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Red Rising Cards

1.13.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 1.13.0: a new arena map, Ashfall Front, and Sky Citadel fully drawn (see Maps; needs MapsExtended). Not play-tested yet.

Thirty-eight original ROUNDS cards inspired by Pierce Brown's Red Rising, each with its own animated card art, plus two arena maps. Twelve core cards, ten unlock cards that are only offered once you own the card they upgrade, four second-tier unlocks that build on those unlocks, five combo cards that fuse two specific cards into one evolved ability, and seven later-books cards (new in 1.12.0). Requires UnboundLib. Works with RoundsWithFriends.

Built for short points (1.11.0). A ROUNDS point lasts about 5-15 seconds, so every cooldown, duration and recharge is tuned to fire several times in a 10-second point, and most cards now stack: extra copies make them stronger (the card face says how much per copy; bonuses count up to 3 copies unless noted). One copy only: the Razor path, gun replacers, Gravity Boots (flight), Aureate Armor (cheat death), Willow Way, the second-tier upgrades except Thunderhead, and every combo card.

Card Rarity What it does
Gravity Boots Uncommon Block: gravity switches off for 3s and you fly in any direction with +80% air speed. Block cooldown +0.25s. One copy only (it's a flight card). Gun: your bullets drop 60% less.
Pulse Fist Uncommon Your gun becomes a glowing gauntlet orb. Hold fire to charge (1s, faster with attack speed cards), release to punch. A full charge does +175% damage with up to ~2.9x bullet size and about +120% knockback (+25% on every shot). Quick taps do half damage.
Razor Uncommon Your gun becomes a straight razor: fast, wide 140° slashes (60 dmg a cut, 0.2s between cuts, 3.4 reach; scales with your damage and attack speed cards). A slash at most every 0.6s also cuts enemy bullets out of the air for 0.15s (bullets reaching the blade or your body within 50° of the swing), so parrying is timed, not always on. Tap fire to cut, hold fire 0.4s and release to throw it as a very fast, dead-flat javelin with a big hitbox (x3.5 damage; you're bladeless for 0.7s), block to parry bullets back where you aim. A thrown blade (any form) slices a gap through thin platforms and keeps flying; thick walls still stop it. Upgrades into Reaper Scythe.
Reaper Scythe Uncommon Needs Razor. The razor becomes a huge scythe: enormous 190° sweeps with 4.8 reach and x1.8 damage that hook enemies and drag them hard onto the blade, cutting bullets out of the air like the razor. Sweeps also cut through thin platforms the blade passes (up to 2 cuts a swing). Thrown, it spins like a saw. Upgrades into Twin Razors.
Twin Razors Uncommon Needs Reaper Scythe. Two razors and a relentless flurry of alternating cuts (x0.85 damage each, 0.14s apart). Every cut is a 3-unit lunge toward your aim, on the ground or in the air (up to 5 upward lunges per airtime), leaving an afterimage streak, and the lunge itself cuts every enemy it passes through (x0.5 damage, once each per lunge). Deflection: enemy bullets your slashes catch fly straight back along your aim at full speed: they become yours and can hit their shooter.
Ghost Cloak Uncommon Block: invisible to enemies for 2.2s, and +20% movement speed while the cloak lasts. Firing (or a Razor cut) reveals you early. Only you see a faint purple shimmer. Block cooldown +0.5s. Stacks: +0.5s per extra copy (the cloak never lasts more than 4s, whatever adds to it).
Helldiver Uncommon Block: an 8.5-unit drill dash toward your aim that bores a real tunnel through the walls and platforms in its way (everyone sees the same tunnel, and it stays for the rest of the round). It does no damage: enemies you drill into are knocked away and silenced for 0.6s, and you can't be hurt while drilling. Block cooldown +0.75s (every copy). Stacks: +25% dash length per extra copy (up to 4 copies). Gun: a drill round: your next shot within 2.5s of a drill dash flies through walls (not for Razor or Pulse Fist).
Parasite Uncommon While you shoot, a dotted aim line shows where your shot will fly, including bounces, and with Drill Ammo how far it will bore through walls (dimmer dots inside terrain). Only you see it. Your bullets curve toward visible enemies ahead of them (up to 125°/s, within 30° of their path and 24 units, for 1.5s after the shot). -5% damage. Stacks: +60% turn rate, +10° and +25% line length per extra copy (up to 200°/s and 36°, 4 copies). With Razor, the line previews your javelin throw.
Carved Uncommon +70% health and +35% damage, but -10% movement speed and a bigger body. Stacks like any stat card.
Peerless Scarred Uncommon Your first hit on an enemy each point does x2.5 damage, and the empowered hit recharges 3s after it lands. A gold star over your head shows it's ready (it flashes when it recharges). Stacks: +x0.5 and 0.5s faster recharge per extra copy (up to 4 copies, never below 1.5s).
Storm Knight Uncommon A moment after your bullet hits an enemy, a thunderbolt strikes them for 35 damage and arcs to the 2 nearest other enemies within 6 units for 18 each. Each enemy can be struck at most once every 0.8s. Stacks: +40% bolt and arc damage per extra copy (Tempest's bolts too).
Rage Knight Uncommon The lower your health, the harder you hit: +0% at full health rising to +100% at 10% health or less (bullets and Razor cuts). +10% movement speed. A red aura burns brighter as your rage grows. Stacks: +50% max rage per extra copy (and +10% speed each).

Unlock cards (1.9.0)

Each unlock only shows up in your picks once you own its base card. Unlocks aren't guaranteed like the Razor route, just allowed. Stackable unlocks (marked Stacks) can be offered again; the others never twice. All numbers are defaults (config).

Card Unlocked by Rarity What it does
Iron Rain Gravity Boots Uncommon Block in midair while holding down: instead of flying, you dive straight down at high speed (steer sideways a little). Landing sends out a shockwave: 50 damage to every enemy within 5.5 units, and they're launched up and away. The impact punches a small crater in the ground. Stacks: +25% damage, +10% radius per extra copy. Gun: the landing also refills your ammo (Planetfall too).
Overcharge Pulse Fist Uncommon Pulse Fist charges 30% faster, and every full-charge punch detonates where it lands (enemy or wall): a pulse blast dealing 45 damage to every enemy within 4 units and throwing them away. A blocked punch doesn't detonate. Stacks: +15 blast damage per extra copy.
Howler Ambush Ghost Cloak Uncommon Ghost Cloak lasts 0.6s longer. The shot (the whole volley) you fire out of the cloak, or the Razor cut you make from it, is an ambush: x2.2 damage and the victim is silenced for 1s. Stacks: +x0.4 and +0.25s silence per extra copy.
Clawdrill Helldiver Uncommon Your drill grows claws: every enemy the Helldiver dash rams now also takes 55 damage (still knocked away and silenced). The dash is 35% longer and your block cooldown is 0.5s shorter. Stacks: +25 ram damage per extra copy (and another -0.5s block cooldown each).
Parasite Brood Parasite Uncommon Bullet hits infest the enemy for 3s (another hit refreshes it): they lose 12 health per second and you heal all of it. Blocking skips a tick. Stacks: +6/s per extra copy.
Aureate Armor Peerless Scarred Rare +30% health. Once per point, a hit that would kill you leaves you at 1 health instead, heals you for 40% of your max health and makes you untouchable for 1.5s (a gold shell). A small gold bar under you shows the save is ready. Falling off the map still kills.
Obsidian Frame Carved Uncommon +60% health, regenerate 10 health per second, +20% damage. Stacks: +10/s regeneration per extra copy (health and damage stack like stat cards).
Willow Way Razor (any form) Uncommon Block: your blade spins in a full circle, cutting every enemy around you (x1.25 your current form's cut damage, +15% reach, knocks them away) and cutting enemy bullets from every side for 0.6s. Works with every Razor form. Not while the blade is thrown.
Tempest Storm Knight Uncommon Block: lightning strikes the 2 nearest enemies within 18 units for 55 damage each, and arcs on from them like a normal Storm Knight bolt. Invisible enemies can't be targeted. Stacks: +20 bolt damage per extra copy. Gun: +20% bullet speed per copy.
Blood Fury Rage Knight Uncommon Block: 3s of blood fury: you hit as if at your lowest health (the full Rage Knight bonus, +100%) and move 30% faster. 5s cooldown from the start of each fury. Stacks: +0.5s fury and -0.5s cooldown per extra copy. Gun: +40% fire rate during the fury.

Second-wave unlock cards (1.10.0)

Four of these upgrade a 1.9 unlock card (so they need that unlock first), and Ripwing is a combo card that needs both Gravity Boots and Helldiver. Same rules as the other unlocks: offered only once you qualify, never forced; only Thunderhead stacks.

Card Unlocked by Rarity What it does
Planetfall Iron Rain Uncommon Your Iron Rain dive becomes a meteor: you fall 35% faster wrapped in fire, the landing shockwave is 40% wider (and its crater too) and hits 60% harder, and the impact leaves a pool of molten ground (3.5 units either side) that burns enemies standing in it for 30 damage per second for 3s.
Thunderhead Tempest Uncommon A storm cloud hangs over your head. Every 1.4s it strikes the nearest enemy within 10 units with a bolt for 35 damage. With nobody in range it stays charged (it crackles) and strikes the next enemy who comes close. Invisible enemies can't be targeted; a blocking enemy takes nothing. Stacks: -0.3s interval per extra copy.
Reaping Stroke Willow Way Uncommon A Razor finisher: a cut (any form, and the Willow Way spin) on an enemy at 40% health or less is a reaping stroke: x2 damage, a crimson X, and 1.5s off your block cooldown (so a spin can follow up).
Imperator Plate Aureate Armor Rare The legendary tier of Aureate Armor: +20% health, the cheat-death save recharges 6s after it's used (instead of only once a point), and every save erupts in a golden nova: up to 50 damage to enemies within 6 units and a big throw.
Ripwing Gravity Boots and Helldiver Uncommon Your Gravity Boots flight becomes a ramming run: +40% flight thrust and +1s of flight, and while you fly fast you ram every enemy you touch for 40 damage and throw them along your flight (each enemy at most once every 0.7s; blocking stops it).

Combo cards (new in 1.11.0)

Each needs both listed cards, is offered at most once and never forced, and evolves the pair into one stronger ability. Where both base cards would fire on the same button, the combo runs them as one merged action instead.

Card Needs Rarity What it does
Wrathbolt Storm Knight and Rage Knight Uncommon Your lightning feeds on your rage: Storm Knight (and Tempest) bolts and arcs deal x(1 + 1.25 x your current Rage Knight bonus), so up to x2.25 at full rage. Bolts land after 0.12s (was 0.35s), each enemy can be struck every 0.5s (was 0.8s), the lightning turns blood red, and you heal 25% of the bolt damage you deal.
Phantom Drill Ghost Cloak and Helldiver Uncommon One block, one merged action: you vanish (cloak +1s) and drill-dash 30% farther unseen (the dash never reveals you). Every enemy you ram while still cloaked takes 45 damage and is silenced for 1.2s (Clawdrill's damage adds on).
Gilded Seeker Parasite and Peerless Scarred Uncommon While your gold Peerless star is ready, your shots are seekers: they glow gold and hunt hard (420°/s within 70° and 32 units, for 2.5s), and your aim line turns gold. The star recharges 40% faster, and the empowered hit silences for 0.5s.
Comet Gauntlet Gravity Boots and Pulse Fist Uncommon While you fly, Pulse Fist charges 40% faster, and every full-charge punch hurls you after it: a 7-unit burning comet dash along your aim that hits every enemy it passes through for 40 damage (x Rage Knight) and throws them. Blocking stops the hit.

Later-books cards (Iron Gold, Dark Age, Light Bringer)

Seven cards from the later books. Five of them change your gun or your bullets. All numbers are defaults (config); bonuses count up to 3 copies.

Card Needs Rarity What it does
Mercury Rain - Uncommon The Rain. Every 3s, the next time one of your bullets hits anything (an enemy or a wall), an orbital drop pod streaks down onto that spot and slams in 0.5s later. It deals 40 damage (less toward the edge) to every enemy within 3.2 units and throws them up and away. If your bullet hit an enemy, the pod follows them until the last instant. Blocking stops it. Stacks: +10 damage and 0.5s off the cooldown per extra copy (never below 2s).
PulseArmor Overload - Uncommon Damage you take charges your pulseArmor (a cyan ring shows the charge). After you lose 40% of your max health it discharges: a pulse nova that deals 35 damage to every enemy within 4.5 units and throws them away, then 3s of overloaded shots (+50% damage, +30% bullet speed, bigger glowing bullets). At most once every 3s. Stacks: each extra copy needs 8% less health lost (never below 15%).
Fear Knight - Uncommon Your bullet hits fill the enemy with Dread for 2s (dark aura): their bullets deal 30% less damage and they move 20% slower. Each hit refreshes it. Stacks: -10% more damage per extra copy (at most -60%).
Lightbringer - Uncommon Every 4s your next shot (the whole volley) is a lance of light: x2 damage, +70% speed, bigger and blazing gold, and it bursts where it hits (enemy or wall) for 30 damage to every enemy within 2.8 units. A small sun beside you means a lance is ready. Stacks: 0.75s faster recharge per extra copy (never below 2s).
Ascomanni Berserk - Uncommon Getting hurt while at or below 50% health sends you berserk for 3s: +60% fire rate, reloads twice as fast, +30% movement speed, and your magazine refills at once. 6s cooldown. Stacks: +0.5s per extra copy.
Gravboot Dive - Uncommon Press jump in mid-air with no jumps left: your gravBoots hurl you 8 units along your aim. Every enemy you pass through is rammed for 35 damage and thrown along your dive (blocking stops it). Walls still stop you. 2.5s cooldown. One copy only (it's a mid-air-jump card).
Razor Lash Razor (any form) Uncommon A Razor duelling form: the blade goes whip-soft. Every 2s, your next cut also lashes out in a thin line along your aim to 2.3x your form's reach. Enemies on that line beyond the cut's own reach take your form's cut damage and are dragged toward you. Terrain stops the lash. One copy only.

The Razor path

Razor → Reaper Scythe → Twin Razors. Each upgrade only shows up once you own the card before it, and after you take one, the next upgrade is guaranteed to appear in your next hand or the one after. Each form feels different: the razor slashes fast and wide, the scythe reaps huge arcs and drags enemies in, the twin razors lunge through enemies in a flurry and send bullets back. Blades are sized to your body, so bigger players swing bigger blades.

Blade guard (online-safe): each swing guards for 0.22s, 70° either side of the swing. Like a vanilla block, it's checked on the shooter's game, where ROUNDS decides bullet hits, so it works the same online as offline. Swing a moment before the bullet arrives, just like timing a block. It doesn't count as a block (no block effects fire), and a real block still takes over.

One gun replacer per player: Razor, Pulse Fist, the JJK Cards mod's Black Bird and Energy Discharge, and the Multiverse Cards mod's Azazel's Soul replace your gun, so you'll only be offered one of them.

Card text

Card faces only have room for a short line and a few stats, so the details live in this README. Since 1.8.0 the mod also shrinks any of its own card text that would overflow the card face (never larger than the game's normal size); other mods' and vanilla cards are left alone.

Controls

Card Control
Razor (all forms) Tap fire = cut (and cut/deflect bullets in front of you). Hold fire ~0.4s and release = throw. Block a bullet = parry it back toward your aim. Twin Razors: every tap lunges toward your aim.
Pulse Fist Hold fire to charge, release to punch.
Gravity Boots Block, then move in any direction for 3s.
Ghost Cloak / Helldiver Block. Helldiver dashes toward your aim, tunnelling through terrain.
Parasite Aim line shows while you hold fire and for 0.6s after each shot (config AimLineMode = Always keeps it on).
Iron Rain In the air, hold down and block to dive. (Blocking without holding down still flies with Gravity Boots.)
Willow Way / Tempest / Blood Fury Block. They stack with your other block cards.
Planetfall Same as Iron Rain: in the air, hold down and block.
Ripwing Block to fly (Gravity Boots), then fly into enemies.
Thunderhead / Reaping Stroke / Imperator Plate Passive.
Phantom Drill Block (cloak and drill in one).
Comet Gauntlet Block to fly, then fully charge a punch and release.
Wrathbolt / Gilded Seeker Passive (upgrade Storm Knight / Parasite + Peerless Scarred).
Mercury Rain / Fear Knight / Lightbringer / PulseArmor Overload / Ascomanni Berserk Passive (they work through your shots and the damage you take).
Gravboot Dive Press jump in mid-air when you have no jumps left; you dive toward your aim.
Razor Lash Passive: your Razor cuts lash out every 2s.

Maps

Two arena maps: Ashfall Front (new in 1.13.0) and Sky Citadel (now fully drawn, same geometry). Each is an iconic battle scene rebuilt for movement: node lattices, wall-jump columns and moving platforms. They need MapsExtended (1.4.2), installed automatically as a dependency; without it the cards still work and the maps are skipped. They show up under RedRisingCards in UnboundLib's map menu, where you can toggle each one like any map. The map files are written next to the mod's DLL at startup (identical on every PC). Moving parts use MapsExtended's own synced animation, and the art (background, painted platforms, decor) is visual only. Config [MAPS]: Map art (false: the game's usual look) and Maps (true: write the map files). Leaving the map at any edge bounces you back with 51 damage, as on every MapsExtended map. Not play-tested yet.

  • Ashfall Front (large): An orbital assault: thousands of drop pods falling through a burning sky onto a cratered battlefield, a crashed starship's broken spine across it as the high bridge, with trenches, ramparts and a floating debris lattice. Moves: five drop pods shudder, then slam down their shafts into their craters (they stop short of the crater floor), and rise again as elevators that stop level with the lattice and the spine; debris platforms bob and slide, a ferry drifts and a hull plate rocks in the sky. The pods only push (no damage).
  • Sky Citadel (large, since 1.6.0): Now fully drawn: a floating citadel at dusk above a sea of clouds, carved stone keep and towers with gold trim, marble bridges, crimson banners and lanterns. Same geometry as before (six spawns, open sky on every side).

Tuning

Every number is in BepInEx/config/com.lel.rounds.redrisingcards.cfg. The file appears after the first launch. Updating to 1.11.0 resets the file to the new defaults once. Each unlock card has its own section ([Iron Rain], [Overcharge], [Howler Ambush], [Clawdrill], [Parasite Brood], [Aureate Armor], [Obsidian Frame], [Willow Way], [Tempest], [Blood Fury], [Planetfall], [Thunderhead], [Reaping Stroke], [Imperator Plate], [Ripwing]), and so does each 1.11 combo ([Wrathbolt], [Phantom Drill], [Gilded Seeker], [Comet Gauntlet]). The later-books cards have one section each too ([Mercury Rain], [PulseArmor Overload], [Fear Knight], [Lightbringer], [Ascomanni Berserk], [Gravboot Dive], [Razor Lash]). Per-copy stacking bonuses are the ExtraCopy... entries. Every Razor number (damage, reach, arc, cooldown per form, lunge, javelin, blade guard) is in the [Razor] section. Terrain carving can be switched off with [Helldiver] CarveTunnels and [Razor] CutThinPlatforms. Everyone in a lobby should use the same config. Sharing a mod-manager profile code keeps configs in sync.

Install

  • Thunderstore Mod Manager / r2modman: open the Online tab, search for the mod, and click Install. UnboundLib and MapsExtended come with it.
  • Offline copy: Settings → Import local mod → pick this mod's zip, then install UnboundLib and MapsExtended from the Online tab (a local import doesn't install them).
  • Imported an older copy or one of the lel packs as a local zip before? Uninstall it first, so you don't load the same mod twice.
  • Everyone in a lobby needs the same version. Sharing a profile code is the easiest way to match mods and settings.

Changelog

  • 1.13.0 (test build, all cards Common): Maps: Ashfall Front (see Maps; need MapsExtended). Sky Citadel is now fully drawn (same geometry). New config [MAPS] Map art / Maps (no reset: your settings are kept). Cards unchanged. Not play-tested.
  • 1.12.0 (test build, all cards Common): Seven later-books cards, a gun pass and a Razor parry nerf. New cards: Mercury Rain, PulseArmor Overload, Fear Knight, Lightbringer, Ascomanni Berserk, Gravboot Dive (a mid-air-jump card) and Razor Lash (needs any Razor form); see Later-books cards. Gun pass: Gravity Boots bullets drop 60% less; Helldiver's next shot after a drill dash flies through walls; Iron Rain and Planetfall landings refill your ammo; Tempest +20% bullet speed per copy; Blood Fury +40% fire rate during the fury. Razor parry nerf: The swing blade guard now opens at most once every 0.6s (BladeGuardCooldown), lasts 0.15s (was 0.22s) and covers 50° either side (was 70°): parrying is timed instead of always on while you swing. Blocking a bullet still fires a parry shot back, but every 0.75s (was 0.3s) at x0.6 damage (DeflectDamage). Willow Way's spin guard lasts 0.4s (was 0.6s). Config resets to the new defaults once.
  • 1.11.2 (test build, all cards Common): Bug fixes: the Razor blade guard no longer cuts or turns back bullets through a wall or platform, and a deflected bullet no longer restarts inside a wall you are hugging. Hit and bullet hooks can no longer throw an error into the game's own code (which could drop a hit).
  • 1.11.1 (test build, all cards Common): Rarity pass: every Rare card is now Uncommon except the genuinely game-warping ones (cheat-deaths, extra lives, domains, map-wide nukes, huge all-stat boosts). Affects normal builds only; TEST builds are still all Common.
  • 1.11.0 (test build, all cards Common): Short-point balance pass, stacking and four combo cards.
    • Retuned for 5-15s points: Peerless Scarred recharge 3s (was 6s); Blood Fury 3s fury (was 3.5s) with a 5s cooldown (was 8s); Imperator Plate save recharge 6s (was 12s); Helldiver block cooldown +0.75s (was +1s, now that every copy adds it); Ghost Cloak capped at 4s total. Aureate Armor was already once per point (the text said "round"). Nothing in the mod triggers on kill.
    • Stacking: Peerless Scarred (+x0.5, -0.5s recharge per copy), Storm Knight (+40% bolts), Rage Knight (+50% max rage), Iron Rain (+25% damage, +10% radius), Overcharge (+15 blast), Howler Ambush (+x0.4, +0.25s silence), Clawdrill (+25 ram), Parasite Brood (+6/s), Obsidian Frame (+10/s regen), Tempest (+20 bolt), Blood Fury (+0.5s, -0.5s cooldown) and Thunderhead (-0.3s interval) now stack (bonuses count up to 3 copies). Ghost Cloak, Helldiver and Parasite already stacked and now count up to 4 copies. Gravity Boots is now one copy only (flight slot); its extra-copy flight time is gone.
    • New combo cards: Wrathbolt (Storm Knight + Rage Knight), Phantom Drill (Ghost Cloak + Helldiver), Gilded Seeker (Parasite + Peerless Scarred), Comet Gauntlet (Gravity Boots + Pulse Fist), each with its own art.
    • Card faces show the per-copy numbers. Config resets to the new defaults once.
  • 1.10.0 (test build, all cards Common): Five second-wave unlock cards. Planetfall (needs Iron Rain: meteor dive, bigger impact, molten pool), Thunderhead (needs Tempest: a storm cloud that strikes nearby enemies on its own), Reaping Stroke (needs Willow Way: Razor finisher on low-health enemies), Imperator Plate (needs Aureate Armor: recharging save and a golden nova) and Ripwing (needs Gravity Boots and Helldiver: ram enemies while flying). New sounds for them. Config resets to the new defaults once.
  • 1.9.0 (test build, all cards Common): Ten new unlock cards, one for every core card: Iron Rain (Gravity Boots), Overcharge (Pulse Fist), Howler Ambush (Ghost Cloak), Clawdrill (Helldiver), Parasite Brood (Parasite), Aureate Armor (Peerless Scarred), Obsidian Frame (Carved), Willow Way (Razor), Tempest (Storm Knight) and Blood Fury (Rage Knight). Each is only offered once you own its base card. New sounds for the new abilities. Config resets to the new defaults once.
  • 1.8.0 (test build, all cards Common): Buff pass. Gravity Boots 3s flight (was 2s), +80% air speed (was +59%), block cooldown +0.25s (was +0.5s). Ghost Cloak 2.2s (was 1.5s) and +20% move speed while cloaked (new). Carved +70% health (was +50%), +35% damage (was +25%), -10% speed (was -15%). Peerless Scarred x2.5 (was x2) and now recharges 6s after it lands (was once per fight). Parasite -5% damage (was -10%) and stronger homing (125°/s, 30°, 24 units; was 90°/s, 25°, 20). Storm Knight bolt 35 (was 25), arcs 18 (was 12) to 2 enemies (was 1). Rage Knight up to +100% (was +80%). Helldiver dash 8.5 (was 7.5), block cooldown +1s (was +1.25s). Pulse Fist +175% at full charge (was +150%). The Razor line is unchanged. Shorter card text on every card (details moved here), and card text that would still overflow the small card face now shrinks to fit. Config resets to the new defaults once.
  • 1.7.4 (test build, all cards Common): Helldiver tunnels and Razor platform cuts now visibly remove the map (the game draws ground through per-piece masks, which the old holes couldn't cut).
  • 1.7.3 (test build, all cards Common): Razor line made much stronger and fixed online. Blade guard: every swing now stops enemy bullets for 0.22s (70° either side), checked on the shooter's game like a vanilla block, so it finally works online. Razor and Reaper Scythe cut bullets out of the air; Twin Razors deflect them straight back along your aim (they become yours and can hit their shooter). Twin Razors: every cut is a 3-unit lunge at high speed (ground or air, up to 5 upward per airtime) with an afterimage streak, and the lunge cuts every enemy it passes through (x0.5 damage); x0.85 damage per cut (was x0.7), 0.14s between cuts, longer blades. Razor: 60 damage (was 50), reach 3.4 (was 3.0), 140° arc (was 110°), 0.2s between cuts. Reaper Scythe: x1.8 damage (was x1.5), reach 4.8, 190° arc, stronger pull. Javelin: x3.5 damage (was x3), faster and flat. Swings snap through a wider arc with a proper follow-through, and the hit spark lands where the blade crosses the target. Every number is in the config, which resets to the new defaults once.
  • 1.7.2 (test build, all cards Common): Razor line buffed. Every cut is a visible swish: the blade sweeps around you through the whole arc with a bright trail, and the hitbox is that arc (Razor 110°, Reaper Scythe 180°, Twin Razors 100°; Razor swings a bit faster). Twin Razors lunges really work now: every cut dashes you ~2 units toward your aim, on the ground or in the air (LungeSpeed, LungeTime; up to 3 upward dashes per airtime). Javelins fly faster and almost flat, with a bigger hitbox, x3 damage (was x2.5), 0.4s charge (was 0.45s) and 0.7s recovery (was 0.9s). Config resets to the new defaults once. Every Razor swing now cuts enemy bullets out of the air; Twin Razors knock them back along your aim.
  • 1.7.1 (test build, all cards Common): Parasite fixes; Sky Citadel background blocks removed.
  • 1.7.0 (test build, all cards Common): Helldiver is tuned down (dash 7.5 instead of 10, knockback 3500 instead of 5000, silence 0.6s instead of 1s, block cooldown +1.25s instead of +0.5s) but now drills a real tunnel through walls and platforms, identical for every player. Razor javelins (any form) slice through thin platforms and keep flying; Reaper Scythe sweeps cut thin platforms. Azazel's Soul (Multiverse Cards) counts as a gun replacer. Config resets to the new defaults once.
  • 1.6.0 (test build, all cards Common): Razor is now an upgrade path (Razor → Reaper Scythe → Twin Razors) instead of stacking copies, with much bigger blades sized to your body; stab-to-cling removed (wall jumping already exists). Only one gun replacer per player. New cards Storm Knight and Rage Knight. Parasite works with Drill Ammo (line continues through walls), never passes walls by itself, and its line shows only while shooting unless set to Always. New map Sky Citadel (needs MapsExtended). Config resets to the new defaults once.
  • 1.5.0 (test build, all cards Common): Razor deflects play a parry sound. Helldiver is back with no damage: bigger knockback, 1s silence on rammed enemies, and immunity while drilling.
  • 1.4.0 (test build, all cards Common): Razor rebuilt as real melee (cut, javelin throw, wall cling/climb, block deflect, 3 forms by copies). Helldiver removed; new card Parasite (aim line + gentle homing).
  • 1.3.0 (test build, all cards Common): Razor now replaces your gun with a slingBlade that swings and slashes on every shot; reach is distance-based so Drill Ammo works; sharper Razor card art.
  • 1.2.0: animated card art (flames flicker, pulse rings, swinging razor, fading cloak, shaking drill, chisel strikes, spinning glint).
  • 1.1.0: added Razor, Ghost Cloak, Helldiver, Carved and Peerless Scarred, plus card art for every card. Fixed Pulse Fist's card face appearing blank (sandbox lookup / card picks).
  • 1.0.0: Gravity Boots and Pulse Fist.
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