محتوای اضافی (DLC)

Kingdom of Ashes - Overflow

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Two tides, one war. Fill the Aqua and Lava reservoirs, then spill them — Flood to outlast, Erupt to break, converge for Steam. 3 new heroes with exclusive cards, 2 new elements, 35 cards, 6 relics, 9 enemies. Aim the overflow.

**TWO TIDES. ONE WAR. RIDE THE OVERFLOW.**

Overflow is a standalone expansion built around a single idea: two rising reservoirs you *want* to overfill. Every fight you're filling an **Aqua** pool and a **Lava** pool — and when either crests its cap, it spills into power. Where the Scorching Region punished greed with a Heat bar that cooked you alive, Overflow flips it: spilling never costs you a drop of HP. The only price is **timing**.

Toggle it on from the title screen and the tides spread everywhere: new cards, relics, and enemies mix straight into the base game's reward pools, and new water-and-fire encounters slot into the run map. Toggle it off and the game is exactly as it was. Your call, every run.

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### 🌊 OVERFLOW — fill past the brim

Aqua cards fill the Aqua pool, Lava cards fill the Lava pool, each capped at 13. Cross the cap and the pool **spills**, pouring its stored value into an effect — then keeps the remainder, so your tempo never resets to zero. Two spills, two answers:

- **Flood** (Aqua) — Protection, a heal, a card, and a cleanse. The outlast button.

- **Erupt** (Lava) — a multi-hit barrage plus Burn. The break-them button.

Bank the bar, read the turn, spill on the beat that matters.

### 💧🌋 CONVERGENCE — Steam & Obsidian

Overflow **both** pools in the same turn and the tides collide into a reaction:

- **Steam** — 100% evasion next turn *and* a permanent jolt of Strength. A free turn and a power spike.

- **Obsidian** — durable Protection that stacks every convergence and never decays. The wall that only grows.

Double-overflow is the payoff you build a whole deck toward — and the engine the third hero lives on.

### ⚖️ NO SAFETY NET BUT TIMING

This is not Heat. Overfilling never burns you — the cost is opportunity, not health. But you don't fight in a vacuum: enemies **flood**, **drain**, and **stoke** your reservoirs to force a wasted spill at the wrong moment. Reading their intent against your two bars is the whole game.

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### 🧙 THREE NEW HEROES — their cards, no one else's

Overflow adds three playable characters, and they bring a pool of cards **exclusive to the new roster** — never handed to the base 15.

- **Tidecaller Maris** (Aqua) — a defensive flood-engine. Bank water, hide behind escalating Floods, and outlast anything.

- **Magmancer Tephra** (Lava) — an aggressive erupt-engine. Overfill fast, chain eruptions, and race the fight to its end.

- **Steamweaver Yara** (dual Aqua + Lava) — the convergence specialist. Keep both bars climbing in lockstep and snowball Steam + Obsidian every few turns.

Each hero has signature cards locked to them alone, on top of the shared Overflow pool the three of them draft from.

### WHAT'S INSIDE

  • **2 new elements** — **Aqua** and **Lava**, full card types that plug straight into the existing resonance system.

  • **35 new cards** — 15 Common · 10 Rare · 7 Legendary · 3 Legendary+. A shared Overflow pool plus 18 signature cards split across the three heroes. Costs spread 1–3 mana (Legendary+ at 4), effect budget scaling with cost.

  • **6 relics** — from the **Twin Reservoirs** that link your two pools into one easy convergence, to the unique **Obsidian Geode** that doubles every Obsidian into an unbreakable snowball.

  • **9 new enemies** — 5 normal, 2 elite, and 2 bosses:

  • **Thalrok, the Drowned Caldera** — floods you in phase one, erupts in phase two. Weather both tides to win.

  • **Maelstrom Sovereign** — mirrors your overflow back at you. A tempo duel: spill on the off-beat, bait its counter, then converge freely.

  • **New map encounters** — flood-plain nodes that pre-fill your reservoirs on entry, and a rising-tide finale where both bars start hot.

### BUILT TO FIT

- **Standalone** — no other DLC required; bundles cleanly with the Scorching Region as a fire-and-flood pair.

- **On/off any time** from the title screen — never mid-run, so nothing orphans.

- **Mixed in everywhere** — DLC content drops into base reward pools and the run map, not walled off.

- **Same progression** — DLC enemies grant ash and character mastery exactly like the base game. No separate grind, no second meta track.

- **Save-compatible both ways** — turning the DLC on or off never rewrites a save.

The sea broke into the mountain's heart. Now both rise — and only timing keeps you above the water.