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TopicOff Season Mercs Topic [Mercs[
ZeeksFire
05/25/18 9:20:18 AM
#35:


The Merchant (Slay the Spire)
Neutral Outsider - Support
2 Upkeep

The Rug? It's not for sale. - Trigger - Cooldown 3 - As said, it's not for sale. If any of your team is targeted by a negative ability by another team that also involves GP or XP in any form, it is cancelled and put on a one week cooldown.

A weapon for every time Pre-Battle - Cooldown 2 - Choose one skill/spell/technique from three randomly targeted mercenaries (other than attached). The attached Merc gains the ability to use those skills/spells/techniques, at the skill of the user, and the resources to do each at least once.

Upgrades

5 xp - You may choose 1 mercenary for A weapon for Every time. Purchaseable up to 3 times.

10 xp - A weapon for every time can target the same merc multiple times for +1 week cooldown.

10 xp - Buy something, will ya? Peacetime - Cooldown 3 - The merchant also sells relics from week to week, and the attached will buy something. Randomly roll from the following at the start of wartime.

Medical kit - Debuffs last 5 seconds on merc.
Gremlin Horn - When an enemy merc dies in combat, restore 25% mp/consumable resources.
The Boot - The mercs attacks will do a minimum of 2% max life damage per second.
Bird Faced Urn - When merc is buffed, also restore 5% hp.
Mango - Increase max hp by 20%
The Speciman - As long as attached mercenary is alive, when an enemy merc dies, all debuffs on merc are transferred to the nearest enemy merc.
Sundial - Gain 1% haste every minute.
Bag of Preparation - Attached mercs first 2 spells/skills/techniques have no cooldown or cast time.

There might be more iconic things to bring out from slay the spire (like the actual characters or some of the bosses) but this seems like it'd be the best support guy from the game, and although the numbers/skills might not be perfect, it does deal with everything merchant.
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