recursal/Fanatic-Fandom huggingface dataset:
Consume

Consume is an Uncommon Skill card for the The Defect. Upon use, you will lose the leftmost orb slot, and gain 2 (3 when upgraded) .

## Interactions

* With , , or , this card can be very powerful. If you rely on the passive effects of channeled orbs, though, there comes a certain point where having an additional orb slot is better than having an additional 2 or 3 . However, if you rely on the continuous evoking of orbs, you can consume all your slots down to just one slot. This strategy works well with .
	+ Consuming a slot that contains an orb will just remove the orb rather than evoking it.
	+ It's notable that if you consume all your slots, you can no longer channel or evoke any orbs.
	+ Consume is playable even when you have no orb slots left (and still gives you focus).

## Update History

* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.
Curse

**Curses** are negative cards. Unlike  cards, they stay in your deck outside of combat. Under normal circumstances, all curses are unplayable, and many impose an additional negative effect.

Curses can only  into other curses. When an effect (such as  or ) generates a random curse, it can only become one of the following:

The above curses and  are the only ones that can be removed from the deck.

## Interactions

### Card

*Numbers in parentheses are for  card.*

* - Whenever you draw a  or  card, deal 6(10) damage to all enemies.

### Relics

* - Negates the next 2  you obtain.
* - Lets you play ,  the card at the cost of 1 HP.
* - Increases your Max HP by 6 whenever you obtain a .
* - Starts each combat with 1 additional  for each  in your deck.
* - Gives you a  whenever you open a Chest.

### Events

*Numbers in parentheses are for Ascension 15 or higher.*

* The Divine Fountain - Lets you remove every removable  from the deck.
* Match and Keep - Has 1(2) pair(s) of a random  available for matching.
* Bonfire Spirits - Offering a Curse rewards you with .
Bag of Preparation

The Bag of Preparation is a common relic that draws an additional 2 cards at the start of each combat. Its effect is identical to the , the Silent's default starting relic.

## Strategy

This relic is very powerful despite its rarity. Its effect synergizes with many other relics and cards, and the additional card draw increases the potency of your first turn. However, if you draw too many key cards and are unable to play them all, this relic could possibly set you back for a few turns.

## Interactions

* : Gives additional protection at the end of your first turn, which is generally the turn in which you are most vulnerable.
* : Greatly increases the impact of a Spirit Shield played on the first turn.
* , , : Additional draw from these relics makes your turn 1 very powerful, as you will have 9 cards in your hand (8 with ).
* : You can mulligan additional cards drawn by Bag of Preparation.
* and : The extra  for the first turn along with additional card draw from Bag of Preparation greatly increases the impact of your first turn.
* : More  for your first turn in addition to the card draw makes your turn 1 attacks much more potent.

* and : The generated cards takes priority over Bag of Preparation, and could clog your hand as you cannot have more than 10 cards on your hand at a time, potentially rendering additional draw useless.

## Trivia

* The relic's art shows the same backpack as the card .

## Update History

* Patch V1.1: The Dealer
	+ Fixed Bag of Preparation not drawing cards affected by Confusion power.
* Weekly Patch 51: Recursion
	+ Updated relic art for Bag of Preparation.
Draw Pile

All cards in your deck start here at the start of combat.

Cards drawn are drawn from this pile. If this pile is empty, your Discard Pile is shuffled into your draw pile.

Here lists all cards involving the draw pile:

## All Classes

**Colorless Cards**

**Potions**

**Relics**

## Ironclad

**Ironclad Cards**

**Relics**

## Watcher

**Watcher Cards**

**Cards that**

**Relics**
After Image

* Standard
* Beta Art

**After Image** is a Rare Power for the Silent. Whenever the player plays another card, they gain 1  immediately afterwards. When , After Image becomes .

## Mechanics

* does *not* affect the  gained from After Image, as the Block is generated by a buff and not the card itself.
* The After Image buff is stackable, so playing multiple copies of After Image will provide even more Block per card. Since After Image+ only costs 1  and is Innate, playing more than 1 copy on the first turn is easily done.

## Tips

* After Image is helpful for countering the Corrupt Heart's Beat of Death status, which inflicts 1 damage immediately after the player plays a card.
* This card is an excellent addition to any -based deck, as every individual Shiv grants 1 Block.
* Playing many cards in a turn (e.g. with Shivs) is liable to generate excess Block, so  can be used to carry it over to the next turn.

## Update History

* Weekly Patch 11: A Library of Features
	+ Curses/Statuses that play themselves no longer trigger Powers (Time Warp, After Image, etc)
* Weekly Patch 4: Full speed ahead!
	+ After Image card's large portrait now renders.
* Weekly Patch 3: Balance Balance Balance
	+ AfterImage now works when playing Curse/Status cards via Medical Kit and Blue Candle.
Entrench

* Standard
* Beta Art

**Entrench** is a Skill card for the Ironclad. Using it gives you  equal to your current , effectively doubling your  value.

Upon upgrade, it costs 1  to play.

You will still gain  when using Entrench after playing  in the same turn.

## Interactions

* Because Entrench can generate a very large amount of , it is quite possible to end up with excess  on any given turn. Thus, using  to conserve your  can let it grow exponentially.
* This exponential growth of  can be put to use offensively by playing .

## Update History

* Weekly Patch 13: Thinking Ahead
	+ We removed one level of unlocks! Three additional cards are now available by default in the card pool for both The Silent and Ironclad. The following cards are now added to the card pool by default: Ghostly Armor, Carnage, Entrench
Falling

**Falling** is an event found exclusively in Act 3. You fall, and must sacrifice a card in order to survive the fall.

## Options

* **[Land]** **Lose (Random Skill)**
	+ Cannot be  card.

* **[Channel]** **Lose (Random Power)**
	+ Cannot be  card.

* **[Strike]** **Lose (Random Attack)**
	+ Cannot be  card.

If you have only Bottled cards in your deck, the only option available is **[Land]**, but you do not actually lose any cards as Bottled cards cannot be removed.

## Update History

* Weekly Patch 40: Forethought
	+ Events: Falling, Secret Portal, Knowing Skull, Golden Idol, and Scrap Ooze receive ambient BGM.
* Weekly Patch 30: Skewer
	+ Falling event will no longer softlock the game if you have no valid cards to remove
* Weekly Patch 21: Channel Lightning
	+ Falling Event now correctly previews upgraded cards.
	+ Falling Event's RNG is now seeded.
* Weekly Patch 16: Back to Work
	+ Falling Event now shows the chosen cards when hovering the event choices.
* Weekly Patch 7: Setting Up All the Things
	+ Falling event can no longer target bottled cards.
* Weekly Patch 1: The First of Many!
	+ Falling Event can now hit Strikes and Defends, making the event potentially not as bad.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Doppelganger

* Standard
* Beta Art

**Doppelganger** is a Rare Skill for the Silent. When played, it consumes all remaining  and gives that many stacks of the Card Draw and Energized buffs (plus 1 if ), making the player draw that many extra cards and gain that much Energy at the start of the next turn.

## Interactions

* The upgrade (X + 1) will trigger even if you play Doppelganger with 0 Energy remaining, effectively gaining 1 Energy and 1 Draw next turn for no cost.
* gives +2 Draw and +2 Energy next turn along with X. This +2 will work even if X = 0, giving a free +2 Draw and Energy on the next turn.

## Update History

* Weekly Patch 44: Chrysalis
	+ Corruption and other cost reducing cards no longer make X cost cards like Transmutation and Malaise display cost 0.
* Weekly Patch 10: Quality of Life
	+ Removing 'Spend all [R].' from all X-cost cards for consistency.
	+ Fixed bug where cost X cards do not work with energy gain cards if played too fast.
Ectoplasm

You retain all Gold previous to picking up **Ectoplasm**.

You cannot gain Gold from ANY source while you have **Ectoplasm**.

Thieves' attacks will permanently steal gold, even if they are killed. Additionally, the Joust Event will always cost 50 Gold and refund none.

**Ectoplasm** cannot be obtained after the act 2 boss; it is limited to the act 1 boss chest and Neow's Boss Relic trade.
Corrupt Heart

* Boss
* Map Icon

Beat of Death 2 19+ Invincible 200 19+

The **Corrupt Heart** is the final boss, fought in Act 4. It is very powerful; its innate powers and buffs it gains throughout the fight can prove very difficult to counter. Because of its Invincible buff, it can only take 300 (200) damage per turn, rendering strategies that rely on heavy damage less effective. Additionally, it will gain incredible amounts of  on its fourth buff and onward, so killing it quickly is also important.

## Pattern

Always starts with Debilitate. Uses Buff every 3 turns starting from turn 4.

Otherwise, has a 50% chance of using Blood Shots followed by Echo and a 50% chance of using Echo followed by Blood Shots.

 Blood Shots
 Echo
 Buff
**1st Buff:**  2

**2nd Buff:** Beat of Death 1

**3rd Buff:** Painful Stabs

**4th Buff:**  10

**5th Buff onward:**  50

## Tips

* Strength reduction and/or damage reduction is very effective against The Heart, since its Blood Shots only deal 2 damage initially. This includes:
* Do not use either of the first two cards in this list on a turn where The Heart buffs. It will clear the strength down debuff, then gain back the strength you made it lose from the card, essentially making you give The Heart free strength.
* Any source of  will also be extremely valuable against both of The Heart's attacks.
* Sources of damage negation such as  and  can be very effective against the Echo attack.  is also reasonably useful against Blood Shots, as it will always lower the damage to 12 (15), whereas  would only negate 1 (2) of the attacks.
* Any effect that triggers on-damage or on-attack is very good against The Heart due to it triggering 12 (15) times for each Blood Shots that The Heart does. This includes:
* can be useful against The Heart, as it will allow you to remove the many statuses it will inflict on you, but beware of its Beat of Death power, as it will trigger whenever you play any card, including curses and statuses.
* and  can completely negate Beat of Death 1. Both of these, or 2 copies of , are necessary to negate Beat of Death 2, applied on The Heart's second Buff action.
* Because Vault does not affect buffs on enemies, the Invincible damage cap is not reset for the extra turn.

## Update History

* Patch V2.0: The Watcher
	+ Slime and Heart enemy SFX no longer play when game is backgrounded.
* Patch V1.1: The Dealer
	+ Fixed Invincible power with interactions such as The Boot and Block.
* Weekly Patch 55: Blur
	+ Adding VFX for the Heart's buff move.
	+ Adding VFX for Heart's debuff move.
* Weekly Patch 53: Blizzard
	+ Beat of Death Power now damages you after a card's actions completely resolve.
	+ Invincible Power tooltip now correctly matches the icon and shows the correct amount.
Chest

A **Chest** is an object that contain a number of rewards. Whenever the player encounters a chest, they can choose open it to obtain a reward inside, or they may skip the chest.

There are two different types of chests.

## Boss Chest

A boss chest can only be found after completing a boss fight, and will allow the player a choice of one out of three Boss Relics. They can be skipped, but doing so is not ideal, as Boss Relics are very powerful.

## Non-boss Chest

Non-boss chests can be found in a Treasure Room. These chests will give the player one relic from the Common, Uncommon, or Rare relic pool. They will also have a chance to give the player a certain amount of gold.

There are 3 variations of non-boss chests, each with their own chances of appearance and rewards inside.

If Act 4 is unlocked and the player has not already picked up the Sapphire Key, the non-boss chest in each area contain the key, but linked to a relic, meaning the player can only pick one or the other. If the key is not picked, it will continue to show up in all later non-boss chests until it is picked.

The following relics will interact with non-boss chests:

* : Causes the next 2 non-boss chests you open to have 2 relics inside.
* : Causes the next non-boss chest you open to be empty.
* : Whenever you open a non-boss chest, obtain a .
Backstab

* Standard
* Beta Art

**Backstab** is an Uncommon Card for the Silent. It deals damage and exhaust. As an  card, it is always drawn on the first turn, taking one spot on your first card drawn.

## Strategy

Backstab deals a single burst of damage to a single enemy. It does not cost Energy, essentially giving you a single-use free attack.

With it being , it is guaranteed that you will draw on the first turn, and is included on your draw count. This could be useful on lower floors, as Backstab has a respectable damage against enemy with lower health, but it could cripple you on higher floor since it could take a spot for a potentially more powerful card. Unless you have a appropriate set of Relics, it is not advised to take more than one copy of this card.

### Synergies

* : Amplifies Backstab moderate damage up to a more respectable amount, allowing you to one-shot a low-health enemy.
* : Similar to ,  increases Backstab damage to a respectable amount. While Backstab hits only once, it is a guaranteed first turn draw due to its  nature, giving you a guaranteed burst of damage on the first turn.
* , , and : The additional card draw lessens the drawback from  cards taking a space on your first draw.
* and : Allows the player to discard and draw a new card in place of Backstab in case that it is not beneficial.
* : With Backstab having 0 cost,  turns it into free damage and a card generation, lessens the drawback from its  nature by giving you a chance to get a more beneficial card for free.
* and : Backstab gives you a reliable counter on these relic for free on the first turn. Along with some Attack cards you could potentially drawn on the first turn, they could gives you a momentum you need to scale the fight.
* Can help you take down minions of Gremlin Leader and Reptomancer in order to steer them to waste a turn summoning more minions.

* A strange strategy with  and  comes from the fact that Backstab is free attack guaranteed to be drawn in the first turn, and taking 3 copies of them while having either of those relics guarantees that you could trigger  and/or  on the first turn for free while also dealing a burst of 33-45 damage. While those bonus can help you scale the fight, having a psuedo- that takes up 3 cards of your initial draw makes it more risky on a higher floor with more aggressive and punishing enemies.

## Update History

* Weekly Update 10: Quality of Life
	+ Backstab buffed: Cost lowered to 0. Damage decreased to 11.
Accuracy

* Standard
* Beta Art

**Accuracy** is a Power card for The Silent. It increases the damage that  deal, but does not affect any other sources of damage.

## Update History

* Patch V2.2: Happy Holidays!
	+ Accuracy card buffed. Damage increased from 3 -> 4.
	+ Accuracy+ card buffed. Damage increased from 5 -> 6.
* Weekly Patch 51: Recursion
	+ Accuracy power now correctly works with Shivs played from the top of the deck via cards like Mayhem or Havoc.
* Weekly Patch 9: Ascension
	+ Accuracy wasn't working with Shiv+
Act 1

**Act 1** or **the Exordium** is the first of the three default acts of Slay the Spire.

## Overview

Act 1 is the introductory act of the game. The player always starts with a conversation with Neow before starting their journey.

Most enemies do not have complex moves and are usually straightforward in nature. This act also teaches the player about basic Buffs and Debuff that are widespread among the enemy.

Enemies are usually comprised of one moderately strong monster, a group of weak monsters, or a pair of moderately strong monsters.

Most events exclusive to this act does not have heavy penalty, and usually cost player their HP, whether directly through its choice or through an avoidable fight.

Card rewards in this act have a 0% chance to appear upgraded. The only way to have upgraded card in card rewards is by obtaining , , or .

This act spans from floor 1 to floor 17.

* Floor 1 is always a Monsters battle.
* Floor 9 is always a Treasure Room.
* Floor 15 is always a Rest Site.
* Floor 16 and 17 are Boss battle and Boss Chest, respectively.

## Events

### Exclusive Events

* Neow
* Big Fish
* Dead Adventurer
* Face Trader
* Golden Idol
* Hypnotizing Colored Mushrooms
* Living Wall
* Scrap Ooze
* Shining Light
* The Cleric
* The Ssssserpent
* World of Goop
* Wing Statue

### Shared Events

* A Note For Yourself
* Bonfire Spirits
* Duplicator
* Golden Shrine
* Lab
* Match and Keep
* Ominous Forge
* Purifier
* The Divine Fountain
* The Woman in Blue
* Transmogrifier
* Upgrade Shrine
* We Meet Again!
* Wheel of Change

## Monsters

### First 3 Encounters

 Jaw Worm | -
 2 Louses | Each Louse has 50% chance of being either red or green.
 Small Slimes
+ Acid Slime (S) or Spike Slime (S)
Exhume

* Standard
* Beta Art

Exhume is a Rare Skill card for the Ironclad. It returns an  card to the hand to be played again or shuffled into the deck, but Exhausts itself in the process.

 Exhume reduces its cost from 1 to 0.

## Interactions

* Exhume can recycle strong self- cards like , , , and , allowing them to be used multiple times in one combat — or even in one turn!
* Because  cards  themselves at the end of the turn, Exhume can recover  cards like  and .

* Exhume cannot choose another Exhume as its target. This prevents the player from creating infinite combos with two upgraded copies of Exhume. (For example, by having a .)

## Update History

* Weekly Patch 19: Seed
	+ Put vs Place wording inconsistency on Thinking Ahead and Exhume cards.
* Weekly Patch 7: Setting Up All the Things
	+ Exhume card can no longer return an Exhume card to your hand.
Bear

Redirect to:

* Masked Bandits
Bear is an enemy found in Act II. When encountered, the player must choose to either give Bear and his gang all the money the player currently has, or fight them.

Bear fights alongside Pointy and Romeo.

## Bear

### In Party With

Pointy
Romeo

### Pattern

1. Debuff the player for -2 Dexterity.

2. Block and Attack for 9 damage

3. Attack for 18 damage

4. Repeat 2 then 3.

## Update History

* Weekly Patch 40: Forethought
	+ Ascension 17 Bear's Dex debuff nerfed 5 -> 4.
* Weekly Patch 24: Potions?!
	+ Adding City Event: Red Masked Bandits
Blood Vial

**Blood Vial** is a common relic that heals you 2 HP at the start of each combat, whether it be regular enemies, elites, bosses or enemies from events.

In Vampires(?) event, you may sacrifice this relic in exchange for  and removal of all  without having to lose a hefty amount of max HP.

## Trivia

* It is possible that the elder vampire mentioned in its flavor text is the same one that is referred as *"Master"* and *"Him"* in Vampires(?) event.

## Update History

* Weekly Patch 54: Loop
	+ Updated relic asset for Blood Vial.
Chrysalis

will override the fixed 0-cost when the card is drawn.

It can only generate cards that is available through shop and rewards. It cannot generate a healing card.

### Excluded Cards

* *(Healing, as it could generate , and its potion can trigger .)*
* *(Healing, as it can trigger .)*
* *(Healing)*
* *(Event-exclusive)*
* *(Event-exclusive)*
* *(Card effect only)*
* *(Cards effect only)*
* *(Cards, relics, and  effect only)*
* *(Card effect only)*

## Update History

* Weekly Patch 44: Chrysalis
	+ All sources of random temporary card generation in combat (like ) can no longer generate cards that provide healing.
	+ New tip added to indicate that healing cards cannot be generated randomly during combat.
* Weekly Patch 38: Bane
	+ Adding colorless card Chrysalis.
Charon's Ashes

### Flavor

Charon was said to be the god of rebirth, eternally dying and reviving in a burst of flame.

### Class

Ironclad

Charon's Ashes deals 3 damage to ALL enemies whenever you exhaust a card. This relic can be incredibly powerful in a wide variety of decks. For example, a  will go from dealing 7 damage to one target for each card that's exhausted, to dealing 10 damage to that target, plus an additional 3 damage to every other enemy.

Note that the damage dealt cannot trigger return damage (via .)

## Trivia

* This relic references Charon, the ferryman of Hades of Greek mythology.
Act 3

**Act 3** or **the Beyond** is the third of the three default acts of Slay the Spire.

## Overview

Act 3 starts after the player defeats the Act 2 boss. They are also healed to full health at the start of the act, or 75% of their missing HP on Ascension 5 and beyond.

This act is infamous for enemies that are notoriously difficult to deal with, with some boasting an amount of health that is comparable to that of a Boss. Even the weakest enemies in this act are very much a nuisance that requires careful plan of attack.

Due to the diverse nature of enemies and their difficulty, this is the act that will test the player's deck thoroughly for its ability to survive every kind of situation.

Enemies are usually comprised of one very strong monster, a group of strong monsters, or a group of moderately strong monsters.

Events exclusive to this act usually have great impact on the player while having huge risk tied to them. There are only a few exclusive events that do not cost the player something. Like in Act 2, there are a number of events that are affected by Relics the player has.

Card rewards in this act has 50% chance to appear upgraded, reduced to 25% on Ascension 12 and beyond.

This act spans from floor 35 to floor 51.

* Floor 35 is always a Monsters battle.
* Floor 43 is always a Treasure Room.
* Floor 49 is always a Rest Site.
* Floor 50 is always a Boss battle.
* Floor 51 is the player facing an unknown entity.
	+ If the player has the Ruby, Emerald, and Sapphire keys they will advance to floor 52 and Act 4.
	+ Otherwise, the game will end in a *"Victory?"* screen.

## Events

### Exclusive Events

* Falling
* Mind Bloom
* Secret Portal
* Sensory Stone
* Sphere
* The Moai Head (see: Golden Idol (Event))
* Tomb of Lord Red Mask (see: Bandits)
* Winding Halls

### Shared Events

* A Note For Yourself
* Bonfire Spirits
* Designer In-Spire
* Duplicator
* Golden Shrine
* Lab
* Match and Keep
* Ominous Forge
* Purifier
* The Divine Fountain
* The Woman in Blue
* Transmogrifier
* Upgrade Shrine
* We Meet Again!
* Wheel of Change

## Monsters

### First 2 Encounters

 Orb Walker | -
 3 Shapes
Charge Battery

Charge Battery is a Skill for the Defect. It gives 7  (10 if ) and 1 stack of the Energized buff, which makes the player gain 1 extra  at the start of the next turn.

## Interactions

* Since Energized is a stackable buff, playing multiple copies of Charge Battery in a turn will provide even more bonus Energy on the next turn.

## Update History

* Weekly Patch 51: Recursion
	+ Adding beta art for Bane, Charge Battery, Fission, Choke, Corpse Explosion, and Equilibrium.
* Weekly Patch 28: The Ritual
	+ Conserve Battery card renamed to Charge Battery.
	+ Conserve Battery card now gives energy next turn rather than conserve it.
* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.
Defend (Defect)

* Standard
* Beta Art

This is the Defect's Defend card. Click here for the Ironclad's Defend card, the Silent's Defend card, or the Watcher's Defend card.

Defend is a Basic card. The Defect begins a run with 4 copies of Defend in the deck.

## Update History

* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.
Calipers

The **Calipers** are a Rare Relic. At the start of each turn, you only lose 15  instead of all Block.

## Mechanics

* If you start the turn with less than 15 Block, you will lose it all.
* Ironclad's  and the Silent's  take precedence over the Calipers, and you will lose 0 Block at the start of your turn instead of 15 when under the effects of these cards.

## Update History

* Weekly Patch 1: The First of Many!
	+ Adding Relic: Calipers (was locked via char 3)
Aggregate

## Aggregate

### Effect

Gain  for every 4 cards in your draw pile.

## Aggregate+

### Effect+

Gain  for every 3 cards in your draw pile.

## Update History

* Patch V2.2: Happy Holidays!
	+ Aggregate card buffed. Energy gained every 6 -> 4 cards.
	+ Aggregate+ card buffed. Energy gained every 5 -> 3 cards.
* Weekly Patch 29: TURBO
	+ Aggregate now gives the correct amount of energy.
* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.
Astrolabe

Upon pick up, choose and Transform 3 cards, then Upgrade them.

Astrolabe is a Boss Relic.

Remember, Curses will transform into other curses.

## Update History

* Patch V1.1: The Dealer
	+ Astrolabe relic now works even if your deck contains 3 cards or less.
* Weekly Patch 25: Building Blocks
	+ Game now saves after receiving cards from Pandora's Box and Astrolabe via Neow so your cards don't vanish.
Clumsy

**Clumsy** is a . It is ; once it is drawn, it will  itself at the end of the player's turn. For this reason, using another card to solely Discard or Exhaust Clumsy is not recommended unless it will benefit the player.

## Sources

* another Curse
* Neow's Blessing
* Match and Keep

## Update History

* Weekly Patch 5: Happy Holidays!
	+ Dazed and Clumsy now exhaust even if retained via Well Laid Plans (all Ethereal cards).
* Weekly Patch 4: Full speed ahead!
	+ Clumsy curse now has the Ethereal keyword.
Enchiridion

### Description

At the start of each combat, add a random Power card to your hand. It costs 0 until the end of turn.

### Flavor

The legendary journal of an ancient lich.

### Class

Any

Enchiridion is one of the three potential rewards from Cursed Tome event.

Start each combat with a random Power card in your hand. It costs 0 to play until the end of turn or until discarded (it loses the cost reduction if it is discarded without being played).

It can only generate a card that is available through shop and rewards. It cannot generate a healing card.

### Excluded Cards

**Powers**

* *(Healing)*
* *(Card effect only)*

 Trivia

* The name, description, and icon of this relic are a reference to Adventure Time's Enchiridion.

## Update History

* Weekly Patch 52: Release Date Price Increase
	+ Enchiridion relic now triggers earlier so its card is prioritized over some other relics.
* Weekly Patch 44: Chrysalis
	+ All sources of random temporary card generation in combat (like ) can no longer generate cards that provide healing.
	+ New tip added to indicate that healing cards cannot be generated randomly during combat.
* Weekly Patch 17: Patched in the Face
	+ Seeds are now utilized for Enchiridion and Codex.
* Weekly Patch 15: Surprise Patch
	+ Enchiridion cost should only set for one turn.
* Weekly Patch 11: A Library of Features
	+ Enchiridion now works with Snecko Eye properly.
* Weekly Patch 7: Setting Up All the Things
	+ Enchiridion relic wording improvements.
Cards

Cards are the main feature in battle in *Slay the Spire*.

## Card Types

* **Attack** - A card that deals direct damage to an enemy and may have a secondary effect. Attacks have pentagonal frames.

* **Skill** - A card that has more diverse effects to it, usually through providing , utilities, buffs, or debuffs. While it can be both offensive and defensive, it is distinct from Attack card in a way that it cannot deal direct damage, capable of doing so only indirectly through debuffs. Skills have rectangular frames.

* **Power** - A permanent upgrade for the entire combat encounter. Some Powers give flat stats like  or . Some powers require certain conditions to be met that combat. Some powers provide a unique buff that can potentially alter the playstyle. Each copy of a given power can only be played **once** per combat. Powers have circular frames.

* - A card added to the deck during a combat encounter. They are designed to bloat the deck and prevent the player from drawing beneficial cards, with some of them having additional negative effects. Status cards are removed from the deck at the end of combat. Statuses have rectangular frames.

* - An unplayable card added to the deck during in-game events. Similar to status cards, they are designed to bloat the deck and prevent the player from drawing beneficial cards, with some of them having additional negative effects. However, curse cards persist in the player's deck until removed by other means. Curses have rectangular frames.

## Card Rarity

The rarity of the card depends on the color of the banner behind its name, regardless of the card's faction:

* **Common** cards have a *grey* banner and frame.
* **Uncommon** cards have a *blue* banner and frame.
* **Rare** cards have a *golden* banner and frame.

The game additionally recognizes two additional classes of rarity:

* **Basic** cards are the default cards from the starting deck for your class. They have the same *grey* banner and frame as Commons, though certain events treat them as a lower tier when offered or transformed.
* **Special** cards cannot be obtained through normal card-drops, only through events or other means.
Council of Ghosts

**Council of Ghosts** is an event found exclusively in Act 2. A group of apparitions surrounds you, with one offering you a taste of their power.

## Options

*Numbers in parentheses are for Ascension 15 or higher.*

* **[Accept]** Receive 5 (3) . Lose 50% Max HP.

* **[Refuse]** Nothing happens.

## Strategy

This event is one of the most high-risk, high-reward. On one hand, you lose a hefty amount of your max HP, making it considerably harder to survive combats. On the other hand, that risk is offset by  obtained. Its  can make a big incoming attack trivial. There are a few things to consider before you choose **[Accept]**.

* Unupgraded  has . This usually means you have to immediately use it the turn you draw it or it will be removed for the duration of that battle.
	+ By utilizing Discard and , you can move unwanted  safely to your Discard Pile for further use.
	+ upgrades all  obtained, removing this downside.
	+ **will not** save  from being  by . It does have other synergy with it, as explained below.
* Cards that allow  to be played multiple times, like  or , greatly improve the value you can get from it, as you will get 2  from one use, extending its duration for a turn.
* can possibly save some  after it is used, discarding it instead of  it, allowing more uses from it.

## Trivia

* This is one of a few events that refers to Neow; the others are Cursed Tome and Sensory Stone.
	+ This event also reveals that Neow is female.
* The shapes' knowledge of Neow and her power possibly means that they are of the similar caliber as her — possibly as another group of Ancients.

## References

1. ↑ 1.0 1.1 1.2 The identity of each shape is determined by its speech pattern.

	* Shape #1's speech appears wavy in-game.
	* Shape #2's speech is always in uppercase, as if it is shouting, and has its text colored red.
	* Shape #3's speech appears unmoved in-game.

## Update History

* Patch V1.1: The Dealer
	+ Vampires and Council of Ghosts events now show how much Max HP is lost (rather than showing %)
* Weekly Patch 47: Metamorphosis
	+ Council of Ghosts event now only gives 3 Apparition on Ascension 15+.
* Weekly Patch 42: Reboot
	+ Adding ambient SFX to Council of Ghosts event.
* Weekly Patch 30: Skewer
	+ Fix for Vampire and Ghost Council event which could set your HP to 0.
* Weekly Patch 18: Paranormal
	+ New Event (City): Council of Ghosts.
	+ New Event-only Card: Apparition.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Bloodletting

* Standard
* Beta Art

Bloodletting is a Skill card for the Ironclad. It grants two free Energy at the cost of 3 HP. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon upgrade, it increases Energy gain to three.

## Update History

* Patch V2.2: Happy Holidays!
	+ Bloodletting card buffed. Energy gain increased from 1 -> 2.
	+ Bloodletting+ card buffed. Energy gain increased from 2 -> 3.
* Weekly Patch 4: Full speed ahead!
	+ Bloodletting card buffed. (Lose 4 HP -> Lose 3 HP)
Claw

Claw is a common Attack card for The Defect. For zero , Claw deals an escalating amount of damage that also amps up your other Claw cards. As a common card, Claw can be found as a post-battle reward and be purchased from the Merchant.

 Claw increases the base damage of the card from 3 to 5.

Claws added to your deck after Claw is played, such as through ,  or an , do not have their damage increased while they aren't part of your deck.

### Strategy

* Claw is a straightforward build-around card - draw and play Claws as often as possible and stack up huge numbers.

* To get the most out of Claw, acquire as many copies as possible, aggressively Remove cards from your deck, take as few other cards as possible, and draw lots of cards during battle.

* Claw isn't recommended - instead, upgrade your support and draw cards like  and . Playing your non-upgraded Claws more often not only gives you bonus damage, but also deals the damage you've already accumulated. With a disciplined deck and good card draw, it's not difficult to swing 30-damage Claws by turn five.

* Claw is at its strongest when accompanied by card draw and little else. , , , and really anything that draws cards will outperform with Claw. There are some good colorless card draw cards that also work well in a Claw deck:

* Replaying a Claw with  and  helps accelerate you into big damage when you can't find extra copies.

* Adding  to strip irrelevant cards from the deck sets up a consistent Claw onslaught. Adding an Unceasing Top and exhausting every other card lets The Defect go infinite like the classic  and  build.
* allows for even more Claws being played. It can also bring back other 0-cost support cards such as  for more damage and , and/or  for Block, etc.

## Update History

* Weekly Patch 50: The Final Act
	+ Claw card gets VFX.
* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.

## Trivia

* Before release the name of this card was "Gash".
Deadly Poison

* Standard
* Beta Art

**Deadly Poison** is a common Skill for The Silent. It applies 5  to the target enemy. On , it applies 7  instead.

Assuming there are no other sources of Poison, this card deals a total of 15 damage, or 28 damage if upgraded.

## Update History

* Weekly Patch 18: Paranormal
	+ Deadly Poison card buff: 4 -> 5. Upgraded: 6 -> 7.
Donu and Deca

* Donu
* Deca
* Map Icon

**Donu and Deca** are one of the three bosses encountered at the end of Act 3.

## Pattern

### Donu

Donu always starts with Circle of Power, then alternates between Beam and Circle of Power.

 Beam

### Deca

Deca always starts with Beam, then alternates between Square of Protection and Beam.

 Beam

## Tips

Compared to the other Act 3 boss fights, the Donu and Deca fight is a simple but brutal slugfest. Their consistent attack patterns make them easy to predict, but they attack every turn and their damage scales rapidly due to Donu's Circle of Power. Furthermore, their plated armor grants them a deceptive amount of HP over the course of the fight, while their initial Artifact charges grant them a degree of resistance against powerful cards like  and .

Most of the time, you should choose one of the two bosses to focus down before moving on to the other. Decks that cannot out-block the scaling damage from Circle of Power should typically kill Donu as quickly as possible. On the other hand, the Dazes that Deca shuffles into the discard pile can vastly slow down your draw as the fight wears on, particularly for decks lacking in card draw. These decks may prefer to kill Deca first.

## Trivia

* By killing Donu with , the player gets the "Ooh Donut" achievement.

## Update History

* Weekly Patch 42: Reboot
	+ Updating SFX for Donu Buff.
* Weekly Patch 41: Chill
	+ Adding SFX to Donu's buff.
* Weekly Patch 32: Face Trader
	+ Donu and Deca now alternate their attacks on turn 2.
* Weekly Patch 14: Bullet Time
	+ New animations for Donu & Deca.
	+ Swapped Donu & Deca's positions so the attack order is left -> right.
* Weekly Patch 7: Setting Up All the Things
	+ Fixing typo for Donu & Deca achievement description.
* Weekly Patch 4: Full speed ahead!
	+ Pantograph no longer heals double on Donu and Deca boss.
Colorless Cards

Colorless cards are available to all characters. These cards are generally not gained from normal card reward screens--adventurers must instead acquire them through a combination of merchant shops, events, relic effects, and card effects. All colorless cards provide a beneficial effect ranging from mildly to extremely powerful.

The Merchant always has two colorless cards in his stock. They are always Uncommon or Rare. Obtaining the  allows those colorless cards to appear in normal card reward screens as well.

All the other colorless cards, despite sharing a grey border with Common cards, are all special cards that can only be obtained from certain events, or generated by certain cards and relics.
Dark Embrace

* Standard
* Beta Art

**Dark Embrace** is a Power card for the Ironclad. After it is played, each time a card is , you immediately draw 1 card per card Exhausted.

When , Dark Embrace costs 1  instead of 2.

## Mechanics

* The Dark Embrace buff is stackable, so playing multiple copies will draw more and more cards for a single card Exhausted.
* cards Exhaust at the end of your turn, and effectively causes you to draw cards in advance of your next turn.

## Tips

* Dark Embrace is extremely powerful in concert with . Corruption allows you to play any Skill for free, and when that card Exhausts itself, Dark Embrace will draw an additional card to replace it. This can lead to explosive combos, particularly after using multiple copies of Dark Embrace.
* Dark Embrace makes it possible to copy  with  or . Normally, the second use of Fiend Fire does nothing because there are no more cards in hand to Exhaust, but having Dark Embrace will repopulate the hand with cards for the second Fiend Fire to burn.

## Update History

* Patch V2.0: The Watcher
	+ (Undocumented) Rarity changed from Rare to Uncommon.
Dropkick

* Standard
* Beta Art

**Dropkick** is an Attack card for the Ironclad. It deals 5(8) damage; if the target is , then it refunds its cost of 1 Energy and draws another card. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

## Interactions

* Any method of applying  consistently will turn Dropkick into free damage. Since Dropkick recovers its energy and draws an additional card, it will effectively have no cost, similarly to .

* If something such as  reduces the cost of Dropkick to 0, it will still provide 1 energy if the enemy is , making it even more powerful.
	+ However, if anything increases Dropkick's cost above 1, it will still only refund 1 energy, making it an undesirable choice in Snecko Eye builds.

## Update History

* Patch V2.0: The Watcher
	+ Dropkick card now resolves its actions in order of its description.
* Weekly Patch 1: The First of Many!
	+ Fixed rare crash with Dropkick.
* Day 1 Patch
	+ Dropkick, Fire Breathing, and Shockwave portraits weren't rendering in card popup view.
Dead Branch

**Dead Branch** is a Rare Relic that adds a random card to your hand whenever you  a card. It is very powerful when combined with , other  synergies, or cards that generate , but doesn't need either to be a useful relic.

It can only generate a card that is available through the merchant and card rewards, with some exceptions. It cannot generate healing cards.

## Excluded Cards

### Attacks

* *(Healing)*
* *(Healing)*
* *(Potential for the player to exploit its permanent )*
* *(Healing and event-exclusive)*
* *(Event-exclusive)*
* *(Card effect only)*
* *(Card effect only)*
* *(Card effect only)*

### Skills

* *(Healing, as it could generate , and its potion can trigger .)*
* *(Healing, as it can trigger .)*
* *(Healing)*
* *(Event-exclusive)*
* *(Event-exclusive)*
* *(Card effect only)*
* *(Cards effect only)*
* *(Cards, relics, and  effect only)*
* *(Card effect only)*

### Powers

* *(Healing)*
* *(Card effect only)*

## Trivia

* The Dead Branch references an item of the same name from the MMORPG Ragnarok Online, which would spawn a random enemy when used.

## Update History

* Weekly Patch 44: Chrysalis
	+ All sources of random temporary card generation in combat (like ) can no longer generate cards that provide healing.
	+ New tip added to indicate that healing cards cannot be generated randomly during combat.
* Weekly Patch 14: Bullet Time
	+ Dead Branch now utilizes a proper RNG (results don't differ on save/load).
Deva Form

**Deva Form** is a Rare Power card for the Watcher that grants the player the **Deva** buff, which increases the amount of  the player gets at the start of their turn by one every turn; in other words, once Deva Form is played, the player will have one more Energy to spend every turn afterwards.

## Interactions

* Being a high-cost power card, Deva Form is a strong candidate for using alongside .
* can create extremely powerful  using the excess energy generated by Deva Form.
* The energy drawback of  is easily minimized by Deva Form.
* Deva Form, in general, makes X cost Cards much more accessible.

## Trivia

* A *deva* is a Hindu term for a deity.
* Though the Watcher is female, *deva* is a masculine term; the feminine equivalent is *devi*.
* The card art depicts the relics , , and .

## Notes

1. ↑ N of  starts at 1, and X is 1 by default. The turn after it is applied, you will gain  N times, and then X is added to N every turn after. Each further application add 1 to both N and X.
2. ↑ Its buff counter also only identify X, or a number of time this card is applied to be exact. It does not have an identification for a total N of each turn.
Calculated Gamble

* Standard
* Beta Art

**Calculated Gamble** is a Uncommon Skill card for the Silent. When played, the player's current hand is discarded and that many cards are drawn, effectively shuffling the player's hand.

When , Calculated Gamble no longer .

## Interactions

* Calculated Gamble works well with cards that have effects upon being discarded, such as  and . It also plays well with cards that have their energy cost decreased upon the discarding of other cards, such as  and .
* Calculated Gamble synergizes well with  and , dealing three damage to a random enemy and adding three  to the player respectively for every discard.
* Calculated Gamble does not synergize well with cards that enable , such as , as Calculated Gamble can discard a valuable card.
* Calculated Gamble's upgrade can be a large priority, since it's effect can be the core of specific decks.

## Update History

* Weekly Patch 4: Full speed ahead!
	+ Calculated Gamble card nerfed.

## Trivia

* The card depicts a "false" die, as a fair die can never have both the 3-side and the 4-side visible. They should be on opposite sides.
	+ This could be an oversight, or dice in the Spire universe simply work differently.
Centurion & Mystic

## Centurion

### Pattern

If the Mystic is alive, has a 65% chance of using Slash and a 35% chance of using Defend every turn.

If the Mystic is dead, Defend is replaced with Fury.

### Tips

This fight can be simplified greatly by focusing damage on the Centurion. If you can survive his attacks and deal enough damage to overcome the healing output by the Mystic, the Centurion will simply rotate between his weaker attack and defending, allowing you to kill him first. The Mystic is not much of a threat alone.

 Fury
 Defend

## Mystic

### Pattern

If any enemy can be healed by 16 HP, will use Heal. Cannot use Heal three times in a row.

If not healing, has a 40% chance of buffing and a 60% chance of attacking. Cannot use the same move three times in a row.

In Ascension 17+, uses Heal if any enemy can be healed by 21 HP. Also, now cannot attack twice in a row.

 Buff
 Attack/Debuff

## Update History

* Weekly Patch 6: We're Back!
	+ Centurion's animation is now a bit less 3D and slowed by 20%.
* Weekly Patch 5: Happy Holidays!
	+ Centurion gets new animations.
	+ The Mystic gets new animations.
Artifact

is a buff that will negate the next Debuff on that unit.

Each stack of  can block 1 *application* of a Debuff. For example:

* will remove 1  *with each bounce*.
* will remove 1  *with each unblocked Attack damage*.
* and  will remove up to 2  from each enemy, since they inflict 2 Debuffs.

Effects that apply multiple Debuffs will do so in the order listed on the card. For instance, if an enemy has 1  and is hit by , the card will apply  then apply  as per its description, and the enemy will lose 1  to negate  and only has  inflicted on it.

## Enemy Interactions

* Note that all cards that inflict ongoing effects on enemies work via their own special Debuff, even if it's not specifically identified on the card; these will still be negated by . For instance, the ongoing effects of  or  can be negated by .
* Enemy attacks which immediately add a card, whether  or , to your deck, such as the Slime Boss'  Goop Spray, the Taskmaster's  Scouring Whip, or Writhing Mass'  Implant, are depicted as inflicting negative effects and might give the impression that it can be negated by an . However, an active  will not prevent the addition of the cards.

## Player Interactions

* 's  loss at the end of turn is handled as a Debuff that can be negated by , making the  gain permanent. The same applies to  and ’s end of turn  loss, and ’s end of turn  loss. The  can block either the debuff that causes the stat loss at the end of the turn, or the actual loss when it occurs, depending on when the  was gained.
* and 's Debuffs can be negated by  before you play the mentioned cards. If you gain  after being inflicted by the Debuffs, it will negate 1 tick of their respective effects.
* No Draw from  or  can be negated, allowing the player to keep on drawing cards.
* The downsides of , , , and  can be negated, allowing them to be played safely.
* 's effect is considered a *buff*, preventing  from blocking it.

## Sources

### Enemy

* Sentry - Start each combat with 1 .
* Spheric Guardian - Start each combat with 3 .
* Bronze Automaton - Start each combat with 3 .
* Donu and Deca - Start each combat with 2 (3 19+) .
* Spire Shield and Spire Spear - Start each combat with 1 (2 18+) .
* Corrupt Heart - Gains 2  the first time it uses its  Buff move.

## Update History

* Weekly Patch 50: The Final Act
	+ Turnip and Ginger relics now prevent Artifact from triggering when they nullify Debuffs.
* Weekly Patch 40: Forethought
	+ Shifting Power (Transient) should now interact correctly, even if the owner has Artifact.
* Weekly Patch 35: Aggregate
	+ Corpse Explosion power is now a Debuff.
* Weekly Patch 33: Terror
	+ No Draw power now counts as a Debuff.
	+ Wraith Form power now properly counts as a Debuff. (Like Biased Cognition)