Resonance condition. That's why we now check based on the card cost instead of player energy :steammocking:
CupOfChino  [developer] 15 Jun @ 7:30pm 
@Masterblaster38

I went to check and yeah, there was indeed a small issue with the translation of Mathematician — and honestly, I didn’t review it carefully back then. No worries though, I totally get it — when there's a lot of text, it's really easy to get tired and miss things.

I had an AI translate the original Chinese description just now:

Change the trigger condition of Resonance:

When you play a card, compare your remaining energy after playing the card with the target's Vibration. If the difference is no more than 1, Resonance triggers.

At the start of your turn, the enemy’s Vibration is automatically adjusted based on the difference between your current Energy and their Vibration.

Using this again reverts Resonance to its original trigger condition.

What do you think, bro? Seems a little bloated.....
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