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Documentation for this module may be created at Module:Keywords/data/doc

--Data for each keyword & icons

local keyData = {
    ["Icons"] = {
        {Name = "Green Energy",
        Text = "The Silent's Energy icon",
        Image = "GreenEnergy.png",
        Code = "<G>",
        Link = "Energy"
        },
        {Name = "Red Energy",
        Text = "The Ironclad's Energy icon",
        Image = "RedEnergy.png",
        Code = "<R>",
        Link = "Energy"
        },
        {Name = "Colorless Energy",
        Text = "The generic Energy icon",
        Image = "ColorlessEnergy.png",
        Code = "<E>",
        Link = "Energy"
        },
        {Name = "Blue Energy",
        Text = "The Defect's Energy icon",
        Image = "BlueEnergy.png",
        Code = "<B>",
        Link = "Energy"
        },
        {Name = "Purple Energy",
        Text = "The Watcher's Energy icon",
        Image = "PurpleEnergy.png",
        Code = "<P>",
        Link = "Energy",
        },
        {Name = "Lightning Orb",
        Text = "The Defect's Lighting Orb icon",
        Image = "Lightning.png",
        Code = "<LO>",
        Link = "Orbs"
        },
        {Name = "Frost Orb",
        Text = "The Defect's Frost Orb icon",
        Image = "Frost.png",
        Code = "<FO>",
        Link = "Orbs"
        },
        {Name = "Dark Orb",
        Text = "The Defect's Dark Orb icon",
        Image = "Dark.png",
        Code = "<DO>",
        Link = "Orbs"
        },
        {Name = "Plasma Orb",
        Text = "The Defect's Plasma Orb icon",
        Image = "Plasma.png",
        Code = "<PO>",
        Link = "Orbs"
        }
    },
    ["Keywords"] = {
        {Name = "Artifact",
        Text = "Negates the next debuff.",
        Code = "#Artifact",
        },
        {Name = "Barricade",
        Text = "Block does not expire until the end of combat.",
        Code = "#Barricade",
        },
        {Name = "Block",
        Text = "Until next turn, prevents damage.",
        Code = "#Block",
        },
        {Name = "Channel",
        Text = "Channeling an Orb puts it into your first empty slot. If you have no empty slots, your first Orb is automatically Evoked to make room.",
        Code = "#Channel",
        },
        {Name = "Confused",
        Text = "Whenever you draw a card, randomize its cost.",
        Code = "#Confused",
        },
        {Name = "Constricted",
        Text = "Take damage at the end of every turn.",
        Code = "#Constricted",
        },
        {Name = "Curse",
        Text = "Curse cards are negative cards that stay in your deck.",
        Code = "#Curse",
        },
        {Name = "Dark",
        Text = "Orb: Increases damage every turn. When Evoked, deals damage to the enemy with the least HP.",
        Code = "#Dark",
        },
        {Name = "Dexterity",
        Text = "Dexterity improves Block gained from cards.",
        Code = "#Dexterity",
        },
        {Name = "Energy",
        Text = "Energy is the resource used to play cards.",
        Code = "#Energy",
        },
        {Name = "Ethereal",
        Text = "If an Ethereal card is in your hand at the end of turn, it is exhausted. \\nExhausted cards are removed from your deck until the end of combat.",
        Code = "#Ethereal",
        },
        {Name = "Evoke",
        Text = "Consume your rightmost Orb and use its Evoke effect.",
        Code = "#Evoke",
        },
        {Name = "Exhaust",
        Text = "Removed until end of combat.",
        Code = "#Exhaust",
        },
        {Name = "Focus",
        Text = "Focus increases the effectiveness of Channeled Orbs.",
        Code = "#Focus",
        },
        {Name = "Frost",
        Text = "Orb: Gains Block.",
        Code = "#Frost",
        },
        {Name = "Hex",
        Text = "Shuffle a Dazed into your draw pile whenever you play a non-Attack card.",
        Code = "#Hex",
        },
        {Name = "Intangible",
        Text = "Reduce ALL damage take and HP loss to 1.",
        Code = "#Intangible",
        }, 
        {Name = "Innate",
        Text = "Start each combat with this card in your hand.",
        Code = "#Innate",
        },
        {Name = "Lightning",
        Text = "Orb: Deals damage to random enemies.",
        Code = "#Lightning",
        },
        {Name = "Lock-On",
        Text = "Lock-On targets receive 50%% more damage from Orbs.",
        Code = "#Lock-On",
        },
        {Name = "Metallicize",
        Text = "At the end of every turn, gain block.",
        Code = "#Metallicize",
        },
        {Name = "Plasma",
        Text = "Orb: Gains Energy.",
        Code = "#Plasma",
        },
        {Name = "Plated Armor",
        Text = "Adds Block at the end of the turn. Every time the user receives unblocked Attack damage, one level of plated armor is lost.",
        Code = "#Plated Armor",
        },
        {Name = "Poison",
        Text = "Poisoned creatures lose HP at the start of their turn. \\nEach turn, Poison is reduced by 1.",
        Code = "#Poison",
        },
        {Name = "Retain",
        Text = "Retained cards are not discarded at the end of turn.",
        Code = "#Retain",
        },
        {Name = "Shiv",
        Text = "Shivs are 0 cost Attack cards which Exhaust.",
        Code = "#Shiv",
        },
        {Name = "Scry",
        Text = "Scry draws a number of cards from the top of your draw pile and allows you to discard as many or as little as you wish before returning the rest to the top of the draw pile.",
        Code = "#Scry",
        },
        {Name = "Status",
        Text = "Status cards are removed at the end of combat.",
        Code = "#Status",
        },
        {Name = "Strength",
        Text = "Strength adds additional damage to attacks.",
        Code = "#Strength",
        },
        {Name = "Thorns",
        Text = "Thorns inflict damage on the attacker when hit.",
        Code = "#Thorns",
        },
        {Name = "Transform",
        Text = "Transformed cards become a random card of any rarity.",
        Code = "#Transform",
        },
        {Name = "Unplayable",
        Text = "Unplayable cards cannot be played from your hand.",
        Code = "#Unplayable",
        },
        {Name = "Upgrade",
        Text = "Upgrading cards makes them more powerful. \\nCards can only be upgraded once.",
        Code = "#Upgrade",
        },
        {Name = "Vulnerable",
        Text = "Vulnerable creatures take 50%% more damage from Attacks.",
        Code = "#Vulnerable",
        },
        {Name = "Weak",
        Text = "Weakened creatures deal 25%% less damage with Attacks.",
        Code = "#Weak",
        },
        {Name = "Wound",
        Text = "Wounds are unplayable status cards.",
        Code = "#Wound",
        },
        {Name = "Void",
        Text = "Voids are unplayable, ethereal status cards that drain 1 energy when drawn.",
        Code = "#Void",
        },
        {Name = "Frail",
        Text = "While Frail, gain 25%% less Block from cards.",
        Code = "#Frail",
        },
    },
}

return keyData
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