Slay the Spire

Slay the Spire

The Hermit
AlexMdle  [developer] Jun 26, 2020 @ 6:26am
Changelog
1.1:

- Reworked Memento: "The first time you draw a curse each combat, draw 2 cards and heal 4 HP. At the start of combat, shuffle 1 Regret into your draw pile."
- Reworked Clasped Locket: "Each time you draw a curse, draw a card."
- Reworked Charred Glove: "Each time you draw a curse, your next attack deals 3 more damage."
- Reprieve: HP healed per curse increased to 4 from 2.
- Reworked Spite: Now an attack with the effect of "Draw 2 curses. Deal 6(8) damage twice."
- Dissolve: Now shuffles 1 Decay into your discard pile, instead of 2.
- Final Canter: Innate keyword now listed first.
- Adapt: Stacks of Adapt now increase block gained, not amount of cards you can exhaust.

--

1.2:

-Spite: Now 1 cost, damage reduced. Upgraded spite draws 3 Curses.
-Dissolve: Now costs 1.
-Final Canter: Now 13 damage per Curse.
-Gambit: Now Retains.
-Dead or Alive: Upgraded damage increased to 11 from 10.
-Determination: Now costs 1.
-Dive: Upgraded Dive now gives 2 Plated Armor.
-Showdown: Now Retains.

--

1.3:

-Called Shot: Now costs 1->0 and always draws 2 cards.
-Eye of the Storm: No longer adds +1 to Energy restored when upgraded. Only draws a card if upgraded.
-Roulette: No longer counts itself for hand size when drawing new cards.
-Rugged: Fixed a crash in Russian localization.

--

1.3.1:

-Changed the color from DEFAULT_GRAY_COLOR to HERMIT_YELLOW.

--

1.4:

TEXT: Added Brazilian Portuguese and German translations.
TEXT: Updated Simplified Chinese translation.
TEXT: French translation temporarily suspended until we find somebody who can help update it.
TEXT: Bruise is worded better.
TEXT: Concentration highlights Dead On.
TEXT: From Beyond specifies "For each card in your Exhaust pile".
TEXT: Rugged is worded better.
TEXT: Concatenated the Weak and Vulnerable application on Glare.
TEXT: Removed superfluous number from Enervate.
TEXT: Golden bullet says reduce instead of decrease.
TEXT: Coalescence and Snipe use "this turn".
TEXT: Eclipse Potion renamed to Liquid Void.
TEXT: Bartender Glass renamed to Shotglass.

BUGFIX: From Beyond no longer hits enemies after they've died.
BUGFIX: From Beyond no longer crashes when used on Awakened One while it is untargetable.
BUGFIX: The order in which Bruise is applied no longer influences the damage bonus.
BUGFIX: High Caliber no longer plays two firing sounds sometimes.
BUGFIX: Liquid Void afterimages no longer resemble Flex Potion.
BUGFIX: Liquid Void effects now have proper plural cases.
BUGFIX: Duplicate Potion now properly duplicates Dead On effects.
BUGFIX: Hermit now properly uses his gun to damage the heart at the end of Act 3.
BUGFIX: Magnum no longer sometimes uses blunt hit sound effect.
BUGFIX: No Holds Barred no longer plays its effect over dead enemies.
BUGFIX: Dead Adventurer event elite now gives elite-grade bounty.
BUGFIX: Mind Bloom boss now gives boss-grade bounty.
BUGFIX: All of Hermit's multihit attacks now properly reduce Bruise by 1 per hit.
BUGFIX: Status cards that leave your hand at the end of turn no longer erroneously trigger Impending Doom.
BUGFIX: Combo's effect no longer crashes the game for other characters.
BUGFIX: Eye of the Storm now always properly sets your energy up to its maximum, regardless of its cost.
BUGFIX: Fixed a number of missing text and number highlights on several relics.
BUGFIX: Short Fuse now retains its modified cost if added back to hand by means other than draw.
BUGFIX: Fixed an obscure Lone Wolf (and potentially some others) crash.
BUGFIX: Fixed Golden Bullet and Cursed Weapon sometimes showing wrong values.
BUGFIX: Snapshot cost no longer green when it stops being Dead On.

BALANCE: Covet+ grants 1 less extra card, but also works when exhausting status cards.
BALANCE: Wide Open no longer Retains.
BALANCE: Glare+ no longer Innate or Retains, applies 2 Bruise instead.
BALANCE: Gambit no longer Retains, but adds 1 more attack.
BALANCE: Virtue now reduces all debuffs by 2. Virtue+ no longer Retains.
BALANCE: Adapt grants 1 less Block per exhausted card.
BALANCE: Combo can no longer generate Eye of the Storm.
BALANCE: Dead Man's Hand+ card draw down to 3.
BALANCE: Heroic Bravado is now Ethereal.
BALANCE: No Holds Barred applies more Bruise.
BALANCE: Spray n' Pray deals 1 more damage per hit.
BALANCE: Luck of the Draw energy threshold down to 3>4.
BALANCE: Tracking Shot up to 9>12 damage. No longer requires Dead On to grant Concentration.
BALANCE: Deadeye+ gives 1 more Strength.
BALANCE: Manifest now always costs 2 and grants 13>17 Block.
BALANCE: Low Profile now grants 7>9 Block and 4>5 more Block per debuff.
BALANCE: Purgatory now costs 3 and is Ethereal, but no longer hits you.
BALANCE: Pistol Whip now Common, applies 2 more Bruise.
BALANCE: Take Aim+ now gives immediate Concentration. Conforms to Concentration change.
BALANCE: Snipe now conforms to Concentration change.
BALANCE: Cursed Weapon now costs 4>3 HP and always increases damage by 3.
BALANCE: Midnight+ grants 1 more Block.
BALANCE: Shadow Cloak Block per curse up to 6>9.
BALANCE: Lone Wolf now exhausts.
BALANCE: Smoking Barrel damage bonus up to 4>5.
BALANCE: Brawl now applies 5>6 Bruise.
BALANCE: Dissolve now grants 1>2 Block per card.
BALANCE: Charred Glove now gives 4 damage per Curse drawn.

CHANGE: The first time Hermit enters combat, there is now a short tutorial on Dead On cards.
CHANGE: Updated the Act 4 Victory screen.
CHANGE: Tonic, Black Bile and Liquid Void now display their tooltips.
CHANGE: Slightly changed Liquid Void image.
CHANGE: Concentration no longer uses stacks and is not used up until a Dead On card is triggered. Buff icon also changed.
CHANGE: Bruise now wears off on turn end. All Bruise values are higher across all cards.
CHANGE: Updated the card art of Determination, Take Aim and Smoking Barrel.
CHANGE: Black Wind, From Beyond, Grudge, Cursed Weapon and Enervate use a new visual effect.
CHANGE: Short Fuse uses a new visual effect.
CHANGE: Implemented Wide Potion support.
CHANGE: Horseshoe, Red Scarf and Dented Plate are now all-class relics.
CHANGE: Memento reworked, now reads "At the end of the first turn each combat, retain your hand.".
CHANGE: Clasped Locket reworked, now reads "Retain all cards with a cost of 0.".
CHANGE: Shotglass now limits you to two potions each combat. Can no longer generate Fruit Juice.
CHANGE: Rye Stalk reworked, now reads "Bruise is no longer reduced on hit.".
CHANGE: Spyglass reworked, now reads "If you end your turn Concentrated, gain an additional Energy next turn.".
CHANGE: Red Scarf is now Uncommon.
CHANGE: Horseshoe reworked, now Rare and reads "Whenever you gain Weak, Frail or Vulnerable, gain 1 less.".
CHANGE: Dented Plate reworked, now reads "While your HP is at or below 50%, gain 1 Energy and draw 1 card at the start of your turn.".
CHANGE: Quickdraw reworked, now reads "Deal 9>11 damage. Draw 2>3 cards. Next turn, draw 1 less card.".
CHANGE: Ghostly Presence reworked. Block up to 8>11. Dead On effect now applies 1 Weak to all enemies.
CHANGE: Grudge damage up to 9 and now also counts the curses in your hand, extra damage per curse up to 3>4.
CHANGE: Cheat reworked, now reads "Play one of the top 4>6 cards in your draw pile. If Dead On: So is the played card.".
CHANGE: Horror now applies 4>6 Bruise and prevents it from wearing off for a turn.
CHANGE: Overwhelming Power reworked, now reads "Gain 3 Energy. Draw 3 cards. Whenever you end your turn with 0 Energy, lose 4(3) HP." and uses a new effect.
CHANGE: Feint reworked, now costs 0 and reads "Gain 4>5 Block. Apply 2>3 Bruise to ALL enemies.".
CHANGE: Ricochet reworked, now Uncommon and reads "Deal 7>9 damage. For each Dead On effect triggered this turn, repeat on a random enemy.".
CHANGE: Reprieve now heals all at once.

--

1.4.1:

NEW: Curse card, Memento. It's playable and reads "Retain. Apply 1 Vulnerable to EVERYONE."
BUGFIX: Quickdraw now properly expires if applied last turn.
BALANCE: Determination now costs 2.
BALANCE: Snapshot damage down to 10>12.
BALANCE: Roulette damage when upgraded down to 22 from 24.
CHANGE: Memento renamed to Old Locket, the new effect reads "At the start of each combat, add a Memento into your hand."
CHANGE: Clasped Locket now reads "Replaces Old Locket. Upon pickup, add 3 Mementos to your deck."

--

1.4.2:

BUGFIX: Clasped Locket now functional.

--

1.4.3:

BUGFIX: Clasped Locket no longer adds extra copies when Continuing.
MISC: Cleaned up some misplaced localization files.

--

1.4.4:

TEXT: Several fixes to Korean and German translations.
BUGFIX: Fixed Pet Ghost ceasing to function until the game is restarted, if it's fatal effect triggers.
BUGFIX: Spray n' Pray beta art size fixed.
BUGFIX: Concentration no longer causes ALL copies of Impending Doom in hand to trigger.
BALANCE: Snapshot+ damage is now 13, up from 12.
BALANCE: Heroic Bravado now always costs 1. Cost goes up by 2 until upgraded.
CHANGE: Concentration now has a visual effect.

--

1.4.5:

TEXT: Slightly reworded Dead On tooltip.
TEXT: Cheat now reads "Play one of the top 4 cards of your draw pile. Dead On: Also trigger its Dead On effect." to more clearly convey it counts as a Dead On trigger.
TEXT: Stun keyword now has a tooltip.
TEXT: Updated zhs translation.
BUGFIX: Proper card order in card select screens is now always updated immediately on changes.
BUGFIX: Fatal Desire tooltip now highlights Injury.
BUGFIX: Memento can no longer be upgraded (and fail to, crashing the game) by any means.
BUGFIX: Malice now always deals correct damage to all enemies.
CHANGE: A small tweak to the Curse descriptor in several relics.
CHANGE: Tweaked the outline on all relics.
CHANGE: Adjusted the selection sound of several relics.
CHANGE: Tweaked the icons on several powers.
CHANGE: Added 2 new all-class relics and 2 class relic, bringing the total to 14. Class relic count now up to standard.
CHANGE: Red Scarf is now a rare hermit relic and reads "Whenever you apply a debuff to an enemy, gain 2 Block.".
CHANGE: Pet Ghost now reads "First time you would take fatal damage each combat, survive with 1 HP.".
CHANGE: Clasped Locket now reads "Replaces Old Locket. At the start of each combat, gain 1 Energy for each Curse in your deck. Upon pickup, obtain 2 Injuries.".
CHANGE: Covet now reads "Discard 1 card. Draw 1>2 card(s). Discarded Curses are Exhausted."
CHANGE: Snapshot now reads "Deal 5>7 damage. Dead On: Gain 8>10 Block.".
CHANGE: Reprieve now reads "Exhaust all Curses. If you exhaust at least 13(10) Curses, take another turn after this one.".
CHANGE: Headshot now displays the modified damage when targeting an enemy with it.
CHANGE: Snipe now reads "(Concentrate.) Your next Dead On effect this turn triggers twice." and is always 0-cost.
CHANGE: Deadeye now reads "Deal 6>8 damage. Dead On: Gain 1>2 Strength."
CHANGE: Dissolve now reads "Next turn, gain 20(30) Block. Exhaust."
CHANGE: Coalescence now reads "Gain 5>8 Block. Retain up to 2>3 card(s) this turn."
CHANGE: Dead or Alive is no longer added by random card effects such as Dead Branch.
CHANGE: Maintenance now has a visual effect.
BALANCE: Virtue now always 0-cost, Retains and reduces debuffs by 1>2.
BALANCE: Fully Loaded now always costs 0 and Retains when upgraded.
BALANCE: Determination now 1-cost again.
BALANCE: Gestalt now costs 2 energy.
BALANCE: Itchy trigger damage up to 15>20 from 12>16.
BALANCE: Upgraded Scavenge gold gain up to 10 from 7.
BALANCE: Grudge damage per Curse down to 2>3.
BALANCE: Overwhelming Power HP loss down to 2 when upgraded.
BALANCE: Spray'n'Pray now deals 3>4 damage 4 times.
BALANCE: Upgraded Feint grants 1 more Block.
BALANCE: Upgraded Wide Open deals 1 more damage.
BALANCE: Upgraded Glare applies 1 more Weak instead of applying Bruise.
BALANCE: From Beyond now removes 5>7 HP per exhausted card.

---

1.4.6

CHANGE: Called Shot is now uncommon, always 0-cost and draws 1>2 cards.
CHANGE: Snipe is now uncommon.
CHANGE: Short Fuse can now trigger even if not in hand.
BALANCE: Deadeye Strength gain up to 2>3 but damage down to 5>6.
BALANCE: Rugged maximum damage taken up to 3 from 1.
BALANCE: Flash Powder Block down to 5.
BALANCE: Dead or Alive bounty up to 15/40/100.
BUGFIX: Cheat now properly interacts with Headshot.


---

1.5

TEXT: Full French and Traditional Chinese translations are now available.
BUGFIX: Malice now properly processes single targets in multi-target fights.
BUGFIX: Covet now properly triggers discard effects.
BUGFIX: Fixed minor graphical issues with Heroic Bravado.
CHANGE: Dissolve now reads "Gain 12(18) Block. Block is not removed at the start of your next 2 turns. Exhaust."
CHANGE: Adapt now reads "At the start of your turn, you can Exhaust a card to gain 8 Block.", additional copies increase the number of cards exhausted.
CHANGE: Body Armor now reads "Discard a card. Gain 6(8) Block. If it was a Skill, gain 6(8) more Block."
CHANGE: Called shot now draws Attacks.
CHANGE: Maintenance now reads "Strikes deal 3(4) more damage this combat. Gain 1(2) Dexterity. Increase the cost of this card by 1 this combat.".
CHANGE: Itchy Trigger is now 1-cost and reads "Deal 7(9) damage. Dead On: Reduce the cost of a random card in your hand by 1(2) this turn."
CHANGE: Bruise is no longer reduced on hit. Values adjusted accordingly.
CHANGE: Rye Stalk now reads "At the end of your turn, all enemies lose HP equal to their Bruise."
CHANGE: Clasped Locket now reads "Replaces Memento. The first time you draw a Curse each turn, Exhaust it and draw 2 cards. Upon pickup, obtain 2 Injuries."
CHANGE: Lone Wolf no longer exhausts and reduces cost of the card to 0 this turn.
CHANGE: Eternal Form now reads "Ethereal. At the start of each turn, reduce the cost of all cards in hand by 1 this turn.".
CHANGE: Reprieve now reads "Ethereal. Heal 12(15) HP. Exhaust.".
CHANGE: Body Armor now grants extra Block if discarding any non-Attack card, rather than a Skill.
CHANGE: Desperado is now Uncommon and reads "Deal 10(12) damage. Double this cards damage this combat. It costs 1 more.".
CHANGE: Gambit now returns 1 less Attack to hand, but reduces their cost by 1 that turn.
CHANGE: When upgraded, Glare retains, but applies 1 less Weak.
CHANGE: Snapshot now reads "Deal 5(7) damage. Dead On: Gain Block equal to the unblocked damage dealt." This change is experimental, we'll see how it goes.
BALANCE: Magnum damage down to 5>7.
BALANCE: Showdown is now always 1-cost, deals 8(13) damage and Exhausts. The text has been modified, but playing Strikes still works the same.
BALANCE: Base Dive grants 1 more Block. (Still grants 10 Block when upgraded.)
BALANCE: Pistol Whip numbers tweaked.
BALANCE: High Caliber now adds the Strike to your hand. It deals 15 damage, down from 18, when upgraded.
BALANCE: Rugged maximum damage reduced to 2.
BALANCE: Coalescence grants 1 more Block.
BALANCE: Purgatory now always ethereal and deals 24(30) damage.
BALANCE: Vantage grants 1 more Block.
BALANCE: Ghostly Presence now applies 1 more Weak when upgraded, but grants 2 less Block.
BALANCE: Gestalt back to 1 cost.
BALANCE: Roughhouse grants 4 more Block.

---

1.51

BUGFIX: Fixed Body Armor not granting extra block if the discarded card wasn't a skill and was the only card in hand.
BUGFIX: Cost increase effects on Desperado, Heroic Bravado and Maintenance are no longer wrong when following cost reduction effects.
BUGFIX: Gambit no longer fails to reduce the cost of attacks played directly before it.
BUGFIX: From Beyond hits will not be wasted on dead enemies anymore. (For reals)
BALANCE: Gambit now costs 1.
BALANCE: Cheat top cards down by 1 to 3>5.

---

1.52

TEXT: Updated zhs translation.
BALANCE: Charred Glove damage bonus down to 3 from 4.
BALANCE: Feint Block down by 1.
BALANCE: Brawl bruise down by 1 to 3>5.
BALANCE: Pistol Whip+ bruise down by 1 to 4.
BALANCE: Headshot damage down by 1.
BALANCE: Spray n' Pray hits down by 1, but damage up by 1. (4x3 > 5x3)
BALANCE: Body Armor block down by 1 to 5>7.
CHANGE: Eye of the Storm no longer a Dead On card, costs 1, the effect is otherwise the same as before.
CHANGE: Dead or Alive now grants the gold immediately.

---

1.54

TEXT: Rus/zhs/zht/kor/fra translations have been updated.
BUGFIX: Eye of the Storm no longer lights up when in the middle of your hand.
BUGFIX: Using Luck of the Draw while under effect of No Draw no longer locks up the game.
BUGFIX: The block from Red Scarf does not trigger Wave of the Hand to prevent a recursive softlock.
BUGFIX: Fixed Pet Ghost/Mark of the Bloom softlock.
BUGFIX: Roulette now consistent with the timing of other mulligan effects, like Calculated Gamble.
BALANCE: Snapshot now deals 1 more damage.
BALANCE: Pistol Whip applies 1 more Bruise when upgraded.
BALANCE: Gestalt cost raised to 2.
BALANCE: Smoking Barrels vigor gained down by 1.
BALANCE: No Holds Barred base damage and damage upgrade up by 1.
BALANCE: Magnum deals 1 more damage.
BALANCE: Midnight gives 12(15) Block and is no longer ethereal.
CHANGE: Rye Stalk is now Rare and reads "At the start of each combat, all enemies lose 2 Strength."
CHANGE: Black Powder is now common.
CHANGE: Manifest now grants 16(20) Block, but adds a Decay to your hand.
CHANGE: Shadow Cloak now reads "Gain 4(6) Block whenever you draw or exhaust a Curse.".
CHANGE: Eternal Form now reads, "Ethereal.(Not Ethereal.) The first 4 playable cards drawn each turn cost 1 less that turn."
CHANGE: Called Shot now reads "(Retain.) Deal 5(7) damage. If the last card played this turn was Dead On, draw 1 card."
CHANGE: Take Cover now reads "Add a 0-cost Defend to your hand and upgrade it X(+1) times. Exhaust."
CHANGE: Combo now reads "Put the first (2) Dead On card(s) triggered each turn back into your hand." and costs 1.
CHANGE: Roulette and Misfire are now targeted and deal 2 less damage.
CHANGE: Spite now reads "Deal 7(10) damage. Draw a card for each Curse in hand."
CHANGE: Final Canter now reads "Retain. Exhaust all Curses in hand. Deal 10(13) damage for each. Exhaust."
CHANGE: Vantage now reads "Gain 7(8) Block. Dead On: Draw a(2) card(s) and upgrade it(them)."
CHANGE: Cursed Weapon now reads "Lose 2 HP. Deal 6 damage. Cursed Weapons permanently deal 1(2) more damage."
CHANGE: Snipe now exhausts.

---

1.56

Spanish and Japanese translations have been added.

CHANGE: Eye of the Storm now reads "Concentrate. Gain Energy up to your maximum."
CHANGE: Tracking Shot is now Tracking Shots, reads "Concentrate. Deal 4(6) damage twice."
CHANGE: Spite now reads "Exhaust all Unplayable cards in your hand. Gain 8(10) Block. Draw 3(4) cards."
CHANGE: Final Canter no longer exhausts the Curses in your hand.
CHANGE: Showdown is back to "Deal 9 damage. Play all Strikes in your hand."
CHANGE: The effect of Imepending Doom no longer counts as a Dead On trigger, only its condition. Text adjusted.
CHANGE: Rugged now triggers after Buffer. Effectively, Buffer protects stacks of Rugged.
CHANGE: Red Scarf now reads "Whenever you apply a new debuff to an enemy, gain 3 Block."
CHANGE: Pet Ghost now reads "Prevent your first lethal HP loss each combat."
CHANGE: Broken Tooth now reads "Whenever you defeat an elite encounter, heal 7 HP and gain 35 gold."
CHANGE: Horseshoe is now a Hermit-specific relic.
CHANGE: Black Powder now reads "Whenever you trigger a Dead On effect, deal 2 damage to all enemies."
CHANGE: Rye Stalk now reads "Whenever you lose HP during enemy turn, draw 1 card." and is an all-class relic.

BALANCE: Dissolve Block up from 12(18) to 18(25).
BALANCE: High Noon Cost down to 1(0).
BALANCE: Reprieve HP healed down, now reads "Ethereal. Heal 10(13) HP. Exhaust."

BUGFIX: Lone Wolf - The chosen card's cost no longer persists until played.
BUGFIX: Cheat now properly processes it's own Dead On effect as a separate trigger, particulary with Snipe.
BUGFIX: Virtue no longer instantly removes debuffs with a negative value.

TEXT: Luck of the Draw text adjusted to "Draw cards until their total cost is 3(4) or more."
TEXT: Shadow Cloak text adjusted to "Whenever you draw or Exhaust a Curse card, gain 4(6) Block."
TEXT: Black Wind text adjusted to "Deal damage equal to your missing HP. Exhaust."
TEXT: Eternal Form correctly indicates that only playable cards get their cost reduced.
TEXT: Brass Tacks text adjusted to "At the end of your turn, gain 2 Block."
Last edited by AlexMdle; Oct 18, 2024 @ 3:39pm
< >
Showing 1-15 of 63 comments
A11OSAUR Jun 26, 2020 @ 2:27pm 
Can't lie, reworked spite hurts me the most, then memento kills me.
I know, possibility of making a 3+ rugged for 1 mana was incredible, same with memento, that allows you to take box on event(relic) or warped tongs without any big consequences - let's be fair, it was... broken.
At least golden bullet got from 16(20) to 18(24) so two extra damage :D
For 3 cost card... I hope fatal ability will stay on it U.U
And I'm pretty sure Adapt stacked gaining blocks (two adapts => at the end of turn exaust up to 2 cards; gain 10 block for each) before changes, but ok :|
But hey! At least, nothing happened to Ethernal Form :D
Stacking these two, three and plus one combo power... real combo.
Hope for no nerfs U.U
AlexMdle  [developer] Jun 26, 2020 @ 4:02pm 
The funny thing is we changed memento because the common consensus was that it's kinda weak. We're still not entirely happy with it.
Bernos Jun 26, 2020 @ 4:39pm 
It was weak unless you drew the nuts from events I think. It was kind of polarizing like that so a rework is a good idea. Some cards rarities also seem really off for what they do. Some rare cards I find myself never taking in any build and some uncommon cards feel way better than rare (looking at you Lone Wolf the infinite combo enabler).

I think the main problem with this character though so far is that the builds all feel very clunky. While they all are really fun, they just don't have much synergy with eachother. Every other character runs several archtypes at the same time because of the lack of reliability from going all in on one archtype. With this character it feels like it wants you to do the same, but punishes you for doing so. For example hand manipulation is only present in the form of card draw and full hand discards from what I have seen. The archtypes that want card draw thus can't work with center of hand builds very easily then since you will commonly overdraw past where you need to get to for your cards to be in the center of your hand. This is just one example of how two archtypes that sound like they should work together don't and there are a lot of others. I honestly can't find two archetypes that work well together besides those that requires multiple rare cards to work and are terrible without other key cards (got to get lucky on the draws).


I really love all the concepts in this character, but some support cards are needed to mesh archtypes and some cards can use reworks to not be so high synergy.
AlexMdle  [developer] Jun 26, 2020 @ 4:44pm 
Hand manipulation also works off retained cards and exhaustion from covet, malice, adapt, etc. all of which are good at burning up curses from your cards, with special mention to fatal desire. More niche applications allow you to draw curses via. manifest/spite to push cards to the left or reduce/generate cards with/to 0 cost, which is always good for lining up dead on effects. The archetypes do interact to a degree.
Bernos Jun 26, 2020 @ 5:11pm 
To a degree yes, but for those latter cards then you also have to be running curses and your are pulling yourself in more direction than may be needed. Also exauhstion is not always what you want. You don't always want to exhaust your left most cards. If you do so it could just lose you the fight. It basically comes down to just good RNG whether you can exhaust or not. Exauhst is also rewarded by the curse archetype which means you have less ways to play cards in your hand so you cant as easily get rid of cards unless you also happen to have enough exauhst cards. It kind of just shoots itself in the foot at every step of the way.

As I said I love the character and would like to see a more fleshed out version if possible with future updates.
Bernos Jun 26, 2020 @ 5:12pm 
A couple more cards or a couple of reworked cards is really all it needs I think.
AlexMdle  [developer] Jul 13, 2020 @ 5:32am 
Changelog 1.2:

-Spite: Now 1 cost, damage reduced. Upgraded spite draws 3 Curses.
-Dissolve: Now costs 1.
-Final Canter: Now 13 damage per Curse.
-Gambit: Now Retains.
-Dead or Alive: Upgraded damage increased to 11 from 10.
-Determination: Now costs 1.
-Dive: Upgraded Dive now gives 2 Plated Armor.
-Showdown: Now Retains.
AlexMdle  [developer] Jul 28, 2020 @ 4:47am 
Changelog 1.3:

- Called Shot: Now costs 1>0 and always draws 2 cards.
- Eye of the Storm: No longer adds +1 to Energy restored when upgraded. Only draws a card if upgraded.
- Roulette: No longer counts itself for hand size when drawing new cards.
- Rugged: Fixed a crash in Russian localization.
Last edited by AlexMdle; Jul 28, 2020 @ 6:30am
RubberToe Jul 30, 2020 @ 11:22pm 
Hi, don't know if this is the best place to post this but here goes; my version of the mod seems stuck on version 1.2, but some there are some changes that don't match the patch notes:

- Memento is not the reworked version
- Clasped Locked neither

Despite the version difference, Eye of the Storm is the 1.3 version.

Thanks.
AlexMdle  [developer] Jul 31, 2020 @ 1:13am 
They were reverted shortly after 1.2.
RubberToe Jul 31, 2020 @ 9:06pm 
Ah ok. Thanks!
AlexMdle  [developer] Jul 5, 2021 @ 5:11pm 
Changelog 1.3.1

- Changed the color from DEFAULT_GRAY_COLOR to HERMIT_YELLOW.
AlexMdle  [developer] Sep 17, 2021 @ 3:54pm 
We're finally here.

Changelog 1.4

TEXT: Added Brazilian Portuguese and German translations.
TEXT: Updated Simplified Chinese translation.
TEXT: French translation temporarily suspended until we find somebody who can help update it.
TEXT: Bruise is worded better.
TEXT: Concentration highlights Dead On.
TEXT: From Beyond specifies "For each card in your Exhaust pile".
TEXT: Rugged is worded better.
TEXT: Concatenated the Weak and Vulnerable application on Glare.
TEXT: Removed superfluous number from Enervate.
TEXT: Golden bullet says reduce instead of decrease.
TEXT: Coalescence and Snipe use "this turn".
TEXT: Eclipse Potion renamed to Liquid Void.
TEXT: Bartender Glass renamed to Shotglass.

BUGFIX: From Beyond no longer hits enemies after they've died.
BUGFIX: From Beyond no longer crashes when used on Awakened One while it is untargetable.
BUGFIX: The order in which Bruise is applied no longer influences the damage bonus.
BUGFIX: High Caliber no longer plays two firing sounds sometimes.
BUGFIX: Liquid Void afterimages no longer resemble Flex Potion.
BUGFIX: Liquid Void effects now have proper plural cases.
BUGFIX: Duplicate Potion now properly duplicates Dead On effects.
BUGFIX: Hermit now properly uses his gun to damage the heart at the end of Act 3.
BUGFIX: Magnum no longer sometimes uses blunt hit sound effect.
BUGFIX: No Holds Barred no longer plays its effect over dead enemies.
BUGFIX: Dead Adventurer event elite now gives elite-grade bounty.
BUGFIX: Mind Bloom boss now gives boss-grade bounty.
BUGFIX: All of Hermit's multihit attacks now properly reduce Bruise by 1 per hit.
BUGFIX: Status cards that leave your hand at the end of turn no longer erroneously trigger Impending Doom.
BUGFIX: Combo's effect no longer crashes the game for other characters.
BUGFIX: Eye of the Storm now always properly sets your energy up to its maximum, regardless of its cost.
BUGFIX: Fixed a number of missing text and number highlights on several relics.
BUGFIX: Short Fuse now retains its modified cost if added back to hand by means other than draw.
BUGFIX: Fixed an obscure Lone Wolf (and potentially some others) crash.
BUGFIX: Fixed Golden Bullet and Cursed Weapon sometimes showing wrong values.
BUGFIX: Snapshot cost no longer green when it stops being Dead On.

BALANCE: Covet+ grants 1 less extra card, but also works when exhausting status cards.
BALANCE: Wide Open no longer Retains.
BALANCE: Glare+ no longer Innate or Retains, applies 2 Bruise instead.
BALANCE: Gambit no longer Retains, but adds 1 more attack.
BALANCE: Virtue now reduces all debuffs by 2. Virtue+ no longer Retains.
BALANCE: Adapt grants 1 less Block per exhausted card.
BALANCE: Combo can no longer generate Eye of the Storm.
BALANCE: Dead Man's Hand+ card draw down to 3.
BALANCE: Heroic Bravado is now Ethereal.
BALANCE: No Holds Barred applies more Bruise.
BALANCE: Spray n' Pray deals 1 more damage per hit.
BALANCE: Luck of the Draw energy threshold down to 3>4.
BALANCE: Tracking Shot up to 9>12 damage. No longer requires Dead On to grant Concentration.
BALANCE: Deadeye+ gives 1 more Strength.
BALANCE: Manifest now always costs 2 and grants 13>17 Block.
BALANCE: Low Profile now grants 7>9 Block and 4>5 more Block per debuff.
BALANCE: Purgatory now costs 3 and is Ethereal, but no longer hits you.
BALANCE: Pistol Whip now Common, applies 2 more Bruise.
BALANCE: Take Aim+ now gives immediate Concentration. Conforms to Concentration change.
BALANCE: Snipe now conforms to Concentration change.
BALANCE: Cursed Weapon now costs 4>3 HP and always increases damage by 3.
BALANCE: Midnight+ grants 1 more Block.
BALANCE: Shadow Cloak Block per curse up to 6>9.
BALANCE: Lone Wolf now exhausts.
BALANCE: Smoking Barrel damage bonus up to 4>5.
BALANCE: Brawl now applies 5>6 Bruise.
BALANCE: Dissolve now grants 1>2 Block per card.
BALANCE: Charred Glove now gives 4 damage per Curse drawn.

CHANGE: The first time Hermit enters combat, there is now a short tutorial on Dead On cards.
CHANGE: Updated the Act 4 Victory screen.
CHANGE: Tonic, Black Bile and Liquid Void now display their tooltips.
CHANGE: Slightly changed Liquid Void image.
CHANGE: Concentration no longer uses stacks and is not used up until a Dead On card is triggered. Buff icon also changed.
CHANGE: Bruise now wears off on turn end. All Bruise values are higher across all cards.
CHANGE: Updated the card art of Determination, Take Aim and Smoking Barrel.
CHANGE: Black Wind, From Beyond, Grudge, Cursed Weapon and Enervate use a new visual effect.
CHANGE: Short Fuse uses a new visual effect.
CHANGE: Implemented Wide Potion support.
CHANGE: Horseshoe, Red Scarf and Dented Plate are now all-class relics.
CHANGE: Memento reworked, now reads "At the end of the first turn each combat, retain your hand.".
CHANGE: Clasped Locket reworked, now reads "Retain all cards with a cost of 0.".
CHANGE: Shotglass now limits you to two potions each combat. Can no longer generate Fruit Juice.
CHANGE: Rye Stalk reworked, now reads "Bruise is no longer reduced on hit.".
CHANGE: Spyglass reworked, now reads "If you end your turn Concentrated, gain an additional Energy next turn.".
CHANGE: Red Scarf is now Uncommon.
CHANGE: Horseshoe reworked, now Rare and reads "Whenever you gain Weak, Frail or Vulnerable, gain 1 less.".
CHANGE: Dented Plate reworked, now reads "While your HP is at or below 50%, gain 1 Energy and draw 1 card at the start of your turn.".
CHANGE: Quickdraw reworked, now reads "Deal 9>11 damage. Draw 2>3 cards. Next turn, draw 1 less card.".
CHANGE: Ghostly Presence reworked. Block up to 8>11. Dead On effect now applies 1 Weak to all enemies.
CHANGE: Grudge damage up to 9 and now also counts the curses in your hand, extra damage per curse up to 3>4.
CHANGE: Cheat reworked, now reads "Play one of the top 4>6 cards in your draw pile. If Dead On: So is the played card.".
CHANGE: Horror now applies 4>6 Bruise and prevents it from wearing off for a turn.
CHANGE: Overwhelming Power reworked, now reads "Gain 3 Energy. Draw 3 cards. Whenever you end your turn with 0 Energy, lose 4(3) HP." and uses a new effect.
CHANGE: Feint reworked, now costs 0 and reads "Gain 4>5 Block. Apply 2>3 Bruise to ALL enemies.".
CHANGE: Ricochet reworked, now Uncommon and reads "Deal 7>9 damage. For each Dead On effect triggered this turn, repeat on a random enemy.".
CHANGE: Reprieve now heals all at once.
Last edited by AlexMdle; Sep 19, 2021 @ 6:04am
Lazer Cattin Sep 19, 2021 @ 2:26pm 
The Memento rework in my opinion is straight terrible. I know some people think it was weak, however what it really did was help out its synergy with curses, however now it's greatest strength has basically been nerfed. Hermit is now a glass cannon without the cannon, being able to utilize curses as much will make it so that a character who is already hard to manage, now is half effective using its strongest way of attack. I'm extremely unhappy with this update for that reason specifically. to be honest the rest is more or less ok with me, I like some of the other changes to be honest.
Ruler Kun Sep 19, 2021 @ 3:17pm 
Yeah, really not a fan of the 1.4.
Everything seems too hard to manage and/or too weak.

I managed to get to end floor, died to the heart, but I really didn't have the fun I used to have with this character.

He was strong, but in a good way, you had to manage your stuff correctly. Now it just felt clunky and meh.
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