Назад к модам
Открыть на Nexus Mods

Геймплей
Act3Buff
от hex3v1.0.4
Hardcore Act 3. Significantly buffs the bosses as well as some enemies/elites from Act 3 to make it a true struggle. Highly configurable.
Создано
5 апр. 2026 г.
Обновлено
29 апр. 2026 г.
Описание
Это описание предоставлено автором мода на Nexus Mods на английском языке.
Significantly buffs the bosses as well as some enemies/elites from Act 3 to make it a true struggle.
Some players have said that Act 3 doesn't challenge you enough, and that most decks that reach Act 3 tend to beat it fairly easily. I've also felt that the Act 3 bosses aren't tough enough to warrant being final bosses - at least until Act 4 is released- so I've buffed everything in Act 3 that feels like it could use a bit more power... perhaps too much.
This includes amping up the unique aspects of each boss, giving elites new buffs, and giving some additional power to a few of the hallway fights. Details for the changes are listed below.
You can adjust, enable or disable ANY of the mod's changes using the Mod Configuration options in the main menu.
Dependencies:
Installation:
Changes:
BOSSES
Doormaker
- Max health increased (489(512) => 600(650))
Doormaker is in a good place after the recent patches, but his max health has been increased further to give him a 'damage race' niche that the other bosses don't have. This increases the pressure put on by the Hunger phase as you must make your dwindling deck last for longer.
Queen
- After its two opening moves, Torch Head Amalgam performs its multi-attack every other turn.
- Torch Head Amalgam's multi-attack now adds 1 Burn to your draw pile.
Queen's card affliction is now truly oppressive, requiring you to have a lot of draw options to deal with it properly. The Torch Head Amalgam also does some extra damage and adds statuses straight to your draw pile, preventing you from stalling it out and rewarding you for bursting it down quickly.
UPDATE: Binding 4 cards felt too restrictive, so it has been reduced down to 3 again by default. You can still change the amount in config.
Test Subject
- Max health of all phases reduced (100, 200, 300 (111, 212, 313) => 90, 180, 270 (100, 200, 300)).
- Base damage of all phase 1 and 2 attacks reduced by 2(3) to compensate for initial Burning Growl strength gain.
- Burning Growl burns reduced (3(5) => 2(3)).
- Gains 1 Intangible on the first turn of phase 1 and 2.
- Performs a Burning Growl on the first turn of each phase.
Gives the Test Subject more of a Nemesis flavor to it. Gives the early phases more flavor and fills your deck with burns, though the intent is to create a new custom status card soon.
UPDATE: The Nemesis buff felt like a ham-fisted approach to adding more difficulty, so the Phase 1 & 2 Intangible stays but in a new form which lets you play around it more. The boss can already be quite difficult to beat in Vanilla, so this is an overall nerf to bring it closer to that power level.
ELITES
Soul Nexus
- Gains new power: Ephemeral (After being hit 5 times during your turn, gains 1 Intangible)
Soul Nexus now counters multi-hit reliant decks, requiring some kind of option for dealing burst damage, or surviving with block. This puts it above par with the other elites for how threatening it is.
Knight Trio
- Spectral Knight now gains Intangible for the first 2 turns of combat
- Spectral Knight max HP reduced (93(97) => 88(92))
- Magi Knight now blocks on his opening and debuff turns for 6(8)
- Magi Knight's main shield move now blocks for 16(20)
- Magi Knight max HP reduced (82(89) => 72(76))
Spectral and Magi knights now have more unique ways of denying your damage in exchange for less max HP. Requires you to deal with the Ethereal afflictions for a bit longer and prevents AOE burst-downs.
ENEMIES
Scroll Of Biting
- Increased max health reduction on hit (2 => 3)
- Increased max health range (31(32) to 38(39) => 38(40) to 44(46))
The scrolls' max HP drain effect felt too small for a game where max HP is so easy to come by. Also prevents AOE burst-downs by having a larger health pool.
Axebots
- Now applies 2 Weak and 2 Vulnerable to players on death
This adds a bit more thought to when you want to kill the Axebots, and generally makes them a lot more powerful.
UPDATE: The change to a single axebot required this to be buffed to 2 and 2. You must manually change the config for this to apply.
Globehead
- Increased damage on power play (6 => 12)
Globehead now truly prohibits powers, forcing you to only use the ones you really need.
The Lost and The Forgotten
- Stat steal now scales with ascension again
The previous beta changed this, so I've brought it back to make this enemy more formidable again.
Some players have said that Act 3 doesn't challenge you enough, and that most decks that reach Act 3 tend to beat it fairly easily. I've also felt that the Act 3 bosses aren't tough enough to warrant being final bosses - at least until Act 4 is released- so I've buffed everything in Act 3 that feels like it could use a bit more power... perhaps too much.
This includes amping up the unique aspects of each boss, giving elites new buffs, and giving some additional power to a few of the hallway fights. Details for the changes are listed below.
You can adjust, enable or disable ANY of the mod's changes using the Mod Configuration options in the main menu.
Dependencies:
Installation:
- Place the 'Act3Buff' folder inside the 'mods' folder in your Slay The Spire 2 installation directory (inside steamapps > common > Slay The Spire 2)
Changes:
BOSSES
Doormaker
- Max health increased (489(512) => 600(650))
Doormaker is in a good place after the recent patches, but his max health has been increased further to give him a 'damage race' niche that the other bosses don't have. This increases the pressure put on by the Hunger phase as you must make your dwindling deck last for longer.
Queen
- After its two opening moves, Torch Head Amalgam performs its multi-attack every other turn.
- Torch Head Amalgam's multi-attack now adds 1 Burn to your draw pile.
Queen's card affliction is now truly oppressive, requiring you to have a lot of draw options to deal with it properly. The Torch Head Amalgam also does some extra damage and adds statuses straight to your draw pile, preventing you from stalling it out and rewarding you for bursting it down quickly.
UPDATE: Binding 4 cards felt too restrictive, so it has been reduced down to 3 again by default. You can still change the amount in config.
Test Subject
- Max health of all phases reduced (100, 200, 300 (111, 212, 313) => 90, 180, 270 (100, 200, 300)).
- Base damage of all phase 1 and 2 attacks reduced by 2(3) to compensate for initial Burning Growl strength gain.
- Burning Growl burns reduced (3(5) => 2(3)).
- Gains 1 Intangible on the first turn of phase 1 and 2.
- Performs a Burning Growl on the first turn of each phase.
Gives the Test Subject more of a Nemesis flavor to it. Gives the early phases more flavor and fills your deck with burns, though the intent is to create a new custom status card soon.
UPDATE: The Nemesis buff felt like a ham-fisted approach to adding more difficulty, so the Phase 1 & 2 Intangible stays but in a new form which lets you play around it more. The boss can already be quite difficult to beat in Vanilla, so this is an overall nerf to bring it closer to that power level.
ELITES
Soul Nexus
- Gains new power: Ephemeral (After being hit 5 times during your turn, gains 1 Intangible)
Soul Nexus now counters multi-hit reliant decks, requiring some kind of option for dealing burst damage, or surviving with block. This puts it above par with the other elites for how threatening it is.
Knight Trio
- Spectral Knight now gains Intangible for the first 2 turns of combat
- Spectral Knight max HP reduced (93(97) => 88(92))
- Magi Knight now blocks on his opening and debuff turns for 6(8)
- Magi Knight's main shield move now blocks for 16(20)
- Magi Knight max HP reduced (82(89) => 72(76))
Spectral and Magi knights now have more unique ways of denying your damage in exchange for less max HP. Requires you to deal with the Ethereal afflictions for a bit longer and prevents AOE burst-downs.
ENEMIES
Scroll Of Biting
- Increased max health reduction on hit (2 => 3)
- Increased max health range (31(32) to 38(39) => 38(40) to 44(46))
The scrolls' max HP drain effect felt too small for a game where max HP is so easy to come by. Also prevents AOE burst-downs by having a larger health pool.
Axebots
- Now applies 2 Weak and 2 Vulnerable to players on death
This adds a bit more thought to when you want to kill the Axebots, and generally makes them a lot more powerful.
UPDATE: The change to a single axebot required this to be buffed to 2 and 2. You must manually change the config for this to apply.
Globehead
- Increased damage on power play (6 => 12)
Globehead now truly prohibits powers, forcing you to only use the ones you really need.
The Lost and The Forgotten
- Stat steal now scales with ascension again
The previous beta changed this, so I've brought it back to make this enemy more formidable again.