**PLEASE NOTE: THE WORD "BALANCED" DID NOT ONCE ENTER MY MIND DURING THE DESIGN OF THIS MOD. I "THIS SOUNDS FUN"-ED MY WAY THROUGH THE ENTIRE CREATIVE PROCESS. SOME DAY THIS CHARACTER WILL BE INTERNALLY AND EXTERNALLY BALANCED, BUT THAT DAY IS NOT TODAY.** Credit to @Apfellord for the original game and for answering my many, many questions about how to mod it. Contains: —A new character with around 50 Abilities —Sixteen new status effects —One new item Goals: —Character exists ✓ —Character playable as intended ✓ —All Attacks finished ✓ —All Skills finished ✓ (sort of) —All Auras finished ✓ (sort of) —Extra Abilities (likely mostly Skills) that worm themselves into existence during the process of modding (working on it) —Balanced ✖✖✖ Known bugs, inconsistencies, and/or weirdness: —Abilities such as Poisoned Hands and Rocket apply status effect animations even if they don't apply status effects (I could probably fix this if I actually sat down and worked on it... maybe someday soon) —Some cards that apply Weakness or Vulnerable are accompanied by the "X wears off" messages (I know what I did and I'll fix it eventually.) —If you try to bring back a banished Forgotten Secret everything will be bad. You have no way of knowing if it'll have the right effect. Just leave them alone. —Catalyst doesn't apply to status effects gained from items (yet) —Elixir of Immortality doesn't even work. I've tested it. Trying to fix it. —Playing a "Collect Thoughts" Forgotten Secret prevents you from ever playing cards again. CHANGES MADE TO CARDS: —Post-share— Corrosive Acid and Dissolving Acid both deal 1 fewer Corrosion. Still figuring them out. Removed Potion of Fragility from the Skills you can gain on level-up. Imitation Brew and Forgotten Secret both work correctly now. Added an Item, Alchemy Kit, that is automatically gained on start. Alchemy Kit grants block equal to Ingredients at the end of the turn. Adding more Ingredients-based Abilities. Only one more to go from what I've planned! Changed Vile Poison to a Corrosion-based Ability. It's now called Vile Corrosion. Upped the stun threshold for Palm Strike (again). Did some number-changing. Catalyst and Potion of Fragility now cost 2 Energy instead of 1. The AOE status effect-applying potions now apply more status effects to all targets. The HP bars should indicate Corrosion and On Fire! as well as Poison. (Though when such damage would put an enemy past 0, things can get... odd.) When taking a challenge, Oracle is automatically selected. —Pre-share— There used to be a card called Agonising Poison, which applied 4 Poison (later Corrosion) and 2 Vulnerable (later Agony). It was eventually split into Essence of Agony and Dissolving Acid. Vile Poison originally cost 2 Energy and the base amount of Poison was 10, but 10 Poison is entirely too much Poison. In a rare show of "considering the power level of preexisting cards" I made Ancient Recipe self-banishing, in keeping with Truth. S045 no longer exists it can't hurt you Explosion was once a card that could be gained through level-up. Aren't you glad I changed that? Smoke Bomb was supposed to discard the player's hand when played, but I've yet to find a way to achieve that that doesn't result in several horrible bugs. Release Energy! originally did waaay more damage. I'm not even going to say the number it was so much. Explosion originally dealt more damage and On Fire! to the player than it did the enemies. It does not do that anymore. Potions that harm the player or deal status effects to them do so in much smaller quantity than they originally did. Concoct Potions and Overwork both had their costs lowered. Sorely needed in Overwork's case, though I'm debating the cost of Concoct Potions.