StratGG

Slay the Spire 2 Reference

Browse all game keywords, intents, ascension levels, orbs, afflictions, and modifiers in one searchable glossary.

Acts (4)

Glory

13 rooms

3 bosses | 18 encounters

7 events | 3 ancients

Hive

14 rooms

3 bosses | 21 encounters

10 events | 4 ancients

Overgrowth

15 rooms

3 bosses | 22 encounters

13 events | 2 ancients

Underdocks

15 rooms

3 bosses | 20 encounters

10 events | 2 ancients

Ascension Levels (11)

0

No Ascension

Play without any Ascension modifiers.

1

Swarming Elites

Elites spawn more often.

2

Weary Traveler

Ancients only heal 80% of your missing HP.

3

Poverty

Enemies and Treasure Chests drop 25% less Gold.

4

Tight Belt

Start each run with 1 less potion slot.

5

Ascender's Bane

Start each run Cursed.

6

Gloom

Less Rest Sites.

7

Scarcity

Rare and Upgraded cards appear less often.

8

Tough Enemies

All enemies are harder to kill.

9

Deadly Enemies

All enemies have deadlier attacks.

10

Double Boss

Fight two bosses at the end of Act 3.

Keywords (7)

Eternal

Cannot be removed or transformed from your Deck.

Ethereal

If this card is in your Hand at the end of this turn, it is Exhausted.

Exhaust

Removed until the end of combat.

Innate

Start each combat with this card in your Hand.

Retain

Retained cards are not discarded at the end of turn.

Sly

If this card is discarded from your Hand before the end of your turn, play it for free.

Unplayable

Unplayable cards cannot be played.

Orbs (5)

Dark

Passive: At the end of turn, increase this Orb's damage by .
Evoke: Deal damage to the enemy with the lowest HP.

Frost

Passive: At the end of turn, gain Block.
Evoke: Gain Block.

Glass

Passive: At the end of turn, deal damage to ALL enemies and reduce this orb's value by 1.
Evoke: Deal damage to ALL enemies.

Lightning

Passive: At the end of turn, deal damage to a random enemy.
Evoke: Deal damage to a random enemy.

Plasma

Passive: At the start of turn,
gain 1Energy.
Evoke: Gain 2Energy.
Plasma is unaffected by Focus.

Afflictions (6)

Bound

Only 1 Bound card can be played each turn. Cards are un-Bound at end of turn.

Bound

Entangled

Costs an additional 1Energy.

Entangled

Galvanized

Stackable

Take damage when this card is played.

Take damage.

Hexed

Add Ethereal to this card.

Ringing

You can only play 1 card this turn.

Ringing.

Smog

You cannot play additional Skills this turn. Clears at the end of the turn.

Intents (14)

Aggressive

This enemy intends to Attack {IsMultiplayer:everyone |}for {Damage} damage{Repeat:plural:| {} times}.

Empower

This enemy intends to use a Buff.

Malicious

This enemy intends to apply Afflictions on your cards.

Death Blow

This creature is trying to take you down with it. It will attack you for {Damage} damage before being destroyed.

Strategic

This enemy intends to apply a Debuff to you.

Strategic

This enemy intends to apply a powerful Debuff to you.

Defensive

This enemy intends to Block on its turn.

Cowardly

This enemy intends to Escape.

Heal

This enemy intends to Heal.

Sleeping

This enemy is doing nothing this turn.

Strategic

This enemy intends to give you {CardCount} Status {CardCount:plural:card|cards}.

Stunned

This enemy can't act on its next turn.

Summon

This enemy intends to summon Monsters.

Unknown

This enemy's intentions are Unknown.

Modifiers (16)

All Star

Start with 5 colorless cards.

Big Game Hunter

Elite enemies swarm the Spire and drop better rewards.

Binary

Card rewards now contain only 2 cards.

Cursed Run

At the start of each Act, add a random Curse to your deck.

Deadly Events

Unknown rooms can now contain Elites, but are also more likely to contain Treasure rooms.

Draft

Choose 10 card rewards to replace your starting deck.

Flight

You may ignore paths when choosing the next room to travel to.

Hoarder

Whenever you add a card to your deck, add 2 additional copies. You can no longer remove cards from your deck at the Merchant.

Insanity

Start with a random deck of 30 cards.

Midas

Enemies drop 200% more gold, but you can no longer Smith at Rest Sites.

Murderous

You start each combat with 3 Strength. All enemies start combat with 3 Strength.

Night Terrors

Resting at Rest Sites heals all of your HP, but costs 5 Max HP.

Sealed Deck

Choose 10 out of 30 cards to replace your starting deck.

Specialized

Start with 5 copies of a single card.

Terminal

Whenever you enter a new room, lose 1 Max HP. Start each combat with 5 Plating.

Vintage

Normal enemies drop relics instead of cards.

Achievements (33)

The Perfect Deck

Win a Run with a fully-upgraded deck.

Eternal One

Complete all other Achievements.

Pact Fulfilled

Exhaust 20 cards in a single combat.

Heaviest Blade

Deal 999 Damage in a single blow.

Already Dead

Apply 999 Doom to a single enemy.

Milk

Apply 50 Strength to Osty.

Blade Fit for a Monarch

Forge a Sovereign Blade that does at least 999 damage.

Suns in the Sky

Have 20 Stars at once.

Sneaky Sly

Play 5 cards using Sly off a single card.

A Few Drops

Apply 99 Poison to a single enemy.

True Ending

Complete Act 4.

Historian

Complete the Timeline.

The Glory

Defeat every enemy in the Glory.

The Hive

Defeat every enemy in the Hive.

First of Many

Defeat a Boss.

The Overgrowth

Defeat every enemy in the Overgrowth.

The Underdocks

Defeat every enemy in the Underdocks.

Echo

Beat Ascension 10 as the Defect.

The Defect

Win as the Defect.

Collector

Discover all Cards.

Explorer

Encounter all Events.

Archaeologist

Discover all Relics.

A Lot of Stairs

Climb 10,000 floors.

Demon

Beat Ascension 10 as the Ironclad.

The Ironclad

Win as the Ironclad.

Lich

Beat Ascension 10 as the Necrobinder.

The Necrobinder

Win as the Necrobinder.

Unnecessary Clutter

Win a Run without obtaining any relics.

Playing Cards Is Fun

Play 20 cards in a single turn.

Monarch

Beat Ascension 10 as the Regent.

The Regent

Win as the Regent.

Wraith

Beat Ascension 10 as the Silent.

The Silent

Win as the Silent.