Custom Character

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Custom Character

Custom Character

Max HP
Starting Gold
Energy / Turn
Orb Slots

Mod Info

Shipped as NOTES.txt inside the download, next to the README — changelog, credits, known issues, anything you want players to read. Leave empty to include no file.

Colours terms like Draw Pile, Poison and Block gold, the way the base game does. You can also write your own tags in any description — [gold]like this[/gold].

The largest one frame of an animation is allowed to be when a spritesheet is too big to ship as-is. Art already smaller than this is left alone, so raising it never sharpens a sheet you uploaded small — it only stops a big one being shrunk so far. Higher settings make the mod file bigger and slower to load.

Identity

Describe your character — shown on the character select screen0/200

Track as many as your kit needs and assign their cards in Balance.

Card backgrounds, name, energy label, and UI accents.

#D4A843

Tokens are colorless by default, matching the vanilla token frame. Set a color here only if you want them tinted to your deck instead.

Colorless (vanilla)

Character Art

Played when the game animates your character being hit, dying, or winning a fight, and when someone picks you on the select screen. Leave any of them empty for silence — which is what a custom character has today, because the sounds the game would reach for belong to the built-in characters.

Select

WAV, MP3, OGG or M4A. Trimmed to 5s and converted for the game.

hit

WAV, MP3, OGG or M4A. Trimmed to 5s and converted for the game.

dead

WAV, MP3, OGG or M4A. Trimmed to 5s and converted for the game.

victory

WAV, MP3, OGG or M4A. Trimmed to 5s and converted for the game.

Build a set of effect blocks once and drop it into another card, relic or mechanic. Save one from any effect list; insert it from the same place. Inserting COPIES the blocks — editing a group later never reaches back into the cards you already built from it.

None yet — open any card’s effects and use “Save these as a group”.

256 x 256px, square. JPEG or PNG.

512 x 512px, square. PNG with transparent background.

Optional PNGs for the “hand” shown when picking relics in multiplayer (and its rock-paper-scissors) — an arm reaching down from the top of the screen. Each pose falls back to the default hand if left empty. Multiplayer-only. Recommended size: 422 x 1200px (the exact size of the vanilla hand textures), transparent background, not auto-cropped — uploaded as-is.

Optional reskin of Tezcatara's “Yummy Cookie” relic for this character. Only appears if a run takes the Tezcatara event.

88 x 88px, square. Combat top-left icon. Optional — defaults to your portrait.

64 x 64px, transparent. Replaces the star-resource icon on your cards’ cost badge, the combat HUD counter, and the counter’s tooltip. All three are scoped to your character, so Regent’s stars are untouched. Optional — only matters if your character uses star costs.

What your character calls the star resource — Embers, Souls, Charges. Applied to the HUD counter’s tooltip and the “I don’t have enough Stars” bubble, only while your character is the one playing, so Regent keeps the word Stars. Everywhere else the game draws the icon rather than the word. Leave empty for Stars.

Cards are recoloured from the red frame by a hue/saturation shader, and brightness there only ever darkens — so at the default a bright yellow lands as mustard and pure white comes out grey. These push past that. 1 is unchanged.

598 × 844px. Leave the art window transparent: 498 × 380px at 50, 86 from the top-left. The window may be any shape inside that rectangle — the game varies the outline, not the box the art is drawn in. Replaces the frame on every card that has no type frame below. Use it when the colour picker cannot get you there — the frame is recoloured from the red one by a hue/saturation shader, so pure white comes out grey. Optional.

598 × 844px. Leave the art window transparent: 498 × 380px at 50, 86 from the top-left. The window may be any shape inside that rectangle — the game varies the outline, not the box the art is drawn in. Used for Attack cards only. The game draws each card type in its own frame, so this is where a type-specific outline goes. Falls back to the Card Frame above. Optional.

598 × 844px. Leave the art window transparent: 498 × 380px at 50, 86 from the top-left. The window may be any shape inside that rectangle — the game varies the outline, not the box the art is drawn in. Used for Skill cards only. The game draws each card type in its own frame, so this is where a type-specific outline goes. Falls back to the Card Frame above. Optional.

598 × 844px. Leave the art window transparent: 498 × 380px at 50, 86 from the top-left. The window may be any shape inside that rectangle — the game varies the outline, not the box the art is drawn in. Used for Power cards only. The game draws each card type in its own frame, so this is where a type-specific outline goes. Falls back to the Card Frame above. Optional.

598 x 844px, transparent middle. Replaces the card frame on every card marked Legendary, so your single-use cards read as special. Optional.

132 x 195px, 2:3 portrait. Character-select button. Optional — defaults to your portrait.

PNG painting or animated GIF/MP4 for your character-select screen. Animations use up to 60 frames / 10 seconds at 640 × 360 (MP4: 6 FPS, no audio). GIF conversion requires Chrome or Edge. Static art works at 1280 x 720px (16:9); other sizes are scaled to fit. Leave empty to use the automatic background built from your portrait/body art instead.

Up to 512 x 512px, transparent background. Shown sitting at rest sites. Optional — defaults to your idle pose or body art.

Campfire placement is independent of combat. Increase size here instead of shrinking your PNG; positive horizontal/vertical offsets move the art right/down.

Up to 512 x 512px, transparent background. Shown standing in the merchant / shop. Optional — defaults to your idle pose or body art.

Where your orbs sit relative to the character, in pixels (X = right, Y = down). Only affects characters that channel orbs. Default is (-140, -160) — push further left / up if the orbs overlap your body art.

Up to 512 x 512px, transparent background. Replaces Osty when this character summons. Optional — defaults to the vanilla Summon.

Multiplayer Ping Lines

The speech bubble your character shows when pinging teammates to end their turn in co-op.

Event Thoughts

A couple of events fold your character’s own words into their text. Leave blank for a sensible default — without something here the game would show a raw key like “characters.MyChar.aromaPrinciple”.

Ancient Dialogue

Custom lines your character exchanges with an ancient. Ancients without custom lines keep their normal dialogue; the Architect always gets at least a "..." so runs can never stall there.

Combat Animation

100%
0px

Moves your character down toward the health bar. Art that does not fill its frame carries invisible space underneath, which reads as floating — nudge it down until the feet sit right.

How tall your character stands in combat, next to the standard creature height. Every pose and animation scales together.

Energy Counter

Upload your energy orb as layers (256x256), shown below in the order they stack. Use the backdrop for a solid background; the first two layers spin above it. Unused layers stay transparent. Card costs and energy symbols in descriptions use a still image of this artwork. Outline glow and burst particles use your character color. Leave all slots empty for Ironclad’s default counter and card icons drawn from your character color.

Draws all 5 layers from your character color, right here in your browser. Replace any layer with your own upload after.
Backdrop

Stays still, behind both spinning layers. Works on its own, too. Leave any unused layers below empty.

1 · Spin AAbove the backdrop — rotates
2 · Spin BRotates
3 · RingAbove the spin — keep the middle clear
4 · MiddleCenter orb / glow
5 · FrontCenter plate behind number

Osty Skin

The “Summon (Osty pet)” effect calls the Necrobinder’s real pet, because that is the only creature “Osty Attacks” can order around. Upload art here and it wears yours instead. Leave it empty and the Osty looks exactly as it does in the base game.

Run Options

— pins the Stars resource next to your energy from combat start (it self-shows the first time you gain Stars either way). Build it with Gain Stars effects, spend it with Lose Stars or card Star Costs.

Borrowed Card Pools

Their cards join your character’s own card rewards. Borrowed cards keep their own frame and energy colour, because a card gets those from the pool it belongs to — a borrowed Defect card looks like a Defect card, which is what it is. Cards the player has not unlocked stay hidden: each borrowed pool is asked its own question about that, so unlock rules keep working.

Your Own Keywords

A word of your own that cards can carry, shown in gold with a tooltip explaining it — the way Exhaust and Innate work. Add it to a card in that card’s Keywords section. Keep the list short: a keyword is a word the player has to learn.

Starting Deck

Strike ×5 → Strike · Defend ×5 → Defend. Name a card "Strike"/"Defend" (or make a Basic Attack / Basic Skill with Block) to replace the built-ins with your own.

Select cards to include in your starting deck (like Vigilance or Eruption for Watcher).

Total starting cards: 10