recursal/Fanatic-Fandom huggingface dataset:
Burn

**Burn** is an   card. **Burns** can be added to your draw pile or discard pile during a game by some enemies such as the Orb Walker. Unlike other Status cards, **Burn** does have an upgraded version. **Burn+** is created by the Hexaghost boss when it uses its Inferno attack and in all subsequent attacks.

Burn deals damage to you immediately upon ending your turn. As Burn deals damage instead of causing direct HP loss, it can be . Only Burn cards that are in your hand at the end of the turn will deal damage to you, so if you can remove a Burn from your hand before the end of turn (e.g. by discarding or  it), it will have no effect. After a Burn damages you at the end of your turn, it is discarded, even if you have the .

## Burn Sources

* Enemies
	+ Hexaghost (before using Inferno)
	+ Orb Walker
	+ Nemesis
	+ Spire Spear
	+ Corrupt Heart
* Cards
* Blights

## Interactions

* : Draw 1 more card for each Burn you draw. Stacking Evolves can allow you to draw 2 more cards when you draw a Burn. Can still lead to a hand of 10 Burns.
* synergies can use Burns as exhaust fuel.
* allows Burns to be played and exhausted for no penalty.

## Update History

* Weekly Patch 51: Recursion
	+ Burn cards no longer trigger Time Eater's ability at end of turn.
	+ Rebound card no longer puts Burns on top of your deck.
* Weekly Patch 10: Quality of Life
	+ Fixed issue where Regret/Decay/Doubt/Burn fails to exhaust via Blue Candle and Medical Kit.
Gambling Chip

At the start of each combat, choose and Discard any number of cards, then draw as many.

The Discard is considered "during your turn", so it can trigger  and .

Gambling Chip is a Rare Relic.

## Update History

* Weekly Patch 56: The Collector
	+ Gambling Chip relic now triggers after card-draw based relics such as Ring of Serpent.
* Weekly Patch 36: Power Through
	+ Draw and Discard piles can now be opened from hand select screen (Gambling Chip, Armaments, etc).
* Weekly Patch 10: Quality of Life
	+ Discard/Draw panels can be viewed during screens such as Survivor, Headbutt, and Gambling Chip now.
* Day 1 Patch
	+ Start of combat -> Start of each combat. For Gambling Chip description.
Act 2

**Act 2** or **the City** is the second of the three default acts of Slay the Spire.

## Overview

Act 2 starts after the player defeats Act 1 boss. They are also healed to full health at the start of the act, or 75% of their missing HP on Ascension 5 and beyond.

Enemies in this act become drastically more difficult than those of Act 1. Monsters in this act either have some gimmick that makes disposing of them much more difficult, or can severely cripple the player. Most monsters also boast high damage output and high health.

Another common component for Act 2's monsters is their multi-hit attacks, and their preference to appear in groups. The player has to come prepared with not only strong Area-of Effect cards, but also ways to reduce and repel those pesky attacks as well.

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

Events exclusive to this act arguably have the widest range of risk-versus-reward. Some are straightforward improvements to the player with little to no penalty. Others have great rewards while having a huge risk, such as losing a large amount of maximum health, or a battle against powerful foes. There is also a number of events that are affected by Relics the player has.

Card rewards in this act have a 25% chance to appear upgraded, reduced to 12.5% on Ascension 12 and beyond.

This act spans floor 18 to floor 34.

* Floor 18 is always a Monsters battle.
* Floor 26 is always a Treasure Room.
* Floor 32 is always a Rest Site.
* Floor 33 and 34 are Boss battle and Boss Chest, respectively.

## Events

### Exclusive Events

* Ancient Writing
* Augmenter
* Council of Ghosts
* Cursed Tome
* Face Trader
* Forgotten Altar (see: Golden Idol (Event))
* Knowing Skull
* Masked Bandits
* N'loth
* Old Beggar
* Pleading Vagrant
* The Colosseum
* The Joust
* The Library
* The Mausoleum
* The Nest
* Vampires(?)

### Shared Events

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

## Monsters

### First 2 Encounters

 Chosen | -
 Shelled Parasite | -
 3 Byrds | -
 2 Thieves
Defect Cards

Defect cards are gained from Card Reward screens during games played with the Defect. They can also be gained from merchant shops and from the effects of events, relics, and other Defect cards. Defect cards come in three rarities: common, uncommon, and rare.

***Information for upgraded cards is shown in parentheses***. Ex: All For One deals 10 damage, All For One+ deals (14) damage.
Deus Ex Machina

Deus Ex Machina adds 2 (3) s to your hand when drawn.

## Interactions

* If the  buff is active, Deus Ex Machina's added  cards (Gain ) will upgrade to + (Gain ).

* Deus Ex Machina is only activated when the card is drawn. Adding Deus Ex Machina to your hand (such as with  or a Skill Potion) or placing it directly into your hand (such as with ) will not activate the card.

* Be mindful of your hand size when using this card! If drawn into a full hand, such as after playing , if your hand does not have enough space for the every generated , the excess s will be placed into your discard pile except for one. Enabling the "Show Card Quick Select Keys" option in the options menu on PC can be a lot of help in this regard.
Duality

The extra dexterity granted by Duality lasts until the end of your turn.

Duality also interacts strangely with Artifacts. If you already have an Artifact, then play any attack while you have Duality, your Artifact is used and you are given +1 dexterity for the rest of the fight. However, if you play a bunch of attacks, then get an Artifact (such as from an Artifact potion), then you will keep all of the Dexterity you have accumulated that turn.
Bowling Bash

**Bowling Bash** is a Common Attack card for the Watcher. It deals 7 damage for each enemy present in combat. When , it deals an additional 3 damage for each enemy in combat, for a total of 10 damage per enemy.

## Interactions

* Highly effective against encounters with multiple enemies (e.g Sentries, Gremlin Leader, Reptomancer).
* Only enemies that are currently alive in the battle count.
	+ Dead Darklings do not count.

## Trivia

* When this card is played while 3 or more enemies are present, a sound of bowling pins falling will play.
* This card may be a reference to a skill of the same name in the MMO *Ragnarok Online*.
Core Surge

**Core Surge** is a Rare Defect card that deals 11 (15) damage and grants 1  buff.

While **Core Surge** can be useful for negating enemy debuffs, it is particularly excellent for setting up combos with certain other cards by activating **Core Surge's**  before playing the cards, eliminating their debuffs. See examples below.

## Interactions

* If  is played while an  is active, the  loss will be negated.
* An  will negate the  loss of .
* loss will be negated for each active . Since Reprogram can be played multiple times, more than one **Core Surge** can be useful here.
* will negate the loss of 5  after using a  or the loss of 5  from a , making them buffs that last the entire combat.

* If used for killing Fungi Beast, Vulnerable will be applied before Artifact is gained.

## 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.
Decay

**Decay** is a  that forces the player to take 2 damage at the end of their turn if it remains in their hand.

The damage inflicted by Decay can be .

## Sources

* Wheel of Change
* Forgotten Altar
* another Curse

## Update History

* Weekly Patch 10: Quality of Life
	+ Fixed issue where Regret/Decay/Doubt/Burn fails to exhaust via Blue Candle and Medical Kit.
Demon Form

* Standard
* Beta Art

Demon Form is a Power card for the Ironclad. For every turn after it's played, it will grant 2  per turn. As a Rare card, it can be obtained after defeating a Boss.

Upon upgrade, it grants 1 more  per turn.

## Update History

* Weekly Patch 23: Testing Continues...
	+ Added power icon for Demon Form Power.
Anchor

**Anchor** is a common relic that provides 10 Block at the start of each combat.

## Strategy

This relic's ability makes your turn 1 easier, as you do not need to spend as much  on defense. This means you could either attack right away, or, more effectively, play Power cards on your first turn safely. Because of this, decks that rely on (likely ) Powers find this relic very useful.

## Synergy

* or : The additional 2 cards in your starting hand may be played safely.
* : Does 10 additional damage.
* and : You may play the bottled Attack or Power safely without worrying much about taking damage.
* , , : The initial 10  may now carry into other turns.
* , , :  cards drawn on turn 1 may be  for later turns, therefore not making them useless when coupled with Anchor.

* : Allows to play the bottled Skill safely, but the Skill may also be a  card.
* : Mostly becomes redundant with this relic and takes one space on your first draw. However, together they can be useful against hard-hitters such as Taskmaster mob.

* : Will not work on first turn if any of the initial 10  remains at the end of your turn.
Bronze Scales

**Bronze Scales** is a common relic that gives your character 3  at the start of each combat. This means every time an enemy lands a hit on you,  or not, they will take 3 damage.

## Strategy

Since it grants , enemies will take damage every time they land a hit on your character, whether it deals damage or not. This makes this relic especially effective against enemies that rely on multiple-hits attacks such as Book of Stabbing, Byrds, Snake Plant, and Corrupt Heart.

Also, since the enemy's  fades at the start of their turn, it means that they have no way to prevent  from directly damaging their HP.

## Synergy

* : Protects yourself from damage while dealing damage against enemy hits.
* Stacks fully with , increases the potency of  even further.
* Complements nicely with , which itself grants a hefty amount of  to prevent damage and has an effect similar to  tied to it, which increases the damage against enemy hits even further.
* Reducing enemy  or applying  allows you to take more hits without receiving much damage. Consider cards like , , , , or .

## Trivia

* The flavor text says that these scales belong to The Guardian. However, The Guardian's Sharp Hide buff works differently than , dealing damage to the player per attack card played instead of per hit landed.

## Update History

* Weekly Patch 27: Hello World
	+ Updated description on Bronze Scales to match Liquid Bronze and other similar relics.
* Weekly Patch 5: Happy Holidays!
	+ Bronze Scales damage increased from 2 -> 3 to better match The Guardian.
Fungi Beast

**Act 2**

* 1 Shelled Parasite

Fungi Beast is a monster found primarily in Act 1. However, they can also appear in Act 2 alongside a Shelled Parasite.

### Move

 Grow
 Gain 5 17+ .

## Spore Cloud

### Pattern

Has a 60% chance of using  Bite and a 40% chance of using  Grow. Cannot use  Bite three times in a row and cannot use  Grow twice in a row.

## Trivia

* Fungi Beasts infest rat-like rodents which have very similar skeleton structure to the skeleton wielded by the Gremlin Nob. This is despite there being no rodent monsters in the game.

## Update History

* 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.
* Weekly Patch 10: Quality of Life
	+ We updated the animations for several monsters! Affected monsters include: Fungi Beasts
Corruption

* Standard
* Beta Art

**Corruption** is a Rare Power card for the Ironclad.

After it is played, Corruption reduces the Energy cost of Skills to 0, but causes them to Exhaust.

Upon upgrade, it costs 1 less Energy to play it, from 3 to 2.

## Interactions

* In concert with , this card will let you rapidly cycle through every skill in your deck.
* The  relic synergizes extremely well with this card, replacing every exhausted skill card with a new card (potentially another 0 cost skill). This minimizes the major drawback of Corruption, which is potentially draining your deck of defensive skills during a long battle.
* allows a free 3-4 defense per exhausted card, significantly increasing Corruption's defensive capabilities.
* When confused by Snecko or , skills still cost 0.
* Strange Spoon gives a 50% chance for skills under the effects of this card to discard normally. This may not be helpful in all decks, however, as it reduces the benefits of other synergies like Dark Embrace, Dead Branch and Feel No Pain (as well as any strategic benefit from shrinking your draw pile).

## Update History

* Patch V2.0: The Watcher
	+ (Undocumented) Rarity changed from Uncommon to Rare.
* Patch V1.1: The Dealer
	+ Confusion and Corruption cards utilize improved hooks.
* Weekly Patch 44: Chrysalis
	+ Corruption and other cost reducing cards no longer make X cost cards like Transmutation and Malaise display cost 0.
Acrobatics

* Standard
* Beta Art

## Tips

* Acrobatics costs 1 energy to draw 3 cards and discard 1 card, thus yielding a net gain of 2 cards (not considering the cost of drawing acrobatics in the first place). Although on the surface it may seem to be no better than a card like , it synergizes very well with cards whose effects trigger upon being discarded (e.g. , ), or who have additional effects if other cards have been discarded (e.g. , ). It also allows you discard , , or cards that aren't useful on a given turn.
	+ The upgrade for Acrobatics is relatively powerful, as it provides a net gain of 3 cards instead of 2. In addition to the obvious benefits of additional card draw, this also means that you have more options for cards to discard.
* In general, drawing 3 cards sounds very meritable, but this is usually only true in the later part of the game. Early on, when you only have 3 , it is rarely reasonable to spend 1 energy purely to draw cards, since you still need energy to play the cards that you draw.
	+ Reusable cards that provide energy can help improve the effectiveness of Acrobatics early on. For instance,  (especially when both it and Acrobatics are upgraded) becomes more viable when you have the additional cards drawn by Acrobatics.
Bullseye

## Lock-On

### Description

Lightning and Dark orbs deal 50% more damage (rounded down) to the targeted enemy.

## Update History

* Patch V1.1: The Dealer
	+ Bullseye card buffed. Lock-On 1 -> 2.
	+ Bullseye+ card buffed. Damage 10 -> 11.
* Switch Version 1.02
	+ Fixed Lock-On bug
* Weekly Patch 40: Forethought
	+ Lock-On Power no longer incorrectly has the focused targeting effect.
* Weekly Patch 39: We Meet Again!
	+ Lock-On card reworked.
	+ Lock-On card renamed -> Bullseye.
* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ A new character with unique mechanics, keywords, and art.
	+ Content: 75 Cards.

## Trivia

* As of the current version (v2.0, 01/04/2020), this card is still the only way in the entire game to apply the Lock-On debuff.
Double Energy

Note that using this when its not upgraded will consume 1  before the card's effect applies, e.g. having 3 Energy when using this card will leave you with 2 Energy times two for 4 Energy.

## 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.
Blizzard

## Update History

* Weekly Patch 48: Creative AI
	+ Blizzard gets improved size, velocity, and SFX pitch scaling logic (now up to 50 Frost).
* Weekly Patch 47: Metamorphosis
	+ Adding VFX for Blizzard Card (scales with Frost channeled).
* Weekly Patch 28: The Ritual
	+ Fixed an issue where Blizzard card was causing crashes in French.
* 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.
Alpha

The Alpha card is the first of a set of 3 cards (Alpha, , ) to generate the Omega buff, which deals 50(60) damage per turn to all enemies.

Playing the Alpha card will shuffle a  into your Draw Pile. Playing the Beta card will in turn shuffle an  card into your draw pile, and playing the Omega card will generate the final Omega buff.

Alpha is the only way to generate a Beta and eventually Omega cards. Beta and Omega cannot be produced by  or other card generating cards or potions, although the Alpha card can.

## Interactions

* If the  power is active, Alpha's generated  card will be upgraded (from 2 to 1 ), and the eventual  card will also be upgraded (increase from 50 to 60 damage).
Bottled Tornado

### Description

Upon pick up, choose a Power card. Start each combat with this card in your hand.

### Class

Any

Upon pick up, choose a Power card. At the start of combat, it will be in your hand.

The card is added to your normal starting hand. It takes the place of a drawn card. It is still considered to be drawn, so  does randomise its cost.

Bottled Tornado is one of the three **Bottle Relics**. All Bottle Relics let the user choose a card of one type and start each combat with that card in hand. Bottled Tornado's effect is not the same as Innate. Duplicating a Bottled card will NOT draw the copy at the start of your hand (whereas it would if the card had Innate). It can only appear if your deck has at least 1 Power card.

Bottled Tornado is an Uncommon Relic.

## Update History

* Patch V1.1: The Dealer
	+ Bottled Cards upgraded from Mind Bloom event have their description updated correctly.
* 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 46: Adrenaline
	+ Purchasing Bottle relics after removing the last possible card to bottle out of your deck will no longer softlock.
* Weekly Patch 30: Skewer
	+ Peace Pipe relic cannot get rid of Bottled cards anymore.
* Weekly Patch 27: Hello World
	+ Fix for Bottled cards showing up in Wheel of Change event's Purge result.
* Weekly Patch 21: Channel Lightning
	+ Fixed crash when travelling to a new room while a Bottle relic's screen was open.
* Weekly Patch 13: Thinking Ahead
	+ Bottled Flame, Lightning, and Tornado will no longer spawn if there are no valid cards.
* Weekly Patch 8: Ooh Shiny!
	+ Bottled Tornado relic added.
	+ Polished art for Bottled Flame, Lightning, and Tornado relics.
* Weekly Patch 5: Happy Holidays!
	+ Potential Fix for an edge case Bottled Tornado/Lightning issue.
Cold Snap

**Cold Snap** is a Common Attack card for the Defect. When played, a  is  and the target enemy takes 6 damage. When , this card deals 9 damage instead.

## 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.
Alchemize

* Standard
* Beta Art

**Alchemize** is a Rare Silent card that generates a random potion upon use. It costs 1 , and when  costs no energy. As a card that can potentially heal the player, it cannot be generated by random card generation such as  and .

It can't generate  (due to a design rule against generating healing), but it can generate  and .

## Interactions

* Positive
	+ allows you to save more potions between battles.
	+ makes each potion heal 5 HP.
	+ doubles the effectiveness of potions.
* Negative
	+ makes Alchemize useless.
	+ Ascension 11+ gives 1 fewer potion slots, making it harder to stockpile potions.

## Update History

* Weekly Patch 54: Loop
	+ The Specialized Daily Mod now allows Alchemize (was restricted because the mod Brewmaster used to exist)
* 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 25: Building Blocks
	+ Fruit Juice will no longer spawn from Alchemize.
* Weekly Patch 6: We're Back!
	+ New green card, Alchemize. Description withheld for spoiler reasons.

## Trivia

* The card art for Alchemize was taken from the early access deprecated poison power card "Venomology", hence the green poison appearance of the potions in the card art.
* Because cards are briefly playable during 's escape animation, Alchemize can be played to regenerate the lost potion before the combat ends.
Bosses

**Bosses** are incredibly difficult monsters that are encountered at the end of each Act. Compared to both normal monsters and elites, bosses typically sport a much higher health pool, much more damaging attacks, and utilize special gimmicks that either heavily cripple the player's deck or heavily buff themselves. Every boss has a unique portrait visible at the top of the Spire map, which can be used to plan a deck accordingly. The preceding map location will always be a Rest Site, allowing the player to heal before the fight; the only exception to this is the Corrupt Heart in Act 4 which always has a special elite encounter before it.

One boss is fought at the end of each Act. To advance to the next Act, the boss must successfully be defeated. At the end of Act 3, two bosses are fought in a row at Ascension 20.

Upon defeating the Act 1 and Act 2 bosses, the player is rewarded with gold, a choice between three rare cards, a choice between three boss relics, and occasionally, a random potion. The Act 3 and Act 4 bosses do not award the player any consumables or cards. The player is also healed to full health (75% of missing health starting at Ascension 5) at the end of every boss battle.

Slaying a boss will add 50 points to a run's score. Slaying a boss without taking damage, not including self-damaging cards such as , adds an additional 50 points. Slaying all three bosses without taking any damage adds 200 points and overrides any previous flawlessness bonus.

Some relics will activate during boss fights:

* will heal the player for 25 HP at the start of each boss combat.
* will give the player an additional  at the start of their turn.

Conversely, relics such as the  cannot be used to skip boss fights, as all paths in an Act lead to the floor that contains the boss.

During the Mind Bloom Event in Act 3, choosing the **[I Am War]** option starts a fight with a random Act 1 boss for a random rare relic. This boss fight does not add towards the run's score, but does activate the  and  relics.

The Act 4 boss cannot be fought on the first playthrough of any character minus the Watcher. To fight the Act 4 boss, the player must defeat the Act 3 boss with the Ironclad, the Silent, and the Defect at least once.

## Act 1

One of these bosses will appear on Floor 16.

## Act 2

One of these bosses will appear on Floor 33.

## Act 3

One of these bosses will appear on Floor 50. On Ascension 20, another will appear on Floor 51.

## Act 4

The Corrupt Heart appears on Floor 55 (Floor 56 on Ascension 20).
Barrage

**Barrage** is an Attack for The Defect that deals damage based on the number of Orbs you currently have.

The maximum possible damage it can deal, if the player has 10 Orb Slots and they are all full, is 40 (60 when ). Needless to say, this card is generally pretty good in builds that focus on maximizing orb slots, and not so great in builds that ignore orbs.

The Shelled Parasite is shown in the card art.

Each instance of damage is separate.

## 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.
Brutality

* Standard
* Beta Art

Brutality is a Power card for the Ironclad. For every turn after it's played, one more card is drawn per turn at the cost of 1 HP per turn. As a Rare card, it can be obtained after defeating a Boss.

Upon upgrade, it becomes Innate.

## Update History

* Weekly Patch 42: Reboot
	+ Updating icon for Brutality power.
* Weekly Patch 1: The First of Many!
	+ Brutality Card buffed.
Heavy Blade

* Standard
* Beta Art

**Heavy Blade** is an Attack card for the Ironclad. It deals (14 + 3\*) damage. As a Common card, it can be found as a reward after combats.

Upon upgrade, it deals (14 + **5**\*) damage instead.

## Interactions

* This card, especially after being upgraded, scales with  well enough to take gigantic chunks out of boss HP. It synergizes incredibly well with .
	+ Using  just once, it's possible to one-turn-kill Giant Head with 49 Strength. With 2  (or Limit Break+ played twice), only 25  is needed.

* Negative  also affects Heavy Blade 3 (5) times as much, making the card completely unusable whenever you have  Loss (due to Lagavulin Act 1 Elite, and some other encounters).

## Update History

* Weekly Patch 31: Custom Mode
	+ Optional UPGRADE\_DESCRIPTION added for Pummel, Heavy Blade, Offering, and Reprogram
* Weekly Patch 4: Full speed ahead!
	+ Fixed rare crash for Heavy Blade.
Combust

* Standard
* Beta Art

### Description

At the end of your turn, lose 1 HP(for each Combust played) and deal X damage to ALL enemies.

### StackingBehavior

Intensity

**Combust** is a Power card for the Ironclad. It deals 5 damage to all enemies at the end of every of the user's turns after it's played, but costs 1 HP every time. This damage cannot be blocked.

Upon upgrade, it deals 2 more damage per turn.

As an Uncommon card, it appears as a reward for combat, although less often than Commons.

## Interactions

* HP loss reduction relics like  can reduce or eliminate the HP loss from this card.
* Synergizes well with , granting 1  per turn.
* will grant 3 block each turn from **Combust**'s 1 HP damage.

* The damage from **Combust** will not reduce .

* Damage from multiple **Combust** cards stacks into one hit - this means one  will only grant 1  even with 2 or more **Combust** powers active.
* The damage from **Combust** is not affected by additional .
* Synergizes negatively with draw on HP loss, such as with  and . The cards drawn from **Combust**'s HP loss are immediately discarded. This also impedes setups that put cards on top of the draw pile, such as  and .

## Update History

* Weekly Patch 20: Immolate
	+ Combust+ card damage buff. 6 -> 7.
* Weekly Patch 19: Seed
	+ Combust card buff. Damage 4 -> 5.
Escape Plan

## Escape Plan

* Standard
* Beta Art

### Effect

Draw 1 card.If you draw a Skill, gain 3 .

## Escape Plan+

### Effect+

Draw 1 card.If you draw a Skill, gain 5 .

## Update History

* Patch V2.0: The Watcher
	+ Fixed Escape Plan gaining Block when card drawn is blocked by No Draw power.
* Weekly Patch 4: Full speed ahead!
	+ Capitalizing the word 'Skill' for Escape Plan's description.
Insight

**Insight** is a 0-cost card for the Watcher. It cannot be obtained by itself; instead, Insights are added to your hand by other cards.

Insights, along with other generated cards, can be upgraded using .

## Sources of Insights

* : Gain block, shuffles an Insight into your draw pile.
* : Gain , shuffles an Insight into your draw pile.
* : Shuffles an Insight into your draw pile at the end of your turn.
Hyperbeam

## Strategy

Hyperbeam functions best as a theme. Zero orb reliance makes the downside moot, trading consistent damage/block for massive upfront burst. In which case as many copies should be taken as possible.  orbs are unaffected by  loss.

Alternatively the card *can* still be useful in an orb-based deck if used with discretion, as Hyperbeam is powerful enough to handle certain room encounters on its own. It can also be used to excellent effect as a 'finisher', played on the last turn to carve off the last of an enemy's HP.

Although rare, if Hyperbeam is obtained on other characters (e.g. via Prismatic Shard) the downside is also moot (as other characters don't have orbs in the first place) making it a very strong pick.

## Interactions

Having an  will prevent the Focus lost for the next use of Hyperbeam.

## Update History

* Weekly Patch 34: Malaise
	+ Hyperbeam card buff: 25 -> 26 damage. Upgraded: 32 -> 34.
* 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.
Centennial Puzzle

**Centennial Puzzle** is a Common Relic.

## Synergy

* or : Their reliable healing makes it more reasonable to lose HP in order to trigger this relic.

* or : Both lose HP at the end of the turn, entirely wasting the draw from Centennial Puzzle and possibly discarding important cards.

## Trivia

This relic is a reference to the Millennium Puzzle from Yu-Gi-Oh.

## Update History

* Weekly Patch 35: Aggregate
	+ Centennial Puzzle no longer draws cards when taking 0 damage as a result of things like Buffer.
* Weekly Patch 32: Face Trader
	+ Centennial Puzzle relic is now common rarity.
* Weekly Patch 9: Ascension
	+ Fixed bug where Centennial Puzzle doesn't trigger off of enemy thorns.
Cursed Tome

**Cursed Tome** is an event found exclusively in Act 2. It involves a cursed book with insight on Neow's origins. The player may read the book to obtain it or walk away.

## Options

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

* **[Read]**
	+ **[Continue]** Lose 1 HP.
		- **[Continue]** Lose 2 HP.
			* **[Continue]** Lose 3 HP.
				+ **[Take]** Obtain the Book. Lose 10 (15) HP.
					- The book may be , , or .
				+ **[Stop]** Lose 3 HP.

* **[Leave]** Nothing happens.

## Trivia

* Taking the book will require a minimum of 16 (21) HP. The  will reduce the health loss to 12 (17) HP.

## Update History

* Weekly Patch 42: Reboot
	+ Adding page turn SFX to Cursed Tome event.
* 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 16: Back to Work
	+ Cursed Tome Event now uses reward screen for the earned book relic (optional pickup).

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

* Standard
* Beta Art

**Clash** is an Attack card for the Ironclad. It deals 14 damage for zero , but can only be played if there are no Skills, Powers, , or  cards in the player's hand. As a Common card, it can be found as a reward after combats.

Upon upgrade, damage is increased by 4.

## Interactions

* The fewer cards of other types are taken, the easier it is to play Clash. However, with few Skills, key debuffs and  may be hard to come by.

* Cards that let you  on demand, such as  and , have good synergy with Clash.
	+ and , both of which  all non-Attack cards, work brilliantly with Clash.
* can allow for more Clash for free damage.
* draws only one card at a time, so it can easily enable Clash.
* and  make it easier to get rid of unplayable cards.

## Update History

* Weekly Patch 52: Release Date Price Increase
	+ Adding VFX for Clash card.
Achievements

**Achievements** are granted throughout the game for various merits of small and large scale. They do not unlock anything, but do count towards a Save File's completion percent.

## Notes

* You can still get the **Perfect** achievement if you lose HP from your own cards during a boss combat.
* You can still obtain the **Minimalist** achievement if your deck becomes 5 cards after Act 3.

## Tips

* **Adrenaline** can be easy to get using cards that generate , such as , , , , or by using , which conserves  between turns.
* **The Pact** can be earned in combats where the enemies applies many Statuses, such as the fight with the Sentries, or use any combo of  with  and/or .
* To earn the **Purity** achievement, you either need a constant source of , or a minimalist deck with some  cards.
	+ Facing the Bronze Automaton in Act 2 may also help, as the Bronze Orbs will temporarily remove two cards from your deck.
* The **Impervious** and **Barricaded** achievements can be earned with any source of  and a way to conserve it between turns, such as .  makes these achievements much easier and less tedious.
* makes the **Minimalist** challenge easier, as you are given many more card removal opportunities with it.
* Killing the boss on turn 1 for the **You Are Nothing** achievement requires a large amount of damage to be done in a single turn. Consider using a highly upgraded , boosters like //Potions, or an "infinite" deck.
	+ Killing the Awakened One's first phase in one turn counts for getting the achievement.
* The **Come At Me** achievement is easily earned with , , or by playing The Defect and letting Orbs chip away.
	+ Taking  on The Defect, combined with Orbs is an easy way to get this achievement
* The **Catalyst** achievement, as its name implies, is simplified with the use of .
* The **Transient** is more or less a hard version of "*You are nothing*". Any build that scales quickly, e.g. via the use of , , rapid  generation for a consistent  or infinite one-turn killer combo, may beat it.
* **Neon** is best earned through the use of  and a way to play it multiple times in one turn, such as  and/or .
* Both **Focused** and **Powerful** are best earned with  as a continuous source of powers.
	+ **Focused** can also be earned through the use of , but will require many orb slots. Best coupled with .
* An "infinite" deck containing cards such as ,  or  will make many achievements simple. An infinite can also be built with cards such as  or an  but a deck like this may take longer to kill enemies.

## Update History

* Patch V2.0: The Watcher
	+ Watcher completion achievements: Amethyst and Amethyst+
	+ Eternal One achievement now require Amethyst & Amethyst+ achievements.
Black Star

Black star is a Boss Relic. It causes elites to drop two relics instead of only one. Black Star has no effect in events, even though e.g.  triggers in Dead Adventurer and The Colosseum.

## Strategy

Has great synergy with the "elite killer relics": ,  (can only be found in shops) and  (boss relic).

## Trivia

Black Star's flavor text references the song of the same name by David Bowie. The song includes the lyric "In the villa of Ormen, stands a solitary candle." Ormen means serpent in Norwegian, and it is the name of a village in Norway.

## Update History

* Weekly Patch 51: Recursion
	+ Fixed issue where Black Star relic was always returning two relics of the same rarity.
* Weekly Patch 48: Creative AI
	+ Grammar: Aside -> Beside for Black Star's flavor text.
* Weekly Patch 25: Building Blocks
	+ Black Star relic wording update to be more consistent with other relics.
* Weekly Patch 3: Balance Balance Balance
	+ New boss relic: Black Star.
Bloody Idol

Bloody Idol is an Event Relic obtained from the Forgotten Altar event by offering the .

## Tips

* As this relic can only be obtained in Act 2, its benefit only applies to Act 1 Events such as The Ssssserpent if carried in through a loop. (Beware of Blights!)
* An active  will heal 5 HP for each floor climbed.
* Each enemy killed with  will heal 5 HP (as long as that enemy can count for a  kill).
* Choosing "Riches" in the Knowing Skull event will grant 5 HP of healing to offset the damage.
* Using  (Gain gold option) will heal 5 HP.
* Obtaining a card while you have  will heal 5 HP.
* This Relic *cannot* be given to The Moai Head.

## Update History

* Weekly Patch 42: Reboot
	+ Hand of Greed card now gives gold instantly, rather than through VFX (triggered Bloody Idol).
* Weekly Patch 32: Face Trader
	+ Knowing Skull HP cost minimum is set to 6 to prevent infinite gold with Bloody Idol.
* Weekly Patch 1: The First of Many!
	+ Replacing relics now retains the array order, fixing Bloody Idol + Black Blood issue.
Defend (Silent)

* Standard
* Beta Art

This is the Silent's Defend card. Click here for the Ironclad's Defend card, the Defect's Defend card, or the Watcher's Defend card. The player gains 5  when playing Defend (8 when upgraded). Because Silent has very few cards that block for more than Defend and , it makes Silent unique among the other characters, as she is the only character to start with some of her strongest block cards in her starting deck.

Defend is a Basic card. The Silent begins a run with 5 copies of Defend in the deck.

## Update History

* Patch V1.1: The Dealer
	+ Silent's starting Strikes are put before Defends (to be consistent with other characters)
* Weekly Patch 1: The First of Many!
	+ Falling Event can now hit Strikes and Defends, making the event potentially not as bad.
Bottled Lightning

Upon pick up, choose a Skill card. At the start of combat, it will be in your hand.

The card is added to your normal starting hand. It takes the place of a drawn card. It is still considered to be drawn, so Snecko Eye does randomise its cost.

This relic will not appear if all your skill cards are starter-type.

Bottled Lightning is one of the three **Bottle Relics**. All Bottle Relics let the user choose a card of one type and start each combat with that card in hand. Bottled Lightning's effect is not the same as Innate. Duplicating a Bottled card will NOT draw the copy at the start of your hand (whereas it would if the card had Innate).

## Update History

* Patch V1.1: The Dealer
	+ Bottled Lightning no longer appears if all of your Skills are starter cards.
	+ Bottled Cards upgraded from Mind Bloom event have their description updated correctly.
* 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 46: Adrenaline
	+ Purchasing Bottle relics after removing the last possible card to bottle out of your deck will no longer softlock.
* Weekly Patch 30: Skewer
	+ Peace Pipe relic cannot get rid of Bottled cards anymore.
* Weekly Patch 27: Hello World
	+ Fix for Bottled cards showing up in Wheel of Change event's Purge result.
* Weekly Patch 21: Channel Lightning
	+ Fixed crash when travelling to a new room while a Bottle relic's screen was open.
* Weekly Patch 13: Thinking Ahead
	+ Bottled Flame, Lightning, and Tornado will no longer spawn if there are no valid cards.
* Weekly Patch 8: Ooh Shiny!
	+ Polished art for Bottled Flame, Lightning, and Tornado relics.
* Weekly Patch 7: Setting Up All the Things
	+ Fixed issue where bottled cards + Duplication event caused issues.
* Weekly Patch 5: Happy Holidays!
	+ Potential Fix for an edge case Bottled Tornado/Lightning issue.
* Weekly Patch 4: Full speed ahead!
	+ Bottled Lightning and Bottled Flame icons no longer appear during combat.
* Weekly Patch 1: The First of Many!
	+ Bottle Flame and Bottled Lightning can no longer be given from Neow at the start of a run.
	+ Bottled Lightning is now Uncommon (was Rare)
	+ When Bottled Flame and Lightning are unequipped (not sure how), the game no longer crashes.
Monsters

Monsters are the ”basic enemies” of Slay the Spire, and landing on their icon on the map will incur a battle with one or more, depending on the floor. When they are defeated, they will drop coins, a selection of three cards, and sometimes a potion.

## Act I

### First 3 encounters

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

## Act II

### First 2 encounters

 Chosen | -
 Shelled Parasite | -
 3 Byrds | -
 2 Thieves

## Act III

### First 2 encounters

 Orb Walker | -
 3 Shapes
Designer In-Spire

**Designer In-Spire** is an event that can appear in Act 2, and Act 3. You encounter a shop with a snobbish owner, who reluctantly offers you his service.

If you do not have enough HP for the **[Punch]** option, you will not encounter this event.

## Options

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

* **[Adjustments]** Lose 40 (50) Gold. The reward presented will be one of these two:
	+ a card.
	+ Upgrade 2 random cards.
* **[Clean Up]** Lose 60 (75) Gold. The reward presented will be one of these two:
	+ Remove a card.
	+ 2 cards.
* **[Full Service]** Lose 90 (110) Gold. Remove a card, then upgrade a random card.
* **[Punch]** Lose 3 (5) HP.

## Notes

* If you have insufficient gold, not enough cards to upgrade, or not enough cards to remove, the corresponding option will be disabled.
	+ If none of the first three options are available, you will be forced to select **[Punch]** to leave the event.

## Trivia

* The name of the shop is a pun on the word "Inspire".
	+ The shop belongs to a designer, who draws from many *inspir*ations.
	+ The shop is literally *in* the *Spire*.

## Gallery

Image of the Designer after he's been punched punched.
## Update History

* Patch V2.0: The Watcher
	+ The Designer event's options are now seeded.
* Weekly Patch 39: We Meet Again!
	+ Hotfix: The Designer event now has invalid options greyed out (caused softlock).
	+ Added City/Beyond Event: Designer In-Spire.

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

* Standard
* Beta Art

**Adrenaline** is a Rare Skill for The Silent. When played, it generates  and draws cards.

## Strategy

**Adrenaline** allows the player to play more cards this turn with effectively no downside, especially if it is ; It is similar to Ironclad's , but it gives less energy and cards, and does not cost any HP.

## Update History

* Weekly Patch 46: Adrenaline
	+ Adding VFX for Adrenaline card.
* Weekly Patch 4: Full speed ahead!
	+ Adrenaline finally gets a period at the end of its description.
Ascender's Bane

**Ascender's Bane** is a  that you receive in your starting deck at Ascension levels 10 and higher.

In combat, it works in the same way as ; being both  and , it will  itself at the end of your turn.

Similarly to , Ascender's Bane cannot be removed in any way; however, it can be exhausted during combat.  will only negate the copy of Ascender's Bane if it is duplicated. Neow cannot remove Ascender's Bane at the start of the game, nor can the Wheel of Change remove it.

## Update History

* Weekly Patch 21: Channel Lightning
	+ Ascender's Bane was using the wrong apostrophe, causing data upload issues.
* Weekly Patch 18: Paranormal
	+ Ascender's Bane nerf: now has Ethereal.
	+ Neow can no longer remove Ascender's Bane.
* Weekly Patch 17: Patched in the Face
	+ Hotfix: Ascender's Bane can no longer be removed by Back to Basics event.
	+ Hotfix: Ascender's Bane can no longer be removed through the Wheel event.
	+ Hotfix: Ascender's Bane gets marked as seen when you obtain it now.
	+ Hotfix: Neow can no longer remove Ascender's Bane.
	+ Ascender's Bane: Replaces Parasite for Ascension 10.
	+ Curse Card - Ascender's Bane: Unplayable. Cannot be removed from your deck.
	+ Ascension 10 now gives you Ascender's Bane rather than Parasite.
Pray

is, unfortunately, rarely worth taking. The issue with Pray is that it does literally nothing on the turn you cast it, unless you're entering Divinity. Additionally, because you had to draw Pray, then draw the , just to draw 2 cards, the end result is that you didn't draw any cards. This makes Pray one of the worst cards in the game for a normal deck, unless you're incredibly committed to achieving Divinity. However, if you can assemble a small enough deck (less than 9 cards) that can somehow generate a lot of energy, a Pray+ can essentially re-draw itself and an Insight over and over.

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.
Ominous Forge

**Ominous Forge** is an Event that can appear in Act 1, Act 2, and Act 3. You encounter a seemingly abandoned forge that still has a fire lit in its furnace.

## Options

* **[Forge]** Upgrade a card (Requires an upgradable card).
* **[Rummage]** Obtain . Become  - .
* **[Leave]** Nothing happens.

## Strategy

* **[Forge]** is generally the strongest option here, as it allows you to upgrade whichever card you choose. There is no downside to this option aside from not obtaining .
* **[Rummage]** can also be a viable option if the player has  or  to negate the  curse, a relic such as  to benefit from the curse, or a shop shortly after the event to remove the curse.  are also helpful if the player has no cards with good upgrades upon encountering the event or if they are reliant on . In addition,  will work on cards added to your deck after the event, unlike the singular card upgrade.  and  also have a great synergy with .
* **[Leave]** does nothing and is worse than **[Forge]** in every way. If you have no upgradeable cards and no way to deal with , however, choosing to leave is probably the best option.

## Update History

* Weekly Patch 41: Chill
	+ New Event Relic: .
	+ Accursed Blacksmith reworked to give you a unique event relic rather than a random relic.
	+ Accursed Blacksmith's curse penalty reduced from Normality -> Pain.
* Weekly Patch 40: Forethought
	+ Accursed Blacksmith event changes: [Forge] 25% -> 0%. [Rummage] 75% -> 100%.
* 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 5: Happy Holidays!
	+ Fixing ~ symbols in accursed blacksmith event.

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

**Orichalcum** is a common relic that gives you  6  at the end of your turn, but only if you end it without . It is a good defense relic, though you always need to take it into account when defending.

## Interactions

* Orichalcum will function with , , , or the Defect's Frost orbs, as those only grant block at the end of your turn.

* Orichalcum works very poorly with , since playing any card will disable Orichalcum.

## Trivia

* Orichalcum is a metal mentioned in several ancient writings, including the story of Atlantis in the *Critias* of Plato. It was, most likely, an alloy of copper/gold and zinc/tin (granting its green color) and due to the fact that tin was rare at the time, thus justifying its mythical origin/existence.

## Update History

* Weekly Patch 51: Recursion
	+ Updated relic art for Orichalcum.
* Weekly Patch 23: Testing Continues...
	+ Orichalcum now triggers even if Frost orbs trigger. ...
* Weekly Patch 21: Channel Lightning
	+ Fixed bug where Orichalcum relic never stopped flashing.
* Weekly Patch 9: Ascension
	+ Fixed issue where Orichalcum will start flashing even if you have Block from Barricade/Blur/Calipers.
* Weekly Patch 1: The First of Many!
	+ Orichalcum gets a very minor buff.
Hemokinesis

* Standard
* Beta Art

**Hemokinesis** is an Attack card for the Ironclad. It deals 15 damage for 1 energy, but also costs 2 HP. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon upgrade, it deals 20 damage.

If the enemy is , the base version does 22 damage, and the upgraded version does 30 damage.

## Update History

* Patch V2.2: Happy Holidays!
	+ Hemokinesis card buffed. Damage increased from 14 -> 15.
	+ Hemokinesis card buffed. HP loss decreased from 3 -> 2.
	+ Hemokinesis+ card buffed. Damage increased from 18 -> 20.
* Weekly Patch 55: Blur
	+ Adding VFX for Hemokinesis card.