recursal/Fanatic-Fandom huggingface dataset:
Neow's Lament

Only obtainable via choosing it as a starting gift from Neow.

## Effect

In your next 3 combats, all enemies will have 1 hp. This applies to normal combats, elite combats, and boss combats. After these 3 combats have ended, the relic will deplete, and enemies will return to having full hp.

## Update History

* Patch V2.0: The Watcher
	+ Relics which gray out are now grayed out using a shader, rather than a grayscale image.
* Patch V1.1: The Dealer
	+ Neow's Lament relic now grays out when it is used up.
* Weekly Patch 50: The Final Act
	+ HP loss amount is now blue for Neow's Lament relic description.
* Weekly Patch 46: Adrenaline
	+ We created Neow with the intent to foster creative deckbuilding. However, many have felt that the game was considerably harder without a blessing from Neow and the threshold to receive her blessing was too high (especially in higher Ascensions). To compensate, we've added a fixed set of choices for those who don't reach the Act 1 boss (Neow's Lament or HP bonus).
* Weekly Patch 42: Reboot
	+ Fixed issue where Lagavulin would come out of its shell with Neow's Lament or Preserved Insect.
* Weekly Patch 7: Setting Up All the Things
	+ Adding a used up image for Neow's Lament.
* Weekly Patch 6: We're Back!
	+ Neow now offers a new option: Neow's Lament.
Unknown Location

**Unknown Locations**, also known as **? rooms**, are a type of Map Location. When the player visits one of them, they may encounter an Event, a Monster, a Shop or a Treasure Room.

## Chances

Upon entering the first ? room in an act, the chances of finding each type of encounter are:

* **Monster:** 10%, increased by 10% each time a ? room does not contain Monster.
* **Treasure:** 2%, increased by 2% each time a ? room does not contain Treasure.
	+ With Deadly Events modifier, the chance is increased by 4% each time instead.
* **Shop:** 3%, increased by 3% each time a ? room does not contain Shop.
* **Elite:** 20%, increased by 20% each time a ? room does not contain Elite.
	+ This only applies if using the Deadly Events modifier, starting at floor 6 and above.
* **Event:** if no other encounter is found.

The chance of finding each type of encounter increases whenever a ? room is visited and does not contain that type of encounter. For example, after visiting four ? rooms which do not contain shops, the chance of finding a shop in the next ? room will be 15%. If a shop is found, the shop chance will be reset back to 3%.

## Related Relics

* Every 4th ? room is a Treasure room. (This resets the increasing treasure room chance.)
* Regular enemy combats are no longer encountered in ? rooms.
* Whenever you enter a ? room, gain 50 Gold.

## Update History

* Patch V1.1: The Dealer
	+ Fixed Meal Ticket not working on Shops from ? rooms.
* Weekly Patch 54: Loop
	+ Prevent Run History corruption when loading saves in Event rooms.
* Weekly Patch 46: Adrenaline
	+ Fix for Saving and Loading on Elites in event rooms with Deadly Events mod.
* Weekly Patch 45: Impatience
	+ Fixed issue that made enemies more common in ? rooms since some new mods were introduced.
* Weekly Patch 44: Chrysalis
	+ New Daily Mod - Deadly Events. ? Rooms can now contain Elites but Treasure room chance is increased.
* Weekly Patch 40: Forethought
	+ Cursed Key was not pulsing and flashing to indicate it was active when treasure was found in ? rooms.
* Weekly Patch 35: Aggregate
	+ Fix for abnormal behavior when you load the game into ? rooms.
* Weekly Patch 29: TURBO
	+ Smoke Bombs now work when fighting monsters in ? rooms.
* Weekly Patch 25: Building Blocks
	+ Fixed issue where Save & Exit could re-roll certain events at ? rooms.
* Weekly Patch 21: Channel Lightning
	+ Membership Card relic no longer incorrectly lowers ? room chance.
	+ Seeds are now utilized for gold rewards from events, chests, and various rooms.
* Weekly Patch 12: Lunar New Year
	+ Fast Mode is faster. Card movement, resting at campfires, events, etc are faster.
* Weekly Patch 4: Full speed ahead!
	+ Removing two incorrect game tips about ? rooms and Elites.
* Weekly Patch 2: Slimes!
	+ Elites no longer appear in ? rooms. Regular combats occur instead.
Lab

**Lab** is an event that can appear in Act 1, Act 2, and Act 3. You found a chemical lab storing a number of potions.

## Options

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

* **[Search]** Obtain 3 (2) random Potions.

## Update History

* Weekly Patch 48: Creative AI
	+ The Lab event now shows up correctly in the Run History.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Slay the Spire

### Platform

Microsoft Windows, macOS, Linux, Nintendo Switch, PlayStation 4, Xbox One, iOS, Android

### Release date

Jan 23, 2019 *(Microsoft Windows, macOS, Linux)*May 21, 2019 *(PS4)*

June 6, 2019 *(Nintendo Switch)*

August 14, 2019 *(Xbox One)*

June 13, 2020 *(iOS)*

February 3, 2021 *(Android)*

### Requirements

**Minimum*** OS: Windows XP, Vista, 7, 8/8.1, 10
* Processor: 2.0 Ghz
* Memory: 2 GB RAM
* Graphics: 1Gb Video Memory, capable of OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
* Storage: 1 GB available space

**Slay the Spire** is a deck-building roguelike made by Mega Crit.

## Background

Slay the Spire is a game in which you climb The Spire, ascending its floors through three acts, encountering many enemies, bosses, and events along the way. The paths through each act all lead to a final floor where a challenging boss encounter awaits. The content of each floor and the available paths through each act are procedurally-generated, so each run will be a different experience.

Slay the Spire is a game primarily about survival, collecting cards, and building a powerful deck to wipe out your foes. Good luck and happy deckbuilding!

This game also has mods that you can download and play with via Steam Workshop.

## Links

* Steam
* GOG
* Mega Crit's website
Glacier

**Glacier** is an Uncommon Skill Card for the Defect. When played, the player gains 7  and  two .

 **Glacier** increases the gained  from 7 to 10.

## Update History

* Weekly Patch 37: Darkness
	+ Glacier card nerf: 8 -> 7 Block. Glacier+ nerf: 11 -> 10 Block.
* Weekly Patch 34: Malaise
	+ Glacier card nerf: Block 9 -> 8. Upgraded: 12 -> 11.
* 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.
Romeo

Redirect to:

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

Romeo fights alongside Pointy and Bear.

## Romeo

### In Party With

Pointy
Bear

### Pattern

1. Charging/Unknown

2. Attack for 10 damage, weak

3. Attack for 15 damage

4. Repeat 2 then 3

## Update History

* Weekly Patch 24: Potions?!
	+ Adding City Event: Red Masked Bandits
Tungsten Rod

The **Tungsten Rod** is a rare Relic that reduces all health loss by 1. This includes health loss inflicted by damage, cards, and events.

## Interactions

* : Torii activates before Tungsten Rod:
	+ Incoming damage > 5: Torii does not activate; Tungsten Rod reduces damage by 1.
	+ Incoming damage ≤ 5: Torii reduces damage to 1; Tungsten Rod activates and further reduces it to 0.

* : This buff reduce all damage and HP loss taken to 1 and then Tungsten Rod reduce it to 0, effectively give you immunity to all damage and HP loss.

* : Prevents HP loss before Tungsten Rod is applied, even if HP loss would be only 1 and prevented by Tungsten Rod.

If the amount of health lost is reduced to 0, the following effects still trigger:

Conversely, the following effects will *not* trigger:
Searing Blow

* Standard
* Beta Art

**Searing Blow** is an Attack card for the Ironclad. It deals 12(+) damage. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

This card is unique because it can be  any number of times. Each upgrade causes the card to deal sequentially more damage. There's no limit to how many times this damage bonus can apply.

The damage increase from an upgrade increases each time:

## Tips

* can continually upgrade **Searing Blow** over the course of a battle, even with other cards in your hand that have not yet been upgraded.
* and  upgrade Searing Blow even if it has already been upgraded once.
* and  also will upgrade Searing Blow.

## Update History

* Weekly Patch 47: Metamorphosis
	+ Updating VFX for Searing Blow card (now scales with upgrade count).
* Weekly Patch 46: Adrenaline
	+ Adding VFX for Searing Blow card.
Secret Technique

**Secret Technique** is a Neutral Skill card. When played, It will let you choose a skill card from a draw pile. This card  if not upgraded.

It cannot be played if there is no skill card in the draw pile.

## Update History

* Weekly Patch 8: Ooh Shiny!
	+ Colorless cards can now be upgraded! This was also a good time to re-examine and balance several of the cards.
	+ Secret Technique+ and Secret Weapon+. Removes Exhaust on upgrade.
* Weekly Patch 1: The First of Many!
	+ Wording for select screens for Secret Tech and Secret Attack cards improved.
	+ Secret Tech and Secret Attack when bursted with full hand no longer breaks the Hand.
Wave of the Hand

**Wave of the Hand** applies 1(2)  to all enemies each time the player gains  during that turn.

## Interactions

* The rapid application of  can quickly remove  from enemies in later acts.
* Wave of the Hand's effects carry over to 's extra turn.
* If 's effects are active on an enemy they can be attacked to quickly accrue block and apply Wave of the Hand's  to other enemies.
Slimed

**Slimed** is a  card that can be given by slime enemies. Unlike , Slimed can be  but costs 1  in the process.

## Sources of Slimed

* Enemies
	+ Spike Slimes of various sizes
	+ Acid Slimes of various sizes
	+ Slime Boss
	+ Time Eater
	+ Corrupt Heart
* Blights

## Interactions

* : Draw 1 more card for each Slimed you draw. Stacking Evolves can allow you to draw 2 more cards when you draw a Slimed. Can still lead to a hand of 10 Slimed, however. (\*\*\*Verification needed: Slimed statuses given by the Time Eater does not appear to trigger the Evolve effect upon being drawn at the beginning of the turn.)
* Exhaust synergies can use Slimed as exhaust fuel. In addition, Slimed can be played for any benefits from exhausting, such as from .
* has no effect on Slimed, unlike other statuses. Since Slimed is already playable, it has no effect.
* Slimed's cost can be changed by any effect that normally changes a card's cost, such as  or .

## Update History

* Weekly Patch 51: Recursion
	+ Medical Kit relic will no longer cause Slimed cards to glow as if they could be played when you have no energy.
	+ Medical Kit will no longer allow the player to sometimes play Slimed when out of energy.
* Weekly Patch 17: Patched in the Face
	+ Slimed: Replaces Wounds and Draw Reduction debuff from Slime enemies.
Rushdown

**Rushdown** is a Power card for the Watcher. After it is played, you immediately draw 2 cards when entering the  .

When , Rushdown's cost becomes 0.

## Mechanics

* The Rushdown buff is stackable, so playing multiple copies of Rushdown will draw even more cards upon entering Wrath.
* Rushdown triggers after the card that enters Wrath is put into the discard pile.

## Infinite Combos

Rushdown is a key component of Stance-based infinite combos. All that is required for an infinite combo, in addition to Rushdown itself, is:

* A deck that is thin enough to hold all cards in hand
* 1 card that enters Wrath and 1 card that enters Calm, with these characteristics:
	+ They cost at most 2  in total (or at most 3 Energy if you have )
	+ They deal any amount of damage, or you have another damage source such as  or

Once the whole deck is held in hand, enter Calm, then enter Wrath. You will immediately draw the Calm and Wrath cards again and gain 2 Energy from exiting Calm.

## Trivia

* During beta testing for the Watcher, Rushdown was called Adaptation and triggered on all Stance changes.
Sneaky Strike

* Standard
* Beta Art

**Sneaky Strike** is an Attack card for The Silent that can deal damage at effectively zero Energy. Upgrading Sneaky Strike increases the damage dealt from 12 to 16.

## Strategy

Sneaky Strike is a standard act 1 damage card. It is usually worth it with one two discard effect in addition of the base deck.

Most Silent deck will benefit from the addition of draw manipulation like Acrobatics or Prepared, and Sneaky Strike can be part of the damage solution. At uncommon Eviscerate will usually be preferred as it fills the same role more efficiently.

When playing with Sneaky Strike, play slowly and sequence your moves carefully. Accidentally playing Sneaky Strike before your discard enabler can be a fatal mistake.

## Synergies

Sneaky Strike requires a huge number of discard effects to function, as well as card draw to find it.

 makes this much easier to play, because it guarantees a discard every turn for the remainder of combat. However, it won't help you if you draw Sneaky Strike before (or on the same turn as) the power.

Reducing the card's cost with , , or  makes it generate , enabling very high-tempo plays.

Like 0-cost cards, Sneaky Strike should be accompanied by card draw or expensive cards to make the most of the 'refunded' Energy.

Decks with  to accelerate draw can sprinkle in Sneaky Strike for a bit of extra damage.

## Trivia

Early in development, Sneaky Strike was named Underhanded Strike, an apt name given the tender spot being pummeled in the card's art.

## Update History

* Patch V2.2: Happy Holidays!
	+ Sneaky Strike card buffed. Damage increased from 10 -> 12.
	+ Sneaky Strike+ card buffed. Damage increased from 14 -> 16.
* Weekly Patch 21: Channel Lightning
	+ Sneaky Strike card buff. 8 -> 10 damage. Upgraded: 12 -> 14 damage.
* Weekly Patch 17: Patched in the Face
	+ Underhand Strike is now called Sneaky Strike.
* Weekly Patch 16: Back to Work
	+ Underhanded Strike card rework: Cost 2: Deal 8 damage. If you have discarded a card this turn, gain 2 Energy.
* 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: Underhanded Strike, Reflex, Tactician
Talk to the Hand

**Talk to the Hand** is an Uncommon Watcher Attack card. It is a single target hit dealing a modest 5(7) damage which  itself afterwards. However, it applies a debuff to the attacked enemy which returns 2(3)  to the player on future attacks against that enemy. Since the block return debuff is based on each hit on the debuffed enemy, attacks which hit the debuffed enemy more than once or hit multiple debuffed enemies will give multiple instances of . This makes Talk to the Hand an unusual attack which usually serves to defend the player on the played turn and after, more than to deal any meaningful damage.

Talk to the Hand works well with multi-hitting cards like , , , , or , as well as hand-returning cards such as  or . It also allows  to apply its  debuff multiple times for extra defensive power.

The block effect, like all debuffs, is blocked by .
Snecko Skull

### Flavor

A snecko skull in pristine condition. Mysteriously clean and smooth, dirt and grime fall off inexplicably.

### Class

Silent

It increases each *individual*   stack by +1.

## Interactions

* Each  turn is +1 poison to all enemies. Playing multiple Noxious Fumes will still only grant +1 poison. So a Noxious Fumes of 4 would only deal +5 poison per turn.
* Each  attack is +1 poison (+3 in total, or +4 in total when upgraded.)
* Each  strike is +1 poison (granting +2 poison each in total, effectively doubling Envenom). This is counted separately, so a non-upgraded  with one Envenom active will inflict a total of 6 poison (3 base poison +1 Snecko, then 1 Envenom poison +1 Snecko).
* When playing , +1 poison is added AFTER the current poison is doubled/tripled. For example, if your enemy has 8 poison currently, and you play an upgraded catalyst, they'll have 25 poison (8\*3+1).
Wheel of Change

**Wheel of Change** is an event that can appear in Act 1, Act 2, and Act 3. A small gremlin appears and forces you to play a wheel of fortune game.

## Options

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

There is no option to avoid playing.

* **[Play]** Spin the wheel and get a prize.

## Notes

* This is one of a few events that can outright kill you. Its difference is that you have no choice in the matter.

## Update History

* Weekly Patch 56: The Collector
	+ Updated assets for the Wheel of Change event.
* Weekly Patch 49: The Designer
	+ Wheel of Change event no longer makes you stuck if the only removable cards in your deck are bottled.
* Weekly Patch 39: We Meet Again!
	+ Gremlin Wheel event relic reward now pops up in a reward screen so that it is skippable.
* Weekly Patch 29: TURBO
	+ Fixed issue where Gremlin Wheel event was not seeded.
* Weekly Patch 27: Hello World
	+ Fix for Bottled cards showing up in Wheel of Change event's Purge result.
* Weekly Patch 21: Channel Lightning
	+ Seeds are now utilized for Wheel of Change event.
* Weekly Patch 17: Patched in the Face
	+ Ascender's Bane can no longer be removed through the Wheel event.
* Weekly Patch 6: We're Back!
	+ Wheel of Change event now has art.
* Weekly Patch 4: Full speed ahead!
	+ Fixing up quote typos in Wheel of Change event.

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

**Statuses** are negative cards that are shuffled into your deck during combat. However, unlike , they will be removed at the end of combat. Under normal circumstances, most statuses are  (with the exception of ), and some impose an additional negative effect. They cannot be upgraded, with the exception of .

Status cards can be added to your deck either through Monster attacks, or through an effect on a card or a Relic.

## Interactions

* : Whenever you draw a , draw 1(2) card(s).
* : Whenever you draw a  or  card, deal 6(10) damage to all enemies.
* : Lets you play , which will  them.

## Cards that create Status Cards

* Ironclad
	+ : Deal 12(17) damage. Shuffle a  into your draw pile.
	+ : Deal 7(10) damage. Shuffle a  into your draw pile.
	+ : Add 2  to your hand. Gain 15(20) .
	+ : Deal 21(28) damage to ALL enemies. Add a  into your discard pile.
* Defect
	+ : Gain 2(3) . Add a  into your discard pile.
	+ : Draw 2(3) cards. Add a  into your discard pile.

## List

 Dazed |      | Status
 Wound |      | Status
 Slimed |      | Status
 Void |      | Status
When this card is drawn, lose 1 Energy.
.
Rupture

* Standard
* Beta Art

Rupture is a Power card for the Ironclad. Every time a card causes the player to lose HP, they gain 1  immediately. When , the player gains 2 Strength instead of 1.

## Interactions

* Aside from cards that cause the player to lose HP immediately when played (such as ), other card-related effects trigger Rupture as well:
	+ triggers Rupture every time the player plays a card while Pain is in hand.
	+ and  trigger Rupture if any damage from them is unblocked.
	+ Losing HP from  also triggers Rupture.
* The amount of HP lost does not affect the amount of Strength gained; losing 2 HP from  and losing 3 HP from  will both only trigger the Strength gain a single time. It is the number of instances of HP loss that affects how much Strength is gained.
	+ However, multiple copies of Rupture stack as expected, granted more Strength each time a card causes the player to lose HP.
* and  work extremely well with Rupture, as they automatically trigger its effect every turn. Keep in mind that stacking multiple Brutalities or Combusts will not cause Rupture to trigger extra times (as stacking these cards simply increases the amount of HP lost at once). will not trigger a single Rupture multiple times. However, multiple Ruptures will stack, and be triggered by Brutality or Combust.
* is an excellent card to use with Rupture, getting even more Strength mileage out of the HP loss.
* If HP loss is prevented Tungsten Rod or Buffer, no Strength is gained.
* Damaging effects that are indirectly triggered by cards, such as Thorns, Sharp Hide, and Beat of Death, will *not* activate Rupture..

## Update History

* Patch V2.2: Happy Holidays!
	+ Rupture+ card buffed. Strength gain increased from 1 -> 2.
	+ Rupture+ card nerfed. Energy cost 0 -> 1.
* Weekly Patch 42: Reboot
	+ Updating icon for Rupture power.
Rip and Tear

Rip and Tear features a very high base damage per energy. However its inconsistency makes it subpar against multiple and/or blocking enemies. It also lacks general synergy with any other Defect cards and deck styles.

## Update History

* Patch V1.1: The Dealer
	+ Fixed Rip and Tear, Sword Boomerang, and Thunder Strike continuing its hits over Thorns and Shifting powers.
	+ Fixed Wrist Blade not affecting Sword Boomerang, Rip and Tear, and Thunder Strike.
* Weekly Patch 54: Loop
	+ Tingsha, Sword Boomerang, Bouncing Flask, Rip and Tear, Thunder Orbs, Havoc, and Juggernaut now utilize seeded enemy target randomization.
* Weekly Patch 50: The Final Act
	+ Rip and Tear 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.
Thinking Ahead

## Update History

* Weekly Patch 19: Seed
	+ Put vs Place wording inconsistency on Thinking Ahead and Exhume cards.
* Weekly Patch 8: Ooh Shiny!
	+ Colorless cards can now be upgraded! This was also a good time to re-examine and balance several of the cards.
	+ Thinking Ahead nerfed. Now exhausts. Upgrade removes Exhaust.
Writhing Mass

The **Writhing Mass** is an enemy encountered in Act 3. It is unique in that it is the only enemy that can permanently add a card to the player's deck.

## Malleable

### Description

Upon receiving attack damage, gains X .  gain increases by 1 each time Malleable is triggered. Resets to X at the start of your turn.

## Reactive

### Description

Upon receiving attack damage, changes its intent.

## Pattern

The Writhing Mass has an equal chance of using Multi-Strike, Strong Strike, Flail, or Wither on the first turn.

Afterwards, it has a 10% chance of using Implant, 30% chance of using Flail, 20% chance of using Wither, 30% chance of using Multi-Strike and 10% chance of using Strong Strike every turn. These chances also apply when changing intent due to its inate Reactive buff.

The Writhing Mass can use Implant only once per combat and cannot use a move twice in a row; additionally, its intent will *always* change when Reactive is activated.

 to your deck.
 Flail
 Wither
 Multi-Strike
 Strong Strike

## Update History

* Weekly Patch 56: The Collector
	+ Writhing Mass' strong hit damage nerfed 34 -> 32. 40 -> 38 (Ascension 2)
* Weekly Patch 51: Recursion
	+ Writhing Mass enemy's attacks deal slightly less damage.
	+ Fixed issue when Writhing Mass enemy would sometimes not change its intent when hit.
* Weekly Patch 47: Metamorphosis
	+ Fixing issues with Writhing Mass displaying the incorrect intent on turn 1.
* Weekly Patch 46: Adrenaline
	+ A Writhing Mass wriggles into Act 3.
Orange Pellets

### Description

Whenever you play a Power, Attack, and Skill in the same turn, remove all of your Debuffs.

### Flavor

"Made from various fungi found throughout the Spire, they will stave off any affliction."

### Class

Any

**Orange Pellets** is a relic that can only be found in the shop that removes all your debuffs if you play a Power, Attack, and skill in the same turn.

## Notes

* Note that this relic can remove the debuffs inflicted on yourself via certain cards, such as , , and ; this can make such cards far more valuable.  also works via a debuff and will provide strength for the rest of the combat if it can be removed that turn. The same goes for Speed and Flex potion.
* Related to the above, the  debuff that is inflicted by the  relic *will* be removed. Any cards that were previously drawn will retain their current costs for the rest of combat. The bonus card draw effect will also remain active.
* Negative stat debuffs, such as negative ,  and  can be removed by this artifact. However, it only removes *overall negative* stat levels. If other effects kept you at positive or neutral stats despite the debuffs (for instance, by playing  after losing 1 Strength) Orange Pellets will not unwind the stat loss; it can only bring you back to neutral.
* If the last card played to activate this relic applies a debuff, that debuff will be removed. Debuffs from a second play (such as those enabled by the ), however, will remain.
* Triggering this relic will not remove the "Die next turn" effect from .

## Trivia

* This relic, especially its artwork, is a reference to consumable items called pellets of various colors in Dark Souls 3.
	+ Dark Souls 2 also has similar items, but they are called troches instead.

## Update History

* Weekly Patch 35: Aggregate
	+ Orange Pellets relic no longer has strange interactions with negative Focus.
* Weekly Patch 34: Malaise
	+ Oxford comma for Orange Pellets relic.
* Weekly Patch 33: Terror
	+ Adding relic Orange Pellets.
Shapes

## Spiker

Spheric Guardian and 1 other Shape

7  (Ascension 17+)

### Pattern

Has a 50% chance of using Cut and a 50% chance of using Spike every turn. Cannot use Cut twice in a row.

Can use Spike up to 6 times maximum per battle.

 Spike

## Exploder

### In Party With

2 other Shapes3 other Shapes

Spheric Guardian and 1 other Shape

## Explode

### Pattern

Uses Slam twice, then uses Explode.

 Explode

## Repulsor

### In Party With

2 other Shapes3 other Shapes

Spheric Guardian and 1 other Shape

### Pattern

Has a 20% chance of using Bash and an 80% chance of using Repulse every turn. Cannot use Bash twice in a row.

 Repulse

## Update History

* Patch V1.1: The Dealer
	+ Fixed enemies not applying powers if they died in the process (e.g. Thorns).
	+ Fixed Rip and Tear, Sword Boomerang, and Thunder Strike continuing its hits over Thorns and Shifting powers.
* Weekly Patch 51: Recursion
	+ Fixed issue where stacked Thorns on Spiker enemies was not interacting correctly with relics and powers.
* Weekly Patch 46: Adrenaline
	+ The Mysterious Sphere event in Act 3 now uses the Double Orb Walker combat. (was 2 Shapes and Orb Walker)
* Weekly Patch 40: Forethought
	+ Ascension 17 Repulsors no longer put 3 dazes into your draw pile.
* Weekly Patch 39: We Meet Again!
	+ Asc 17 Exploder enemy no longer explodes a turn earlier.
* Weekly Patch 23: Testing Continues...
	+ Spiker enemy was doing a Fire VFX with attacks, now doing a poke/slash.
* Weekly Patch 21: Channel Lightning
	+ Thorns now correctly works when killing the spiker as the last enemy in fast mode.
* Weekly Patch 18: Paranormal
	+ Exploder now explodes on its turn, so Poison will trigger before its explosion.
* Weekly Patch 17: Patched in the Face
	+ Fixed issue where Specimen triggering + Exploder Explosion caused a crash.
	+ Exploder no longer gains Block so it is easier to kill.
	+ Exploder's intent now telegraphs the explosion.
	+ Exploder's explosion no longer ignores block.
* Weekly Patch 16: Back to Work
	+ Exploder enemy rework. They now explode in 3 turns, deals more damage, and has less HP.
* Weekly Patch 13: Thinking Ahead
	+ If damage type is thorns, then the damage is dealt even if the owner is dead (Spiker/Guardian).
* Weekly Patch 9: Ascension
	+ Fixed bug where Centennial Puzzle doesn't trigger off of enemy thorns.
* Weekly Patch 6: We're Back!
	+ Reaper now heals as part of the attack now, not after (you heal before thorns hit you).
	+ Runic Cube now triggers off of Thorns as intended.
* Weekly Patch 3: Balance Balance Balance
	+ 2 Shapes + Sphere combat, the enemies now attack left -> right.
	+ Repulsor enemy reworked.
	+ Thorns power now triggers on-damage effects.
* Weekly Patch 2: Slimes!
	+ New strong encounter in the Beyond: 2 shapes and a sphere.
	+ Plated Armor no longer decrements from non-attack damage (like thorns).
* Day 1 Patch
	+ If you fight the Ancient Shapes on level 3, you can't fight them again the subsequent combat.
Wreath of Flame

**Wreath of Flame** is a Skill card for the Watcher. It adds 5 stacks of the Vigor buff (8 stacks if ), making the next Attack played deal additional damage per hit.

## Mechanics

* Playing multiple Wreaths of Flame, such as through , will increase the amount of Vigor. Vigor is also given by the , and both these sources will stack.

* If an Attack hits multiple times, or hits multiple enemies, Vigor applies to every instance of damage from that Attack.
* Vigor does not expire at the end of the turn; it is only removed after playing an Attack.
The Cleric

**The Cleric** is an event found exclusively in Act 1. You come across a bombastic, friendly cleric that offers you his blessings.

You can only encounter this event with 35 gold or more.

## Options

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

* **[Heal]** Lose 35 Gold. Heal 25% of your Max HP.

* **[Purify]** Lose 50 (75) Gold. Remove a card from your deck.

* **[Leave]** Nothing happens.

## Trivia

* The Cleric is an NPC shown in two events: The Cleric and Old Beggar.
* The , obtained from Face Trader event, is a reference to him.

## Update History

* Patch V1.1: The Dealer
	+ You no longer run into The Cleric or Beggar events if you do not have enough gold.
* Weekly Patch 50: The Final Act
	+ Fixed softlock caused if you can't remove cards in: Back to Basics, Cleric, and Living Wall events.
* Weekly Patch 15: Surprise Patch
	+ Cleric now shows and uses correct gold costs on Ascension 15.
* Weekly Patch 14: Bullet Time
	+ Cleric Event text improvements.
* Weekly Patch 6: We're Back!
	+ Fixed typo for Cleric event. Wandering -> Wondering.

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

The Weave card deals only a small amount of damage, but in a deck with many sources of scrying you can return every copy of Weave to your hand multiple times per turn. This can turn it into the backbone of your offense.

One important note is that if you choose to discard Weave while scrying, it will immediately be returned to your hand for free. Thus you should always choose to discard Weave, unless that would lead to your deck being reshuffled at an inconvenient time.
Frozen Eye

## Update History

* Weekly Patch 45: Impatience
	+ Draw Pile no longer indicates that it is a shuffled view order when viewing it with Frozen Eye.
* Weekly Patch 44: Chrysalis
	+ New Daily Mod - Controlled Chaos. Start with Frozen Eye. At the start of your turn, add 10 random cards to the bottom of your draw pile.
* Weekly Patch 17: Patched in the Face
	+ Frozen Eye is now a shop relic. (was rare)
* Weekly Patch 4: Full speed ahead!
	+ Adding new relic Frozen Eye.
Upgrade Shrine

**Upgrade Shrine** is an event that can appear in Act 1, Act 2, and Act 3. You encounter a shrine with a power to  a card.

## Options

* **[Pray]**  a card. (Only available if the player has an upgradeable cards.)

* **[Leave]** Nothing happens.

## See Also

* Duplicator
* Purifier
* Transmogrifier

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Scrap Ooze

**Scrap Ooze** is an event found exclusively in Act 1. You came across a large, slime-like creature that has eaten a lot of metal pieces, and maybe something valuable.

## Options

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

* **[Reach Inside]** Lose 3 (5) HP. 25% chance to find a Relic.
	+ If you failed to find a Relic, you can repeat **[Reach Inside]** until you find one.
		- Each subsequent **[Reach Inside]** cost 1 additional HP and has additional 10% chance to find a Relic.

* **[Leave]** Nothing happens.

## Strategy

Even though this event seems to be a simple "pay HP for reward", consider it the same as Elites fight. For a Relic from this event, you will inevitably lose some HP, and the chance is not favorable up until you lose 10+ HP. Plan your action accordingly: Can you afford to lose 10+ HP here? Is there a Rest Site nearby? Are there many fights further from this point? Sure, it may be based on your luck more than an Elites fight, but it is good to take precautions for the worst outcome.

## Update History

* Weekly Patch 40: Forethought
	+ Events: Falling, Secret Portal, Knowing Skull, Golden Idol, and Scrap Ooze receive ambient BGM.
* Weekly Patch 17: Patched in the Face
	+ Seeds utilized for several events for consistent outcomes: Accursed Blacksmith, Cursed Tome, Scrap Ooze, N'loth.
* Weekly Patch 1: The First of Many!
	+ Wording improvements to Scrap Ooze event.
* Day 1 Patch
	+ Scrap Ooze event wording improved for added clarity.

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

* Standard
* Beta Art

**Warcry** is a Skill card for the Ironclad. It draws a card, asks for one card and places that on top of the draw pile, then Exhausts. As a Common card, it can be found as a reward after combats.

Upon upgrade, it draws two cards instead of one.

## Update History

* Weekly Patch 10: Quality of Life
	+ Warcry tweaked so the unupgraded form is buffed (cost 0, draw 1 place 1).
Vampires(?)

**Vampires(?)** is an event found exclusively in Act 2. You come across a group of hooded figures partaking in some sort of a ritual. They invite you to join them.

## Options

* **[Offer: ]** Lose . Remove all . Receive 5 .

* **[Accept]** Remove all . Receive 5 . Lose 30% Max HP.

* **[Refuse]** Nothing happens.

## Dialogue

 Strategy

* You are given 5  regardless of how many  were removed.
	+ is slightly stronger than  (though an upgraded  deals less damage than an upgraded ). Still, it is not a particularly damaging card, and its healing is not very powerful. If you are removing  already for a thinner deck, obtaining 5  is not unlike re-adding , clogging your deck with rather mediocre cards.
	+ If you are running a  deck, consider avoiding removing all  with this event as it will reduce the damage of .
* card can be used to offset the reduction to max HP, albeit very slowly.
* upgrades all of the .
* Unless you have already started to remove Strikes from your deck, offering the Blood Vial is worth considering. Receiving multiple Bites can be a quick way to replace and improve un-upgraded Strikes, and the healing effect can occur multiple times during a fight instead of the one-time effect of the Blood Vial.
* This event can also be used to remove the Blood Vial if you’re aiming to get the “Who Needs Relics?” achievement.
* Bites are not upgraded by the Ancient Writing event, as Bites are not strikes.

## 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 51: Recursion
	+ Minor text cleanup for Vampires event.
* Weekly Patch 40: Forethought
	+ When accepting to become a vampire, a SFX now plays.
* Weekly Patch 30: Skewer
	+ Fix for Vampire and Ghost Council event which could set your HP to 0.
* Weekly Patch 5: Happy Holidays!
	+ Vampires event dialog option is slightly shortened so it fits in the option.
* Weekly Patch 1: The First of Many!
	+ Vampires event text now displays the correct options if you reject them.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
The Bomb

## Update History

* Weekly Patch 55: Blur
	+ The Bomb card damage buffed from 30 -> 40.
* Weekly Patch 46: Adrenaline
	+ The Bomb+ card buff: 36 -> 40 damage.
	+ The Bomb card's buff icon now correctly displays numbers in blue.
* Weekly Patch 38: Bane
	+ Adding colorless card The Bomb.

## Notes

1. ↑ N of  is 3 by default and decreases by 1 at the end of your turn. Once it reaches 0, it deals damage and expires.
Tactician

* Standard
* Beta Art

## Update History

* Weekly Patch 34: Malaise
	+ Tactician card is now Uncommon.
	+ Improved formatting for Tactician and Ritual Dagger cards.
* 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: Underhanded Strike, Reflex, Tactician
* Weekly Patch 3: Balance Balance Balance
	+ Tactician card buff.
Sadistic Nature

Sadistic Nature applies damage to an enemy each time the enemy receives a debuff. This damage bypasses Block.

For a list of effects that can trigger Sadistic Nature, see the Debuff page.

## Interactions

* Bouncing Flask will apply Sadistic Nature's damage on each bounce.
* Envenom will add Sadistic Nature's damage to any attack which applies unblocked damage. This combines well with multi-hit attacks such as Riddle With Holes or Skewer.

## Update History

* Patch V2.2: Happy Holidays!
	+ Sadistic Nature card buffed. Damage increased from 3 -> 5.
	+ Sadistic Nature+ card buffed. Damage increased from 4 -> 7.
* Weekly Patch 42: Reboot
	+ Updating icon for Sadistic power.
* Weekly Patch 9: Ascension
	+ Sadistic Nature no longer triggers twice from Shackles and Piercing Wail.
* Weekly Patch 8: Ooh Shiny!
	+ Colorless cards can now be upgraded! This was also a good time to re-examine and balance several of the cards.
	+ Sadistic Nature+. 3 -> 4 damage.
Spheric Guardian

2 Shapes(Act 3)

**Spheric Guardian** is a Monster found in Acts 2 and 3 of the Spire. Its low HP of 20 is counteracted by its high amounts of , which it will continue to build up as the fight continues. In order to ensure its tankiness, it starts with  as a buff and 3 charges of .

## Pattern

Always starts with Activate, then uses Attack/Debuff. Afterwards, alternates between Slam and Harden every turn.

 Activate
 Harden
 Attack/Debuff

## Tips

* Although the constant  can make this enemy seem like an impenetrable wall,  can be used to ignore it and attack the HP directly, so long as all 3 charges of  are cleared first.
* , , and  can strip off 1 stack of  for each relic.
* The  debuff this enemy applies can be very dangerous when combined with the large amounts of damage it can dish out. If you can apply debuffs fast enough, applying a  debuff or using a card such as  can do a great deal to mitigate these attacks.
	+ In contrast, if you have  or , the  debuff can be completely negated. Thus, gaining enough  for the enemy's attacks is less challenging.
* If this enemy is accompanied by other enemies, it is usually worth killing the other enemies first. While the Spheric Guardian will continue to build , dealing with more than one attack while  can be overwhelming.
* If playing as the Defect, a very useful card in this fight is , which will remove the enemy's  and deal significant damage, almost effectively ending the fight.
* If playing as the Watcher,  will instantly kill it.

## Gallery

Spheric Guardian as seen in the Melter card art.
## Update History

* Weekly Patch 40: Forethought
	+ Some minor fixes for Spheric Guardian audio. Removed some code for unused sounds.
* Weekly Patch 6: We're Back!
	+ Spheric Guardian's heavy attack is now a multi-hit. 20 -> 10 x 2.
	+ Spheric Guardian gets new animations.
* Weekly Patch 3: Balance Balance Balance
	+ 2 Shapes + Sphere combat, the enemies now attack left -> right.
* Weekly Patch 1: The First of Many!
	+ Spheric Guardian no longer talks
	+ Spheric Guardian nerfed.
Toxic Egg

### Flavor

"What a marvelous discovery! This appears to be the inert egg of some magical creature. Who or what created this?" - Ranwid

### Class

Any

**Toxic Egg** is an Uncommon Relic.

See also  and  for relics with a similar effect.

## Trivia

* Toxic Egg visually references the facehugger egg from the Alien trilogy.
* This relic does not spawn beyond floor 48, excluding Endless mode.

## Update History

* Patch V2.0: The Watcher
	+ Egg relics now update card rewards in reward screens upon pickup.
	+ Egg relics update card previews on Pandora's Box confirmation screen.
	+ Fixed egg relics not upgrading card received from A Note To Yourself.
* Weekly Patch 53: Blizzard
	+ Fix for Egg relics causing an issue with cards in the Library event screen.
* Weekly Patch 51: Recursion
	+ Egg relics no longer spawn beyond floor 48 (excludes Endless mode).
* Weekly Patch 40: Forethought
	+ Gremlin Match and Keep event now has cards upgraded correctly.
* Weekly Patch 32: Face Trader
	+ Buying an egg relic in the shop will now correctly show cards in the shop upgraded.
* Weekly Patch 31: Custom Mode
	+ Match and Keep cards are now viewed as upgraded w/ Egg relics.
* Weekly Patch 27: Hello World
	+ Egg relics now show pre-upgraded cards for Sensory Stone event's choices.
* Weekly Patch 24: Potions?!
	+ The three egg relics will now show the cards they are affecting as upgraded in card reward screens and shops.
* Weekly Patch 13: Thinking Ahead
	+ Egg relics (Toxic, Molten, Frozen) can now appear at Neow and some other scenarios.
* Weekly Patch 10: Quality of Life
	+ All 3 Egg relics (Molten/Toxic/Frozen) are now reworked. New eggs are Uncommon.
	+ Toxic Egg: Whenever you add a Skill card to your deck, it is Upgraded.
* Weekly Patch 1: The First of Many!
	+ You can no longer cancel out of the selection screen for Egg relics.
	+ Toxic Egg is now Common (was Uncommon)
Jaw Worm

**Act 3**

* 2 other Jaw Worms

**Act 3**

* and  from  Bellow

Afterwards, has a 45% chance of using  Bellow, 30% chance of using  Thrash, and 25% chance of using  Chomp.

Cannot use  Bellow twice in a row, cannot use  Thrash 3 times in a row, and cannot use  Chomp twice in a row.

In Act 3, where you can encounter a group of 3 Jaw Worms, they will start the combat with the bonuses from  Bellow before the player can act. They do not always start with  Chomp, but otherwise follow the same pattern as in Act 1.

## Trivia

* Its appearance and name suggest that it is, in some way, related to the Maw.

## Update History

* Weekly Patch 46: Adrenaline
	+ A horde of Jaw Worms can now be encountered in Act 3.
* Weekly Patch 40: Forethought
	+ Jaw Worm now has an SFX when using a buff.
Seek

## Seek

### Effect

Put 1 card from your draw pile into your hand..

## Seek+

### Effect+

Put 2 cards from your draw pile into your hand..

## Update History

* Patch V1.1: The Dealer
	+ Seek card now organizes cards by rarity and alphabetically.
* 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.
The Nest

**The Nest** is an event found exclusively in Act 2. You join a line of several robed characters entering a cathedral, seemingly performing a ritual of some sorts.

## Options

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

* **[Smash and Grab]** Obtain 99 (50) Gold.

* **[Stay in Line]** Obtain . Lose 6 HP.

## Strategy

This is one of the few events with no heavy downside. Both options are beneficial in some way.

* **[Smash and Grab]** grants a considerable amount of gold. Unless you have , more gold obtained is always useful.

* **[Stay in Line]**, at a negligible cost of 6 HP, grants you , an infinite-scaling card with low cost and good base damage.
	+ The card is particularly useful on the Watcher, as  and  allows her to multiply the card's damage, allowing an easy killing blow with the card.  can also help bring the card back for a guaranteed  turn.

## Update History

* Weekly Patch 37: Darkness
	+ an -> a typo in the Nest event.
* Weekly Patch 29: TURBO
	+ In the Nest event, you receive the dagger for 6 damage instead of a downgrade now.
	+ In the Nest event, the non-dagger option steals less gold now (150 -> 99). Ascension 15 -> 50.
* Weekly Patch 28: The Ritual
	+ New Act 2 event: The Nest
	+ New Card: Ritual Dagger

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Strike (Ironclad)

* Standard
* Beta Art

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

Strike is a Basic card. The Ironclad begins a run with 5 copies of Strike in the deck.

If the enemy is , Strike does 9 damage and Strike+ does 13 damage.

## Update History

* Weekly Patch 1: The First of Many!
	+ Falling Event can now hit Strikes and Defends, making the event potentially not as bad.
Stone Calendar

At the end of player's turn 7, deal 52 damage to ALL enemies. Note that it does NOT activate again on turn 14.

Stone Calendar is a Rare Relic.

## Trivia

* Stone Calendar deals 52 damage because a year has 52 weeks. Additionally, the turn number Stone Calendar activates on is 7, which corresponds to the 7 days of the week.
* The carvings on the Stone Calendar symbol reproduce the runes present on the ,  and .

## Update History

* Weekly Patch 55: Blur
	+ Stone Calendar relic buffed. Damage 50 -> 52 for flavor.
	+ Improvements to counter on Stone Calendar to make it more obvious when it will trigger.
* Weekly Patch 54: Loop
	+ Stone Calendar relic damage buffed 40 -> 50.
* Weekly Patch 35: Aggregate
	+ Adding rare relic Stone Calendar.
Upgrade

Every card in the game, aside from  and  (with the exception of ), can be upgraded to a better version.

Cards can only be upgraded once, with the exception of .

Ordinarily, this is done by the "Smith" command in Rest sites.

Multiple Relics can upgrade cards.

This can also be done in a multitude of Events.

## Upgrade-based Cards

* : Directly upgrade 1 card in your hand for this combat.  upgrades all cards in your hand for that combat.
* : Can be upgraded an infinite number of times. The first upgrade gives 4 extra damage. Each further upgrade gives 1 more damage than the previous upgrade.
* : If this kills a non-minion enemy, upgrades 1 random card in your deck (permanently). Does not upgrade the card for the current combat--you cannot use the upgraded version until next combat.
* : Whenever a card is created during combat, upgrade it.
* : Upgrade ALL cards in your deck for this combat.

## Relics that Upgrade Cards

* : All Power cards gained will be automatically upgraded.
* : All Attack cards gained will be automatically upgraded.
* : All Skill cards gained will be automatically upgraded.
* : On pickup, upgrades 2 random Skills.
* : On pickup, upgrades 2 random Attacks.
* : On pickup, upgrades 1 random card.
* : At the start of every turn, upgrades a random card in your hand for that combat.

## Events that offers Cards upgrade

* **All acts**
	+ Designer In-Spire
	+ Ominous Forge
	+ Upgrade Shrine
* **Act 1**
	+ Living Wall
	+ Shining Light
* **Act 2**
	+ Ancient Writing
		- Only upgrades all of your  and
* **Act 3**
	+ Mind Bloom
		- Upgrades all of your cards, but gives you , which prevents future healing.

## Notes

1. ↑ However,  can only be upgraded by Hexaghost's Inferno attack. Player cannot directly upgrade  by any means.
Shelled Parasite

**Shelled Parasite** is a Monster fought in Act 2 of the Spire.

## Pattern

On turn 1, Shelled Parasite has a 50% chance of using Suck and a 50% chance of using Double Strike.

Afterwards, has a 40% chance of using Double Strike, a 40% chance of using Suck, and a 20% chance of using Fell.

Cannot use Double Strike or Suck three times in a row, and cannot use Fell twice in a row.

It is stunned if its  is reduced to zero, interrupting its current intent.

In Ascension 17+, Shelled Parasite always starts with Fell on turn 1.

 Suck
 Fell

## Strategy

Due to Shelled Parasite's ability, it may be a good idea to use a high damage attack first in the turn, then hit as many times as possible once the  is broken to lower its total stacks of . Doing so will make future attacks take more HP from Shelled Parasite.

## Gallery

Shelled Parasite as seen in the Barrage card artShelled Parasite as seen in the Talk to the Hand card art
## Update History

* Patch V1.1: The Dealer
	+ Improved lifesteal logic for Reaper and Shelled Parasite.
* Weekly Patch 38: Bane
	+ Parasite + Fungi Beast combat can actually be encountered now.
* Weekly Patch 37: Darkness
	+ New City Encounter - Shelled Parasite and Fungi Beast.
	+ Shelled Parasite and Slaver combined combat has been removed from The City.
* Weekly Patch 35: Aggregate
	+ Shelled Parasite now accounts for Buffer and Intangible with its life leech action.
* Weekly Patch 10: Quality of Life
	+ We updated the animations for several monsters! Affected monsters include: Shelled Parasite
* Weekly Patch 7: Setting Up All the Things
	+ Slaver and Shelled Parasite combat in the city have their order swapped so the slaver will not apply Vulnerable before attacked by Parasite.
* Weekly Patch 5: Happy Holidays!
	+ Raising the Slaver's position a bit for Slaver + Parasite combat (power hidden by card).
* Weekly Patch 3: Balance Balance Balance
	+ Shelled Parasite enemy buff.