recursal/Fanatic-Fandom huggingface dataset:
Score

You are rated a score at the end of your run. Your score helps you progress the game, and is used to determine your place on the daily challenge leaderboards (now defunct).

The table below is additive scoring (for each action performed).

*Scoring with colored name is overridden by the next modifier with the same colored name, as noted.*
Setup

* Standard
* Beta Art

## Update History

* Patch V1.1
	+ Fixed Normality card not stopping cards affected by Setup and Forethought.
* Weekly Patch 50: The Final Act
	+ Fix for Mummified Hand relic targeting cards with costs lowered by Setup or Forethought.
* Weekly Patch 40: Forethought
	+ Card copy effects like Dual Wield should now also copy the "free to play once" effect from cards like Setup and Forethought.
* Weekly Patch 38: Bane
	+ Wrist Blade relic now works with cards that are cost 0 via Setup or Forethought.
Transmutation

**Transmutation** is a Neutral Skill card. when played, it will give you random colorless cards depending on your current Energy, and will make them cost 0 for that turn. After using it, it will be exhausted.

The upgraded version will give you the upgraded versions of the colorless cards instead.

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

### Excluded Cards

**Attacks**

* *(Healing and event-exclusive)*
* *(Event-exclusive)*
* *(Cards effect only)*
* *(Cards effect only)*
* *(Card effect only)*

**Skills**

* *(Healing)*
* *(Event-exclusive)*
* *(Event-exclusive)*
* *(Card effect only)*
* *(Cards effect only)*
* *(Cards, relics, and  effect only)*
* *(Card effect only)*

**Powers**

* *(Card effect only)*

## Trivia

* Before Weekly Patch 8, Transmutation was a 0-cost Skill with the following text: Transform your Hand. Exhaust.

## 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.
	+ All sources of random temporary card generation in combat (like Dead Branch) can no longer generate cards that provide healing.
	+ New tip added to indicate that healing cards cannot be generated randomly during combat.
* Weekly Patch 37: Darkness
	+ Transmutation card buffed. Cards acquired by Transmutation now cost 0 for the turn.
* Weekly Patch 12: Lunar New Year
	+ Transmutation+ no longer gives you a free card.
* Weekly Patch 10: Quality of Life
	+ Shiv and J.A.X can no longer spawn from effects like Jack Of All Trades and Transmutation.
	+ 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.
* Weekly Patch 8: Ooh Shiny!
	+ Transmutation reworked. Cost X -> Gain X random colorless cards (+upgrades)
* Weekly Patch 7: Setting Up All the Things
	+ Fixed typo in Transmutation card description.
Meditate

### Effect

Put 1 card from your dsicard pile into your hand and  it. Enter . End your turn.

## Meditate+

### Effect+

Put 2 cards from your dsicard pile into your hand and  them. Enter . End your turn.

When played, Meditate will allow you to put 1 card from your Discard Pile to your hand and  it. You then enter  and immediately end your turn.

Once upgraded, you can return and  2 cards, up from just 1.

## Interactions

* With  is active, any card  by Meditate will have its cost reduced by 1.
* Unlike other  cards, Meditate can retain Ethereal cards.
Sweeping Beam

## Sweeping Beam

### Effect

Deal 6 damage to ALL enemies.Draw 1 card.

## Sweeping Beam+

### Effect+

Deal 9 damage to ALL enemies.Draw 1 card.

## Update History

* Weekly Patch 53: Blizzard
	+ Adding a VFX for Sweeping Beam card.
* Weekly Patch 40: Forethought
	+ Adding SFX for Sweeping Beam card.
* 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.
Sling of Courage

The **Sling of Courage** is a Shop Relic. At the start of Elite battles, you gain 2 .

This relic also works in the Dead Adventurer event, as well as the second fight of the Colosseum event.

Bosses and Elites are separate encounter types, and as such the Sling of Courage has ***no effect*** during boss fights. Keep this in mind when considering purchasing it.

## Trivia

* This relic references the tale of David and Goliath, in which the gigantic Goliath was slain by David, who was wielding only a stone and slingshot. Since then, the phrase "David and Goliath" has taken on a more popular meaning, usually denoting a situation where a smaller, weaker opponent faces a much bigger, stronger adversary.

## Update History

* Weekly Patch 46: Adrenaline
	+ Preserved Insect and Sling should now work in all elite combats including elite battles from events (like dead adventurer event).
* Weekly Patch 35: Aggregate
	+ Sling Of Courage relic was incorrectly flashing in every room.
* Weekly Patch 33: Terror
	+ Adding relic Sling of Courage.
Slay the Spire Wiki

Welcome!

Greetings, wanderer! Prepare your decks, potions and relics and sit comfortably. Here you will learn all there is to know about *Slay the Spire*.

Feel free to chip in if you have anything to add, or comment on any pages you see if you have a suggestion to make.

**What is *Slay the Spire*?**
*Slay the Spire* is a deck-building roguelike made by Mega Crit. It can be found on Steam, on GOG, on Mega Crit's website or on the Nintendo Switch

*Slay the Spire* is a game in which you climb The Spire, ascending its floors through three acts (four acts if you collect the keys), 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.

**Contents**
* Characters
* Cards
* Map Locations
* Gameplay

**Acts**
* Act I
* Act II
* Act III
* Act IV

**Featured Videos**

**Twitter**
Twitter
Stack

**Stack** is a common Skill for The Defect that grants , scaling with the number of cards in your Discard Pile.

 **Stack** adds 3  to the card's effect.

**Stack** doesn't count itself for its effect.

## Strategy

**Stack** is a powerful  generator with high variance. As long as you don't draw it in your first hand of the deck, it's at least as strong as . If you draw it in your third or later hand, it's more effective than .

While Stack's effect scales with your deck's size, you don't need a huge deck to get big value. In a deck of only 20 cards, Stack has a 50% chance of providing 10 or more Block.

When playing Stack, carefully sequence your plays to maximize its value. Generally, Stack is strongest as your last play of the turn, but be careful not to empty your deck and reshuffle your discard pile!

## 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.
Survivor

* Standard
* Beta Art

**Survivor** is a Basic card. The Silent begins each game with 1 copy of Survivor in the deck.

## Tips

* Survivor is the only card in your starter deck that can Discard cards during your turn. If used effectively, it can discard  or  to avoid any negative effects they have.
* Plan your hand wisely when cards such as  or  are present in your hand.  cards will not  when they are discarded, and may be harmful when you shuffle your draw pile.

## Update History

* Weekly Patch 45: Impatience
	+ Fixed exploit that allowed player to circumvent hand card confirmations (like Survivor).
* Weekly Patch 10: Quality of Life
	+ Discard/Draw panels can be viewed during screens such as Survivor, Headbutt, and Gambling Chip now.
The Library

**The Library** is an event found exclusively in Act 2. Weary from the travel, you enter a peaceful library with books and cozy chairs.

## Options

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

* **[Read]** Choose 1 of 20 cards to add to your deck.
* **[Sleep]** Heal 33% (20%) of your max HP.

All card choices are the same color as your character's class and are non-upgraded (unless you have , , or }.

After choosing **[Read]**, you cannot go back and choose **[Sleep]**. However, you can access a cancel button by bringing up the Map, Deck, or Settings screen and then exiting that screen; clicking the cancel button allows you to progress without adding any card to your deck.

The cards for **[Read]** are affected by the current rarity rate, but do not affect it: If you haven't seen a rare card for a while, each of the cards will have a high chance of being rare, but the event won't reset your rare chance.

Unlike resting at the campfire, the **[Sleep]** effect is unaffected by , does not trigger , and can be chosen even with .

## Dialogue

 Possible story #1

## Trivia

* When choosing **[Read]**, the event will reference one out of 3 written works:
	+ Story #1 references Worm by John C. McCrae.
	+ Story #2 references The Martian by Andy Weir.
	+ Story #3 references Wool by Hugh Howey.

## Update History

* Patch V1.1: The Dealer
	+ Library event can no longer contain duplicate cards.
* Weekly Patch 53: Blizzard
	+ Fix for Egg relics causing an issue with cards in the Library event screen.
* Weekly Patch 18: Paranormal
	+ Fix for Calling Bell/Library/Pandora's Box exploit.
* Weekly Patch 16: Back to Work
	+ You can now view your deck or the map when the grid card select screen is up (Such as The Library event)
* Weekly Patch 5: Happy Holidays!
	+ Insect-controlling -> typo in The Library event's text.
* Weekly Patch 2: Slimes!
	+ Updating The Library event's option to clarify that you choose 1 of 20 cards rather than the usual 3.
* Day 1 Patch
	+ Minor wording updates for Library event.

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

is a buff that increases damage dealt by Attacks. Each point of  gives +1 damage per hit.

Bonus damage from  is added to the calculation first before other modifiers such as , , , or .

Both the player characters and many enemy types are capable of gaining .

It is possible to have negative stacks of . For every negative stack, damage dealt is reduced by one per hit.

 is capped at 999.

## Sources

### Cards

#### Ironclad Cards

* - 2 (4) . At the end of your turn, lose 2(4) .
* - 2 (3) .
* - 1 (2)  whenever you lose HP from a card.
* - 3 (4)  if target enemy intends to attack.
* - 2 (3)  at the start of your turn.
* - Doubles your .
* - Enemy loses 2 (3) .

#### Silent Cards

* - All enemies lose 6 (8) .
* - Enemy loses X (X+1) .

#### Watcher Cards

* - 3 (4) .
* - 3 (4) .

### Relics

* - 1 .
* - Adds the  **Lift** option to Rest Site. Use to gain a permanent 1 , up to 3 times per run.
* - 1  for every 3 Attack cards played in a single turn.
* - 1  for each  in your deck.
* - 2  at the start of each Elite combat.
* - 3  at the start each combat that is lost at the end of your turn.
* - 2  to the player and 1  to all enemies at the start of your turn.
* - 3  while your HP is below 50%.

### Potions

* - 5 () . At the end of your turn, lose 5 () .
* - 2 () .

## Update History

* Weekly Patch 51: Recursion
	+ Fixed issue where Jaxxed achievement was obtained when enemies gained 50 Strength.
	+ Negative Strength power typo fix.
* Weekly Patch 50: The Final Act
	+ Red Skull relic's Strength gain is now correctly applied to the cards in your hand at start of combats.
* Weekly Patch 48: Creative AI
	+ Certain enemies no longer gain extra strength when removing Piercing Wail or Dark Shackles from themselves.
* Weekly Patch 44: Chrysalis
	+ Hotfix: BUG FIX: Red Skull relic now correctly loses bonus strength when healing above 50% HP.
* Weekly Patch 42: Reboot
	+ Fixed issue where upgraded card from Warped Tongs wasn't showing the correct value if you had Strength/Dexterity.
* Weekly Patch 22: Testing the Third Character
	+ Localization: Strength and Dexterity power can now properly utilize localized periods.
* Weekly Patch 6: We're Back!
	+ Corpse Explosion is now affected by Powers (Vulnerable, Strength, Pen Nib, etc)
* Weekly Patch 2: Slimes!
	+ Strength and Dexterity now cap at 999 and -999.
War Paint

### Flavor

In the past, Ironclads would create wards using enchanted war paint before charging into battle.

### Class

Any

**War Paint** is a common relic that will upgrade 2 random skills in the player's deck when picked up.

## Update History

* Weekly Patch 14: Bullet Time
	+ Darkstone Periapt and War Paint now have flavor descriptions.
* Weekly Patch 4: Full speed ahead!
	+ Adding new relic War Paint.
Madness

Will not activate on cards that already cost 0, but **will** activate on non-0 cost cards that have been temporarily reduced to 0 for the current turn through other effects such as  and .

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

Also will not activate on X-cost cards.

A possible reward from the the Winding Halls event, though it can also be acquired from the normal Colorless pool.

## Update History

* Patch V1.1: The Dealer
	+ All-Out Attack, Madness, and Reboot cards no longer affect Card Rewards when used (rng issue).
* 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.
	+ Madness is nerfed (costs 1 now). Upgrade cost 1 -> 0.
* Weekly Patch 5: Happy Holidays!
	+ Bullet Time now affects all cards currently in hand, works with Madness, and no longer applies a Power to you.
* Day 1 Patch
	+ When you use Madness, the card affected flashes gold now.
	+ Fix for Bite cards not loading correctly (it gave you Madness cards) when resuming a run.
	+ If a card fails to be identified you now get a Madness instead of crashing.
Split

### Description

When its HP is at or below 50%, will split into 2 smaller Slimes with its current HP.

### StackingBehavior

None

A buff associated with large slime-type enemies, most notably the Slime Boss. Any large slimes dropped to or below 50% health will get their turn interrupted, and will split into two smaller slimes as their new turn action.

The health of the new slimes is equal to the amount of health the parent slime had when it split, (e.g. the slime boss splitting at 60 HP will result in one Spike Slime (L) and one Acid Slime (L), each with 60 HP) and killing the parent before it can take its turn will prevent any additional slimes from being spawned.
Skim

**Skim** is an Uncommon Skill card for The Defect. For a cost of 1 , it draws 3 cards. When , it draws an additional card.

## 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.
Transmogrifier

**Transmogrifier** 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.

* **[Leave]** Nothing happens.

## Trivia

* This event references a machine made by Calvin in the series *Calvin and Hobbes*.

## See Also

* Duplicator
* Purifier
* Upgrade Shrine

## References

1. ↑ Localization References File: *Transmogrifier: References a machine by Calvin in Calvin and Hobbes.*

## Update History

* Patch V2.0: The Watcher
	+ Transmorgrifier event's options are now seeded.
* Weekly Patch 5: Happy Holidays!
	+ Transmorgrifier -> Transmogrifier.

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

### Description

The merchant no longer runs out of cards, relics, or potions and his prices are reduced by 20%.

### Class

Any

The Merchant no longer runs out of Cards, Relics, or Potions. His prices are also dropped by 20%.

The Courier is an Uncommon Relic. It is unlocked at 1500 by the Silent.

This relic does not spawn beyond floor 48, excluding Endless mode.

## Update History

* Weekly Patch 55: Blur
	+ Fixed issue where restocked cards via Courier were hard to select using controller.
* Weekly Patch 51: Recursion
	+ The Courier relic no longer spawns beyond floor 48 (excludes Endless mode).
	+ Courier relic description clarified.
* Weekly Patch 44: Chrysalis
	+ Colorless Cards mod now correctly interacts with shops. Prevents Courier causing cards to appear in incorrect places on the shop screen.
* Weekly Patch 43: Discovery
	+ Fixed issue where items restocked via Courier weren't applied discounts.
* Weekly Patch 16: Back to Work
	+ Relics and Potions in the shop now correctly set their prices when restocked with the Courier.
* Weekly Patch 4: Full speed ahead!
	+ Discerning Monocle is deprecated until it gets a new effect.
	+ Discerning Monocle's price reduction is now an additional effect on the Courier relic.
Vajra

## Vajra

### Flavor

An ornamental relic given to warriors displaying glory in battle.

### Class

Any

At the start of each combat, gain 1 .

The Strength gain from Vajra stacks fully with , , etc.

Vajra is a Common Relic.

## Update History

* Weekly Patch 23: Testing Continues...
	+ Wording improvements for Vajra and Oddly Smooth Stone relic.
* Weekly Patch 10: Quality of Life
	+ Vajra flavor text typo fix.
* Weekly Patch 5: Happy Holidays!
	+ Vajra gets updated art.
Runic Pyramid

At the end of your turn, you no longer Discard your hand.

Runic Pyramid is a Boss Relic.

## Tips

* While keeping your entire hand is extremely powerful, keep the ten-card hand limit in mind — if you're unable to reliably play, discard, or otherwise dispose of five cards a turn, the pyramid will eventually cause you to draw fewer cards.
* It interacts particularly badly with , , Statuses, and other , non- cards that can linger in your hand forever or even fill it entirely. However, end of turn effects, like  and , will discard themselves at the end of the turn.  and  are particularly harmful. For this reason, a  can be a particularly useful pairing for dealing with status cards like  and .
	+ This drawback can be circumvented with cards that discard or  cards from your hand, such as  or .
* This relic is particularly powerful with small cycle based decks, such as . If you can get your deck down to 10 cards after powers and exhausts are played, you can guarantee you'll see that key card every turn.
* Despite having a similar effect, this relic does not  your hand. It merely stops you from discarding cards at the end of your turn. Cards that synergize with , specifically , have no additional synergy with Runic Pyramid.

## Update History

* Weekly Patch 28: The Ritual
	+ Runic Pyramid relic no longer has a downside. (was previously -1 card per turn)
* Weekly Patch 3: Balance Balance Balance
	+ Don't prompt for Well Laid Plans if you have Runic Pyramid.
Tough Bandages

Whenever you Discard a card during your turn, gain 3 .

Does not activate after you end your turn; however, it can be activated by using  to discard cards at the beginning of the fight. It works similarly with  as well.

Tough Bandages is a Rare Relic.

## Update History

* Weekly Patch 52: Release Date Price Increase
	+ Updated relic asset for Tough Bandages.
* Weekly Patch 33: Terror
	+ Tough Bandages relic is now Rare. (was Uncommon)
* Weekly Patch 29: TURBO
	+ ToughBandages relics now uses its effect faster (0.35s -> 0.2s).
Tingsha

### Description

Whenever you discard a card during your turn, deal 3 damage to a random enemy for each card discarded.

### Flavor

The sound this instrument generates seems to be capable of reverberating to painful levels of volume.

### Class

Silent

Whenever you Discard a card during your turn, deal 3 damage to a random enemy for each card discarded.

Can be activated by  even though it's "before" your turn.

Stacks fully with .

Does not activate when you end your turn.

Tingsha is a Rare Relic.

## Update History

* Patch V2.0: The Watcher
	+ Fixed Tingsha relic damage not changing targets if original target is dead.
* Weekly Patch 54: Loop
	+ Tingsha, Sword Boomerang, Bouncing Flask, Rip and Tear, Thunder Orbs, Havoc, and Juggernaut now utilize seeded enemy target randomization.
Ring of the Serpent

The **Ring of the Serpent** is a Boss Relic which can only be obtained by the Silent. It replaces the  and draws 1 additional card at the start of your turn instead of 2 additional cards but only at the start of combat.

On moblie versions, a bug causes it to make you draw two extra cards per turn instead of one.

You must possess  for it to appear.

Since it replaces , you actually lose 1 card draw on turn 1 ( 7 vs 6 cards ), card neutral on turn 2 (12 vs 12) and only starts to be positive on turn 3 (17 vs 18).

If a deck can confidently deal with the loss of early card draw, (, ) it may be worth considering to take it so you can better handle longer fights such as bosses. However, other Boss Relics are likely to be of more value while also keeping your .

## Update History

* Weekly Patch 56: The Collector
	+ Gambling Chip relic now triggers after card-draw based relics such as Ring of Serpent.
* Weekly Patch 51: Recursion
	+ Updated relic art for Ring of the Serpent.
* Weekly Patch 33: Terror
	+ Adding relic Ring of the Serpent.
Thorns

**Thorns** is a buff that deals damage to a character's attacker when hit.

For enemies, Thorns only applies for hits dealt by attacks. Thus, cards such as  and relics such as  do not trigger Thorns.

Thorns is particularly effective against enemies that hit many times in a single attack, such as Byrds, Book of Stabbing, or Corrupt Heart.

## Sources of Thorns

* : Relic that grants the player 3 Thorns at the start of combat.
* : Potion that grants the player 3 Thorns when consumed.
* (+): Power card for the Silent that grants 3(5) Thorns for that combat.
* (+): Skill card for the Ironclad that grants 12(16) block and adds 4(6) Flame Barrier for that turn. The Flame Barrier buff is functionally identical to Thorns, the only difference being that it only lasts one turn.

## Enemies with Thorns

* Spiker (Act 3 Monster): Starts with 3 Thorns, capable of buffing Thorns indefinitely.

## Notes

* The Guardian (Act 1 Boss), gains a Thorns-like buff in Defensive Mode. Its buff triggers when an attack card is played rather than whenever it takes damage. In other words, playing a multi-hit attack only does the thorns damage once, but playing an X-cost card with 0  will still activate the buff.

## Update History

* Patch V1.1: The Dealer
	+ Fixed enemies not applying powers if they died in the process (e.g. Thorns).
	+ Fixed Nemesis gaining Intangible too early and messing up damage from 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 44: Chrysalis
	+ WORDING: Improving consistency for Flame Barrier and Thorns wording.
* Weekly Patch 36: Power Through
	+ Thorns and Flame Barrier powers are made consistent.
* Weekly Patch 21: Channel Lightning
	+ Thorns now correctly works when killing the spiker as the last enemy in fast mode.
* Weekly Patch 13: Thinking Ahead
	+ Fixed bug where Nemesis could take more than 1 damage from Thorns, Potions, and relics like Letter Opener.
	+ If damage type is thorns, then the damage is dealt even if the owner is dead (Spiker/Guardian).
* Weekly Patch 10: Quality of Life
	+ Fixed issue where thorns would secretly affect ModeShift for TheGuardian.
* 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 5: Happy Holidays!
	+ Thorns power gets a new icon.
* Weekly Patch 3: Balance Balance Balance
	+ Thorns power now triggers on-damage effects.
* Weekly Patch 2: Slimes!
	+ Fixed bug where enemies that don't fully die (Darklings) do their full multi-hits even if they die from thorns.
	+ Plated Armor no longer decrements from non-attack damage (like thorns).
Spirit Shield

**Spirit Shield** provides 3(4) block for each card currently in your hand when it is played (other than the Spirit Shield card itself).

Spirit Shield's block is applied all at once and not separately per card. This means buffs to  are only applied once and not multiple times.

## Interactions

* Decks with multiple cards that  work well for building a large hand that Spirit Shield can use.
* Decks with a large number of  or  can quickly increase their hand size by shifting  or ing, providing more cards for Spirit Shield to work with.
Warped Tongs

### Description

At the start of your turn, Upgrade a random card in your hand for the rest of combat.

### Flavor

The cursed tongs emit a strong desire to return to where they were stolen from.

### Class

Any

The **Warped Tongs** are an Event Relic which can be obtained from the Ominous Forge event.

## Update History

* Weekly Patch 42: Reboot
	+ Update for Warped Tongs relic description to indicate non-permanent upgrade.
	+ Using more noticeable flashy VFX for cards upgraded via Armaments or Warped Tongs.
	+ Fixed issue where upgraded card from Warped Tongs wasn't showing the correct value if you had Strength/Dexterity.
* Weekly Patch 41: Chill
	+ New Event Relic: Warped Tongs.
Sundial

### Flavor

"Early man's foolish obsession with time caused them to look to the sky for guidance, hoping for something permanent." - Zoroth

### Class

Any

The Sundial is an Uncommon Relic. Every 3 times you shuffle your draw pile, you immediately gain 2 .

Every time your discard pile is shuffled into your draw pile, including by effects such as  and , the Sundial gains 1 charge. Charges persist between combats.

The Sundial is arguably one of the stronger uncommon relics; it's very powerful in many infinite damage combos. In addition, it is activated more often in thinner decks, similarly to .

The general requirement for an infinite using the Sundial is:

* Have a deck with few enough cards that the entire deck can be held in hand at once
* Be able to do the following repeatedly using 2 or less Energy:
	+ Draw 1+ cards, 3 times (example: + or ). Essentially, the player needs 2 cards, with a total energy cost of 2 or less, that draw 3 cards between themselves.
	+ Deal any amount of damage

This works because the Sundial has a weird property when combined with cards that draw multiple cards at once. If the player has an empty draw pile, a single card in their discard pile, and they play an effect that draws 2 cards, the draw pile will be shuffled *twice*. This is what allows +,  and Sundial to go infinite, for example.

## Update History

* Weekly Patch 52: Release Date Price Increase
	+ Updated relic asset for Sundial.
* Weekly Patch 47: Metamorphosis
	+ Reboot and Deep Breath cards no longer trigger shuffle-based relics twice.
* Weekly Patch 32: Face Trader
	+ Sundial relic wording improvements.
Worship

costs 2 energy, and generates 5 Mantra without doing anything else. Unlike Prostrate and Pray+, Worship is energy negative. However, it can allow you to enter Divinity through just two cycles of your deck, meaning Worship can be great as your only mantra-generating card. However, having this card be upgraded (which gives it Retain) is critical, as it means that it can be cast on turns where you have the energy, while also allowing you to enter Divinity at the perfect moment. Finally, if you're running , choosing Worship allows you to instantly enter Divinity, and costs 0 energy if Omniscience is upgraded, which is an incredibly powerful combo.

Ultimately, one of the best ways to consider Divinity cards is to consider how many cycles through your deck it takes to achieve Divinity. For example, a card that gives 3 mantra takes 4 deck cycles to reach Divinity, while a card that gives 4 mantra would take 3 deck cycles. Thus, you should ultimately achieve to have your mantra cards give a total of either 5 or 10 mantra each deck cycle.  and  can also help with this. As an example of a great Divinity deck, a deck with an upgraded , a , and a  can easily achieve 10 Mantra in just 2-3 turns.
Smite

**Smite** is a 1-cost card for the Watcher. It cannot be obtained by itself; instead, Smites are added to your hand by other cards. Smites are created, ed, and exhausted on use, which opens a number of synergies with powers and relics.

Smites, as with other generated cards, can be upgraded using .

## Sources of Smites

* : Deal damage, Add 1 Smite.
* : Add 1 Smite at the start of the turn.

## Interactions

* will upgrade each Smite upon creation, increasing their damage.

* Since Smite cards are exhausted on use,  will add a card to your deck for each Smite played.
Weak

Weak creatures deal 25% less damage with Attacks.

When an enemy is Weakened, they deal 25% less damage with Attacks (40% less with ).

When the player is Weakened, they deal 25% less damage with Attacks. If they have , they cannot become Weakened by any means.

Weak does not affect  or  damage; it only applies to Attack cards.

Stacks of Weak only increase the duration. For example, 2 Weak will last 2 turns, and 5 Weak will last 5 turns, but in both cases they will deal 25% less damage.

Weak damage is rounded down. For example, Byrd deals 1 damage at a time. While Weak it deals 0 damage instead of .75 damage or 1 damage.

Players should be aware that weak doesn’t often function the way it should. Whether from a bug or other reason, it often doesn’t reduce damage. Thus it may not be wise to rely on it working consistently

## Interactions

### Any Character

* : . At the end of your turn, gain 1 Weak.
* : Apply 2 weak (to all enemies).
* : You can no longer become Weakened.
* : Start each combat with 1 Weak.
* : At the start of combat, apply 1 Weak to ALL enemies.
* : Apply 3 Weak.

### Ironclad

* : Whenever you apply , also apply 1 Weak.
* : Deal 12(14) damage. Apply 2(3) Weak.
* : Apply 1(2) Weak to ALL enemies. .
* : Apply 3(5) Weak and  to ALL enemies. .
* : Deal 12 damage. Apply 1(2) Weak. Apply 1(2) .

### Silent

* : Enemies with Weak deal 40% less damage rather than 25%.
* : Apply 4(7)  and 2 Weak to ALL enemies. .
* : Deal 5 damage. If the enemy has Weak, gain  and draw 1 card.
* : Applies 2(3) Weak. Gain 11(14) .
* : Enemy loses X(+1) . Apply X(+1) Weak. .
* : Deal 3(4) damage. Apply 1(2) Weak.
* : Deal 7(9) damage. Apply 1(2) Weak.

### Defect

* : Deal 3(4) damage. If the enemy intends to attack, apply 1(2) Weak.

### Watcher

* : Deal 8(10) damage. If the last card played this combat was an Attack, apply 1(2) Weak.
* : Whenever you gain  this turn, apply 1(2) Weak to ALL enemies.
Stance

Stances are a mechanic unique to the Watcher.

## Mechanic

There are three Stances in the game: , , and . There is also the lack of any Stance, or 'no Stance'. Changing from one Stance to another will be mechanically considered as *exiting* the old Stance, alongside *entering* the new one. Any action that includes either of these two processes is considered *changing* or *switching* your Stance.

These following cards interact with Stance changing in general:

* : After changing your Stance, returns from discard pile to your hand.
* : After changing your Stance, gain .

Other characters can enter and exit Stances as well, provided that they have a means to do so.

### Cards

These cards allow you to enter Calm:

* : Gain  then enter Calm.
* : Immediately enter Calm.
* : After dealing damage, enter Calm if the target intends to Attack.
* : Enter Calm if you are not in Calm.
* : After choosing what to retain, enter Calm and end your turn.

These cards have interaction specifically for Calm:

* : If you are in Calm, draw cards.
* : At the end of your turn, if you are in Calm, gain .

### Others

* : Start each combat in Calm.
* : Whenever you exit Calm, gain an additional ; effectively causes Calm to generate  upon exiting.
* : Gives you a choice to enter Calm.

## Wrath

Within this Stance, deal and receive double damage.

### Cards

These cards allow you to enter Wrath:

* : Deal damage, then enter Wrath.
* : Immediately enter Wrath.
* : Enter Wrath if you are not in Wrath.
* : Enter Wrath at the beginning of the next turn.
* : Deal damage, then enter Wrath.

These cards have interactions specifically for Wrath:

* : Gain additional  if you are in Wrath.
* : If you are in Wrath, apply  to all enemies.
* : Draw cards whenever you enter Wrath.

## Divinity

Upon entering this Stance, gain . While in this Stance, deal triple damage. Leave this Stance at the start of your next turn. Divinity can be entered by gaining 10 , consuming 10  in the process.

### Cards

* : Immediately enter Divinity without consuming .

## No Stance

The absence of a Stance. Leaving a Stance is still considered changing Stance even if you do not enter a new Stance, and will trigger  and .

### Cards

These cards allow you to exit your current Stance:

* : Gain  then exit your current Stance.
* : Deal damage then exit your current Stance.
* : Draw cards then exit your current Stance.
Toolbox

### Description

At the start of each combat, choose 1 of 3 random Colorless cards and add the chosen card into your hand.

### Class

Any

The card added does NOT subtract from your normal starting hand, since it adds a colorless card after you have drawn your cards.

If your starting hand is full, the card  attempted to add will go to your Discard Pile.

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

### Excluded Cards

**Attacks**

* *(Healing and event-exclusive)*
* *(Event-exclusive)*
* *(Cards effect only)*
* *(Cards effect only)*
* *(Card effect only)*

**Skills**

* *(Healing)*
* *(Event-exclusive)*
* *(Event-exclusive)*
* *(Card effect only)*
* *(Cards effect only)*
* *(Cards, relics, and  effect only)*
* *(Card effect only)*

**Powers**

* *(Card effect only)*

## Update History

* Patch V2.0: The Watcher
	+ Toolbox relic buffed. Choose 1 of 3 Colorless cards instead of obtaining a random one.
* Weekly Patch 52: Release Date Price Increase
	+ Updated relic asset for Toolbox.
* Weekly Patch 44: Chrysalis
	+ All sources of random temporary card generation in combat (like Dead Branch) can no longer generate cards that provide healing.
	+ New tip added to indicate that healing cards cannot be generated randomly during combat.
* Weekly Patch 32: Face Trader
	+ Toolbox relic is now shop rarity. (was Uncommon)
Swivel

**Swivel** is a Skill for the Watcher. It gives 8  (11 if ), as well as 1 stack of the Free Attack Power buff, which makes the next Attack played cost 0 .

## Mechanics

* Free Attack Power buff is a stackable buff that makes all Attacks cost 0, and 1 stack is removed each time an Attack is played. Multiple stacks can be gained by playing Swivel multiple times without playing any Attacks.
	+ Even if the Attack played already costs 0 (e.g. ), a stack of Free Attack Power is still used up.
* Free Attack Power does not expire at the end of the turn.
* When using an Attack that costs X with Free Attack Power, X is still equal to current Energy. However, no Energy is spent after playing the card.

## Tips

* Swivel is already quite Energy-efficient when using it with an Attack that costs 1, since it gains Block and also attacks for a total of 2 Energy. It becomes much more powerful when used with high-cost Attacks, such as .
	+ As a result, Swivel can also fit well into a deck using the .
Through Violence

This card is only generated by Reach Heaven.

## Trivia

This card's name is a reference to the webcomic Kill Six Billion Demons, in which "Reach Heaven By Violence", "Seek Heaven Through Violence", and various variations on that theme are a common proverb and a theophilosophical tenet of the organization of the universe. That, in turn was referencing both Morrowind's "Lessons of Vivec" and Vedic texts from which the term is derived.
Singing Bowl

Singing Bowl will activate when skipping any normal card choice that occurs out of combat.

This relic does not spawn beyond floor 48, excluding Endless mode.

## Interactions

* Positive
	+ 's downside is to some extent mitigated by Singing Bowl.
	+ , , , and  give more card rewards.
* Negative
	+ Vintage drastically reduces the amount of card rewards.

## Update History

* Weekly Patch 56: The Collector
	+ (Controllers) Button prompt for Singing Bowl's +2 Max HP button now dynamically placed so it doesn't overlap text.
* Weekly Patch 51: Recursion
	+ Singing Bowl relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 46: Adrenaline
	+ Hitting ESC with Singing Bowl no longer automatically chooses the Singing Bowl option on card select screens.
	+ Hitting ESC with Singing Bowl when viewing an upgraded card in a reward screen no longer causes softlock.
* Weekly Patch 33: Terror
	+ Singing Bowl relic is now Uncommon. (was common)
* Weekly Patch 12: Lunar New Year
	+ Add Twitch streaming support for Singing Bowl.
	+ Fixed issue where Max HP +2 button may appear if you had Singing Bowl a previous run.
* Weekly Patch 11: A Library of Features
	+ Fixed bug where Singing Bowl's +2 HP option appeared for Codex if you opened the map while viewing the cards.
* Weekly Patch 5: Happy Holidays!
	+ Singing Bowl flavor text typo fix.
Ring of the Snake

The **Ring of the Snake** is the Silent's Starter Relic. It draws 2 additional cards at the start of each combat. It functions identically to the , a Common Relic which can be found by all classes.

It can later be exchanged with the  if it is found in a Boss Chest, which only draws 1 additional card, but does so at the start of every one of your turns.

## Update History

* Weekly Patch 51: Recursion
	+ Updated relic art for Ring of the Snake.
Transform

**Transforming** is an act that permanently turns a card into a random different card. It is usually done through certain Relics and Events.

## Rules and mechanics

* Every eligible card has the same chance to be picked. A card is just as likely to become a  as it is a .
* A  will only transform into another .
* A card cannot transform into the same card.
* Cannot transform a card into a Basic card.
* A colored (i.e. character-specific) card will only turn into another card of the same color. This means that, under normal circumstances, the player would only receive a card of their current character.
	+ does *not* affect transforms, as it only affects combat rewards.
	+ Diverse and similar modifiers *do* allow a card to transform into another color.
* Colorless Cards will only transform into another colorless card.
	+ They cannot transform into Special cards.
* Mechanically, the old card is removed and the new card is added to your Deck. Because of this, the rules and effects for card removal/add are applied:
	+ Cards that cannot be removed, such as Bottled cards, , and , cannot be transformed.
	+ An  card will not (normally) transform into an Upgraded card, since the original was removed and replaced.
	+ , , and  will upgrade the new card, since it is added to your deck.
	+ and  will trigger if you Transform a , since a new  is added.
	+ Hoarder modifier will add 3 copies instead of 1.

## Sources of Transform

### Events

#### Common Events

* Designer In-Spire
* Transmogrifier

#### Act 1

* Neow
* Living Wall
Vault

**Vault** is a Skill card for the Watcher. When played, it immediately ends the player's turn and the player starts a new turn.

Effects that happen at the start of the player's turn are triggered when the new turn starts, but existing debuffs on the player and enemy aren't decremented; for instance, if the player were to have play a card such as  when an enemy had , the player would gain 2  on their second turn while the enemy would retain all of the Weak they had.

## Interactions

* Synergizes with powers that trigger at the start of your turn, such as , , and .
* will trigger for **Vault's** extra turn if  has been played.
* Triggers the effects of , , or  if any of those cards are in the player's hand when **Vault** is played.
* If  is played before using Vault,  will be entered on Vault's extra turn.
* 's effects carry over to Vault's extra turn.
* Can be used to deal additional damage against Giant Head since Slow is not reset at the start of the extra turn.
* If played as the 12th card against Time Eater, Time Eater still gains strength but the player gets another turn with the Time Warp clock reset to 0.
* When played whilst having , it gives you a new turn, thus resetting the number of cards you have played back to 0.

* Temporary buffs from Potions such as Flex Potion will be lost at the start of Vault's extra turn.
* from the Spire Growth will damage you after playing Vault.
* Playing Vault after playing Blasphemy will instantly kill you unless you have an active form of damage prevention.
* The Corrupt Heart's Invincible buff counter does not reset for Vault's extra turn.
The Woman in Blue

**The Woman in Blue** is an event that can appear in Act 1, Act 2, and Act 3. You encounter a pale, mysterious woman who forces you to buy her potions.

This event will appear only if you have at least 50 gold.

## Options

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

* **[Buy 1 Potion]** 20 Gold.

* **[Buy 2 Potions]** 30 Gold.

* **[Buy 3 Potions]** 40 Gold.

* **[Leave]** Nothing happens (Lose HP equal to 5% of Max HP).

## Strategy

* Potions are generally useful, and this event costs less money compared to the Merchant to obtain the same number of potions. The only risks are its random nature and the posibillity of taking damage at Ascension 15 and higher.
	+ If this event is encountered at Ascension 15+ and you do not want any potions, always pick the cheapest option. As this event never occurs if you have less than 20 gold, there is no risk of being forced to take damage.

## Notes

* You do not get to choose what potion to buy. Once you choose a number of potions you would like to buy from her, a random selections of potions will be offered to you. You may choose to pick them or skip them.

## Update History

* Weekly Patch 15: Surprise Patch
	+ Woman in Blue event now correctly describes what happens on Ascension 15.

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

* Standard
* Beta Art

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

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

## Update History

* Weekly Patch 40: Forethought
	+ Defect's Strikes now use the impact VFX and SFX instead of Slicing effects.
* Weekly Patch 28: The Ritual
	+ Fixed issue where Strike (blue), Thunder Strike, and Meteor Strike weren't used by Perfected Strike.
* 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.
Treasure Room

Treasure Room is a map location. They are marked on the map with a chest icon.

You are guaranteed a Treasure Room at the halfway points of Acts 1-3. The character also has a chance to go to this type of room from Unknown Locations.

## Structure

A single non-boss chest stands on where the enemy would be in combat rooms. Clicking the chest will open a reward window. Normally, the reward consists of 1 relic, although certain relics can change this. There was also a chance that gold may be offered alongside as well.

If Act 4 is unlocked and the player has not already picked up the Sapphire Key, the chest in the Treasure room will contain the key along with the relic. The key is linked with the relic, meaning the player can only pick one. If the key is not picked, it will show up again in later chests.
Unload

* Standard
* Beta Art

## Strategy

Unload is a fairly high-value attack card, dealing 14 (18) damage for just 1 energy.

* Excellent pick if you are able to get it in Act 1.
* The downside can almost always be negated by playing Unload as your last card.
* Still has good damage even throughout Act 2.
* Since Skills will be discarded, you can play this card to instantly trigger any  and  you have in your hand.
* Unload can also be used to activate  and/or .

## Update History

* Weekly Patch 34: Malaise
	+ Unload card buff: Damage 12 -> 14. Upgraded 16 -> 18.
Secret Portal

**Secret Portal** is an event found exclusively in Act 3. You found a conveniently-placed portal that might be able to bring you up the Spire in a heartbeat.

This event will not appear if less than than 13 minutes and 20 seconds have elapsed on the run.

## Options

* **[Enter the Portal]** Immediately travel to the boss.

* **[Leave]** Nothing happens.

## Update History

* Weekly Patch 51: Recursion
	+ Secret Portal event no longer says Ignored in run history. Run history rows capped at 20 elements.
* Weekly Patch 40: Forethought
	+ Events: Falling, Secret Portal, Knowing Skull, Golden Idol, and Scrap Ooze receive ambient BGM.
* Weekly Patch 18: Paranormal
	+ New Event (Beyond): Secret Portal.

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

\*X = turn number - 1

## Notes

There is an *achievement* ("The Transient") related to this enemy, which is gained if the monster is conventionally killed (by removing its 999 HP) before it dies from the *Fading* effect.

## Update History

* Patch V1.1: The Dealer
	+ Fixed Rip and Tear, Sword Boomerang, and Thunder Strike continuing its hits over Thorns and Shifting powers.
* Weekly Patch 55: Blur
	+ Shifting power no longer triggers when Transient receives 0 damage.
* Weekly Patch 46: Adrenaline
	+ Fixed issue where Transient had HP/damage buffs at incorrect Ascension levels.
* Weekly Patch 42: Reboot
	+ Updating icon for Shifting power.
* Weekly Patch 40: Forethought
	+ Shifting Power (Transient) should now interact correctly, even if the owner has Artifact.
* Weekly Patch 33: Terror
	+ Adding enemy Transient.
Sentinel

* Standard
* Beta Art

**Sentinel** is a Skill card for the Ironclad. It grants 5 --- the same as a basic —but grants 2  if it is  rather than played. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon , the amount of  granted increases by 3, and the amount of  gained increases by 1.
Spike Slime

## Split

### Description

When its HP is at or below 50%, will split into 2 smaller Slimes with its current HP.

### Pattern

Has 30% chance of using  Flame Tackle and 70% chance of using  Lick. Cannot use the same move three times in a row.

On  Ascension 17+, it can't use  Lick twice in a row and can't use  Flame Tackle three times in a row.

Once its HP reaches 50% or lower, Spike Slime (L)'s current intent will be interrupted and it will  Split into two Spike Slime (M)s, each with the Spike Slime (L)'s current HP.

## Spike Slime (M)

### In Party With

**Act 1*** 1 Spike Slime (S)
* 1 Blue Slaver
* 1 Red Slaver
* 1 Cultist
* 1 Looter
* 1 Jaw Worm
* 1 Fungi Beast

### Move

 Lick

### Pattern

Identical to Spike Slime (L), although Spike Slime (M) cannot  Split.

## Spike Slime (S)

### In Party With

**Act 1*** 2 other Spike Slime (S) + 2 Acid Slime (S)
* Acid Slime (M)

## 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 enemy order issues in Slime Boss, Gremlin Leader, and Reptomancer encounters.
* Weekly Patch 42: Reboot
	+ Updating SFX for Slimed Attack.
* Weekly Patch 21: Channel Lightning
	+ Slimes no longer make sounds if game is running in background and bg sounds are muted.
* Weekly Patch 17: Patched in the Face
	+ Slimed: Replaces Wounds and Draw Reduction debuff from Slime enemies.
	+ Several Slime enemies now give you Slimed rather than a debuff.
* Weekly Patch 16: Back to Work
	+ Split Slimes and other spawned minions should now correctly have the Slow power when Time Dilation mod is on.
* Weekly Patch 5: Happy Holidays!
	+ Meat on the Bone, Red Skull, Slime's Split, and Berserk all trigger on less than or equal to 50% HP and desc are updated to reflect this
* Weekly Patch 3: Balance Balance Balance
	+ If something goes wrong with monster IDs in save files, an apologetic slime will now appear.
* Weekly Patch 2: Slimes!
	+ New battle in the Exordium: So many slimes!