recursal/Fanatic-Fandom huggingface dataset:
Strange Spoon

The **Strange Spoon** is a Shop Relic. When playing a card that  itself, it will instead be sent to the discard pile as normal 50% of the time.

## Mechanics

* Cards Exhausted through effects other than their own will never be saved. Likewise,  cards will not be saved at the end of a turn when they Exhaust themselves.  is , and its effect to Exhaust itself when drawn does not count as playing it, so it will not be saved.

* Cards played by  and  temporarily gain the "Exhaust" effect, so the Strange Spoon can save these cards. However, if the card to be played is Unplayable (e.g. , ), it will Exhaust without being played, preventing the Strange Spoon from triggering.

* As of version 2.0, Strange Spoon interacts oddly with Omniscience. If the card played by Omniscience is saved by Strange Spoon, it will have the Exhaust effect for the rest of the combat, and will try to Exhaust every time it is played.[1] Havoc does not have this issue.
* Although the in-game description claims that saved cards will discard, this is not entirely true. Instead, the card is simply placed in the discard pile as though it did not have the effect to Exhaust itself. This means that discard-related effects (e.g. ) will *not* trigger when the Strange Spoon prevents a card from Exhausting.

## Tips

* Remember that taking this relic isn't always advantageous.
	+ Some effects (e.g. , ) *reward* you for Exhausting cards, and won't trigger if the Strange Spoon saves them.
	+ Other cards (e.g. , ) you'll want to Exhaust, rather than having them remain to clutter your deck.
	+ played with  and  played with  may be discarded instead of Exhausted.
* Because  Exhausts when played and is incredibly powerful, it may be worthwhile to invest in buying a Strange Spoon if you have Apparitions, or in taking the Apparitions if you have Strange Spoon already.

## Trivia

* This relic's flavor text references a popular stage magic trick known as spoon bending.
	+ The practice itself was popularized by the magician Uri Geller, and since been associated with psychokinetic or paranormal abilities. It has been referenced in popular culture many time, such as a scene in The Matrix when a young boy bends a spoon to demonstrate the unreality of a computer simulation, and the evolutionary line of the Psychic-type Pokémon Abra, Kadabra, and Alakazam, who utilize spoons to amplify their psychokinetic capabilities.

## Update History

* Patch V2.0: The Watcher
	+ Fixed Rebound card not working with Strange Spoon relic.
* Weekly Patch 52: Release Date Price Increase
	+ Updated relic asset for Strange Spoon.
* Weekly Patch 3: Balance Balance Balance
	+ Strange Spoon affects cards exhausted by Medical Kit and Blue Candle now.
	+ Strange Spoon is now a SHOP only relic.
Runic Cube

Whenever you lose HP, draw 1 card.

Cards drawn during an enemy's turn will be available to play during your next turn.

Runic Cube is a Boss Relic.

## Tips:

* Runic Cube does well with small sources of self-damage such as Brutality, Bloodletting, or Hemokinesis.
* Runic Cube does not work well with Combust, as the self-damage triggers at the end of your turn, and the card it draws is immediately discarded.

## Update History

* Weekly Patch 11: A Library of Features
	+ Runic Cube relic buffed. No longer has a drawback (used to reduce your Max HP on obtain)
* Weekly Patch 6: We're Back!
	+ Runic Cube now triggers off of Thorns as intended.
Tiny House

### Description

Obtain 1 potion. Gain 50 Gold. Raise your Max HP by 5. Obtain 1 card. Upgrade 1 Random card.

### Flavor

"A near perfect implementation of miniaturization. My finest work to date, but still not adequate." - The Architect

### Class

Any

Obtain 1 Potion. Gain 50 Gold. Raise your Max HP by 5. Obtain 1 Card. Upgrade 1 Random card.

Tiny House is a Boss Relic.

## Update History

* Weekly Patch 34: Malaise
	+ Tiny House relic buff: 30 -> 50 gold.
* Weekly Patch 25: Building Blocks
	+ Tiny House relic wording improved.
* Weekly Patch 12: Lunar New Year
	+ Tiny House relic gets a buff. Now upgrades 1 random card as well.
The Colosseum

**The Colosseum** is an event found exclusively in Act 2, but only appears in the top half of the act. You are abducted and forced to participate in an arena battle.

## Options

At the start of the event, there is only one option

* **[Fight]** Begins a battle with Blue Slaver and Red Slaver.

Once the battle is over, the following 2 options are given:

* **[COWARDICE]** Escape.
* **[VICTORY]** Begins a fight with a Taskmaster and a Gremlin Nob.
	+ The reward is 100 gold, 1 rare and 1 uncommon relics, and a standard card selection.
	+ Relics that triggers on Elites combat - , , and  - also works on this part of this event. The only exception is , which has no effect whatsoever in this fight.

## Tips

* While the fight with the slavers is not optional, the second fight is completely optional. You can choose to opt out with **[COWARDICE]** if you are uncertain with facing powerful foes.
* may be used to avoid the confrontation with the slavers. It will be considered that you have finish the first battle, and the event will continue to the second part with **[COWARDICE]** and **[VICTORY]**.
* Gremlin Nob is powerful and gains  from skill cards played; it should be dispatched quickly. Taskmaster, on the other hand, can fill your discard pile with , but does less damage overall.

## Trivia

* The "armored giant with a golden crown" is possibly the Champ, one of the bosses of Act 2.

## Update History

* Patch V1.1: The Dealer
	+ Colosseum event now appears only at the top half of Act 2.
* Slay the Spire 1.0: Farewell Early Access
	+ Colossuem Nob fight ordering swapped so that the Nob can apply Vulnerable.
* Weekly Patch 56: The Collector
	+ Colosseum event's second fight is now a Gremlin Nob + Taskmaster (rather than 2 Gremlin Nobs)
* Weekly Patch 42: Reboot
	+ Orb VFX no longer render in the background of the Colosseum event.
* Weekly Patch 41: Chill
	+ Colosseum Nobs no longer play double music.
	+ Fixed bug causing block to maintain between colosseum combats.
	+ Fixed Smoke Bomb and Colosseum bug that caused the player to go invisible.
	+ Killing a Colosseum Nob no longer causes the music to stop.
* Weekly Patch 39: We Meet Again!
	+ Added City Event: The Colosseum.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Tiny Chest

## Tiny Chest

### Class

Any

The "Treasure room" mentioned in the description means encountering a Chest.

The increased number of chests makes this relic potentially negative with .

This relic does not spawn beyond floor 35, excluding Endless mode.

## Update History

* Patch V2.0: The Watcher
	+ Tiny Chest relic reworked.
* Weekly Patch 51: Recursion
	+ Tiny Chest relic no longer spawns beyond floor 40 (excludes Endless mode).
* Weekly Patch 3: Balance Balance Balance
	+ Small adjustment to Tiny Chest logic.
Tomb of Lord Red Mask

**Tomb of Lord Red Mask** is an event found exclusively in Act 3. You found a mysterious tomb that can have all the coins poured into it.

## Options

If you have  in your possession, you will be presented with 2 options

* **[Don the ]** Gain 222 Gold.

* **[Leave]** Nothing happens.

If you do not have  in your possession, you will be presented with 3 options, albeit the first one is greyed out and cannot be selected.

* **[Locked]** Requires: .

* **[Offer: X Gold]** Lose all Gold. Obtain a .

* **[Leave]** Nothing happens.

## Related

* The event Masked Bandits from Act 2 rewards a  for defeating all three bandits rather than fleeing.

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

* Offensive Mode
* Defensive Mode
* Map Icon

**The Guardian** is one of the three bosses encountered at the end of Act 1.

## Pattern

### Offensive Mode

Will always perform the pattern Charging Up, Fierce Bash, Vent Steam, and then Whirlwind. When returning from Defensive Mode, the next attack will be Whirlwind, and then continues the pattern as normal.

Its Mode Shift status reduces in number equal to health it has lost. Once it reaches 0, it will shift into Defensive Mode, interrupting any previous intentions and instantly changing its intent to Defensive Mode.

In addition, shifting back to Offensive Mode will add 10 to Mode Shift.

 Fierce Bash
 Vent Steam
 Whirlwind

### Defensive Mode

Immediately gains 20  when shifting to Defensive Mode. Will perform the pattern Defensive Mode, Roll Attack, and Twin Slam. Will lose Sharp Hide when switching to Offensive Mode. Also note that the damage done by Sharp Hide can be blocked, so don't be too afraid to attack.

Sharp Hide works similarly to , except it activates when you play attack cards, not when you hit the enemy. For example, using a  will activate it only once, and using a  at 0 energy will also activate it once.

 Roll Attack
 Twin Slam
and shifts back to Offensive mode.

## Gallery

The Guardian as seen in the Spot Weakness card art.
## Update History

* Weekly Patch 42: Reboot
	+ Adding SFX for Whirlwind card + Guardian enemy.
	+ Updating SFX for Guardian Destroy dialog.
	+ Updating SFX for Whirlwind (card AND Guardian enemy).
* Weekly Patch 40: Forethought
	+ Added SFX when the Guardian says Destroy Destroy Destroy.
* Weekly Patch 38: Bane
	+ The Guardian boss' Phase Shift is now 35 starting Ascension 9.
* Weekly Patch 13: Thinking Ahead
	+ If damage type is thorns, then the damage is dealt even if the owner is dead (Spiker/Guardian).
* Weekly Patch 12: Lunar New Year
	+ The Guardian boss gets +20 HP.
* Weekly Patch 10: Quality of Life
	+ Fixed issue where thorns would secretly affect ModeShift for TheGuardian.
* Weekly Patch 5: Happy Holidays!
	+ Guardian boss buff. When it rolls into defensive mode, gains more initial block (20).
	+ Mode Shift Power gets a new icon.
	+ Sharp Hide Power gets a new icon.
Zap

* Standard
* Beta Art

**Zap** is a starting card for The Defect that channels 1 .

 **Zap** reduces its  cost from 1 to 0.

As a starting card, Zap can only be obtained mid-run through events such as Match and Keep or A Note For Yourself.

## Strategy

**Zap** is a cornerstone of The Defect's strategic arsenal; you'll rarely have a reason not to upgrade it, let alone cut it. Zap is the most consistent way to generate the most consistent Orb, and can  an Orb in a pinch.

Upgrading Zap is strongly recommended. Not only does it make Zap easier to fit into a turn, it enables  and  to generate .

## 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.
Slime Boss

* Boss
* Map Icon

The **Slime Boss** is one of the three bosses encountered at the end of Act 1.

## Pattern

Will always go through the pattern of Goop Spray, Preparing, Slam, and then repeat.

Split occurs when its HP is at 50% or below.

 Preparing
 Slam
 Split
with current HP. Interrupts previous intents.

## Tips

* Slam hits for quite a bit of damage, so try and force him to split by his 3rd turn by dealing 70+ total damage, or use  and/or a lot of .
* Since the slimes left after split have health equal the boss's, it's a good idea to try to get it as far below half health as you can in one turn, so the new slimes have less health and are easier to deal with. The same strategy applies to the smaller slimes when they split.

## Trivia

* The name “Slime Boss” is a parody of “Crime Boss” due to the fact that this boss has a Mafia-style hat and also splits into other slimes, a reference to the elusive and neverending nature of mob families.

## Gallery

Slime Boss as seen in the Evolve card art.
## 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 40: Forethought
	+ Acid Slime (Large) and Slime Boss get additional slime attack SFX.
* Weekly Patch 21: Channel Lightning
	+ Slimes no longer make sounds if game is running in background and bg sounds are muted.
* Weekly Patch 18: Paranormal
	+ Slime Boss nerf: 3 Slime attack no longer deals damage.
* 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 2: Slimes!
	+ Slime Boss gets a minor nerf.
	+ Fixed bug where defeating Slime Boss wasn't giving achievement.
The Divine Fountain

**The Divine Fountain** is an event that can appear in Act 1, Act 2, and Act 3. You encounter a fountain of sacred water with a power to cleanse you of all .

## Options

* **[Drink]** Remove all  from your deck.

* **[Leave]** Nothing happens.

## Strategy

* It may be advantageous to choose **[Leave]** instead of removing your curses if you have , or have some other synergy (e.g.  and ).
* increases your max HP the moment you obtain a , but provides no benefit for keeping them in your deck. You can remove all of them and retain your increased max HP.

## Notes

* This event will appear only if you have one or more  that can be removed from your deck.
* , , and  cannot be removed from your deck.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Runic Capacitor

**Runic Capacitor** is a Shop Relic available only to the Defect. It adds 3 additional Orb Slots at the start of combat, so the Defect starts with 6 Orb slots instead of 3.

## Trivia

* It is currently the only "Runic" relic that does not have "Boss" rarity.

## Update History

* Weekly Patch 27: Hello World
	+ This week adds the long anticipated third character into the game!
	+ Content: 9 Relics.
Slow

### Description

Whenever you play a card, the enemy receives 10% more damage from attacks this turn.

### StackingBehavior

Intensity

Slow is a Debuff which the Giant Head always begins the fight with. Can also be applied to all enemies in a Daily Modifier.

## Effect

For every card you have played this turn, enemy takes 10% more damage from Attacks, ***not compounding***.

Slow resets at end of turn; enemy does NOT carry over stacks of Slow from turn to turn.

Only applies to damage caused by playing Attack cards.

Ex) If you play 2 cards, Attacks deal 20% extra damage; 5 cards, 50%; 11 cards, 110%; etc.
White Noise

White Noise is an Uncommon Skill for the Defect that generates a random Power and reduces its cost to 0 for the turn, then .

If you use White Noise as other character that is not the Defect, it will grant a random Power card of the respective color of that character. For example, if you obtained this card as the Watcher, it will grant you a purple Power card.  does not affect the variety of colors of the card it generates. However, it is affected by Run Modifiers, which could potentially allow it to generate an Power from more than one color of card pools.

Upgrading White Noise reduces its cost to 0.

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

### Excluded Cards

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

## Update History

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

**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*

Use  Survival on the first turn.

On the second turn, has 50% Chance of using  Multi Dash and another 50% of  Single Bash.

Then alternates between the two attack forms.

After three attacks are used, or HP goes down 50% of the number, recorded when last  Survival is used, uses  Survival and repeats the pattern.

On  Ascension 17+, Always uses  Single Bash,  Multi Dash,  Multi Dash as the 3-turn attack pattern.
Sever Soul

* Standard
* Beta Art

**Sever Soul** is an Attack card for the Ironclad. It Exhausts every card in-hand which isn't an Attack, then deals 16 damage. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upgrading it increases its damage from 16 to 22.

## Update History

* Patch V2.0: The Watcher
	+ Sever Soul+ card buffed. Damage increased from 20 -> 22.
Whetstone

Upon pick up, Upgrade two random Attacks.

Whetstone is a Common Relic.

## Trivia

* The flavor may be a possible reference to the popular CRPG *PlaneScape Torment's* "Second Cirle of Zerthimon" - an in-game religious text quoting an historic slave race leader as saying: "\*Know\* that flesh cannot mark steel. \*Know\* that steel may mark flesh. In \*knowing\* this, Zerthimon became free.", as one of its core tenants.

## Update History

* Weekly Patch 51: Recursion
	+ Updated relic art for Whetstone.
Shiv

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

Shivs can be buffed by the  card.

## Sources of Shivs

* : Add 3(4) Shivs.
* : Gain 6 Block, add 1 (2) Shiv.
* : Start each turn with 1 Shiv.
* : Discard your hand, add 1 Shiv per card discarded.
* : Add 3 () Shiv+ to your hand.
* : Start each combat with 3 Shivs in hand.

## Interactions

* : Shivs deal 4(6) more damage this combat.
* works fully for Shivs.
* counts each Shiv played.
* will trigger any time a shiv is played.
* and  benefit from any cards played, a strong synergy with Shivs.
* works extremely well with Shivs, as it bypasses Block and activates every time a card is played.
* Can easily use  to quickly apply  stacks.
* increases all Shiv damage by 4
* With the right deck,  can be triggered multiple times in a turn.
* and  are easily cycled by Shivs.
* , , and  all work with Shivs.
* , if you somehow obtain it, increases the damage of Shivs by 2.
* Shivs also work well with effects that trigger on , such as , if you can obtain them.

* makes it hard to play low impact cards like Shivs.
* makes it possible for played Shivs to discard instead of exhaust, causing them to return to your draw pile.

## Update History

* Weekly Patch 51: Recursion
	+ Accuracy power now correctly works with Shivs played from the top of the deck via cards like Mayhem or Havoc.
* Weekly Patch 10: Quality of Life
	+ Shiv and J.A.X can no longer spawn from effects like Jack Of All Trades and Transmutation.
* Weekly Patch 9: Ascension
	+ Accuracy wasn't working with Shiv+
* 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.
	+ Shiv+. +2 damage.
* Weekly Patch 3: Balance Balance Balance
	+ Fixed a case where Shiv would not be marked as seen in the Card Library.
Thieves

## Looter

**Act 2**

* Mugger

## Thievery

### Description

X Gold is stolen with every attack. Total Gold stolen is returned if the enemy is killed.

### Pattern

* Uses  Mug the first two turns.
* On the third turn, has a 50% chance to use  Lunge and a 50% chance to use  Smoke Bomb.
	+ If  Lunge is used on turn 3, uses  Smoke Bomb afterwards.
* Uses  Escape after  Smoke Bomb.

## Mugger

### Powers

 15 20 17+

 Lunge
 Smoke Bomb
 Escape

## Thievery

### Description

X Gold is stolen with every attack. Total Gold stolen is returned if the enemy is killed.

## Gallery

Mugger as seen in the Clothesline card art.Looter as seen in the Flurry of Blows card art.
## Update History

* Weekly Patch 36: Power Through
	+ Slaver/Looter and Slaver/Monster encounters in Act 1 swap positions to prevent Vulnerable + Attack turns.
* Weekly Patch 6: We're Back!
	+ Looter is moved from weak monster pool to regular monster pool (only appears after fighting 3 other 'weak' encounters on level 1)
	+ Looter + Mugger fight no longer allows you to steal back extra gold if you ran out of gold.
	+ Thievery Power now has correct name being applied to the Power.
* Weekly Patch 3: Balance Balance Balance
	+ Mugger doesn't give back gold it didn't steal
* Day 1 Patch
	+ Looter only refunds gold that was stolen now.
	+ Thievery power now displays how much gold is stolen per attack.
Skewer

* Standard
* Beta Art

## Strategy

* Skewer is a good Act 1 draft, but falls off later in the game as it doesn't scale well.
* Allows for increased burst damage when you need it.
* Can be played for 0 energy. At 0 energy it doesn't do anything, but allows you to synergize with cards/relics that benefit from playing attacks/cards or playing 0-cost cards.
* may be worth picking up for Skewer, as the Silent has other strong X-cost cards such as  and .

## Trivia

The Red Louse is featured in the card art.

## Update History

* Weekly Patch 10: Quality of Life
	+ Removing 'Spend all [R].' from all X-cost cards for consistency.
	+ Fixed bug where cost X cards do not work with energy gain cards if played too fast.
Seeing Red

* Standard
* Beta Art

**Seeing Red** is a Skill card for the Ironclad. It grants 2  at the cost of 1, allowing 1 more Energy that turn; afterward, it itself. As an Uncommon card, it appears as a reward for combat, although less often than Commons.

Upon , it becomes free, essentially giving it a net total of 2  per play.
We Meet Again!

**We Meet Again!** is an event that can appear in Act 1, Act 2, and Act 3. You encounter an eccentric man named Ranwid, who seemed to have met you before, though you have no recollection of such thing.

## Options

* **[Give Potion]** Lose a potion. Receive a Relic.
	+ Requires at least 1 potion in your possession.
* **[Give Gold]** Lose a varying amount of gold. Receive a Relic.
	+ Requires at least 50 gold in your possession.
		- The amount of gold he requests is between 50 (minimum value) and your current amount of gold, up to 150 gold.
* **[Give Card]** Lose a card. Receive a Relic.
	+ Requires a valid card in your possession.
		- Not a  card.
		- Not a Basic card.
		- Not a Bottled card.
* **[Attack]** Nothing happens.

The Potion, Gold, and Card are chosen randomly, and are displayed to you when you make your choice.

The Relic rewarded will be a randomly-selected Common, Uncommon or Rare Relic. Which relic it is will not be displayed.

## Trivia

* The name Ranwid is an anagram for Darwin.
* Ranwid expresses knowledge and thoughts of certain items and creatures in the Spire as observed by his quotes in the relics , , , , , , , and . They also support Ranwid's tendency to research and examine some collectibles in his chambers.
* The starting dialogue of the event and its name imply that the player has met Ranwid before, referencing the constant revival of the player by Neow and hence, the repeating meetings. The first meeting between Ranwid and the player, however, is never made clear or explained in the game.
* Ranwid's mentioning of the *"mask wearing hoodlums"* refers to the Red Mask gang found in the Masked Bandits event.
* Giving Ranwid an , , or  does not affect him at all, ironically. The implications of him drinking a  is likewise never addressed.

## Update History

* Weekly Patch 47: Metamorphosis
	+ Typo fixed in We Meet Again event.
* Weekly Patch 38: Bane
	+ We Meet Again event no longer allows the player to drink or discard the potion.
* Weekly Patch 37: Darkness
	+ Preview card in We Meet Again event now shows a copy (not shrunk or rotated anymore).
* Weekly Patch 36: Power Through
	+ Fixed bug where We Meet Again potion removal didn't apply for the left most slot.
* Weekly Patch 35: Aggregate
	+ Adding event We Meet Again.

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

**The Maw** is an Act 3 encounter. Its scaling over time both through buffing and its attacks increasing in intensity combined with its big health pool can make it a threat for decks with poor offense. Its scaling takes a particularly long time to ramp up to dangerous levels, however.

## Pattern

Always starts with Roar.

After using Roar or Drool, the Maw has a 50/50 chance of using Slam or Nom its next turn.

After using Slam, the Maw has an 50/50 chance of using Drool or Nom its next turn.

After using Nom, the Maw will always use Drool.

 Drool
 Slam
 Nom

\*T is equal to the total number of turns the combat has lasted, divided by 2 and rounded up.

## Tips

* While large damage cards such as  may seem useful for whittling on its large health pool, forms of scaling like  or  work just as well, if not better than, large amounts of damage.
* decks supported by  or that dish out high amounts of  quickly are also effective. However,  alone is probably not enough to overcome the Maw's scaling attacks.

## Trivia

* Based on its appearance, it is highly probable that the Maw is, in some way, related to Jaw Worm.

## Update History

* Weekly Patch 50: The Final Act
	+ Maw enemy's bite attack gets VFX.
* Weekly Patch 48: Creative AI
	+ Fixed issue where Maw enemy was considered elite in the back end.
* Weekly Patch 3: Balance Balance Balance
	+ Fixed Maw's dialog text being outside of the bubble.
Steam Barrier

## Synergy

* Steam Barrier works well as a clutch source of . It gives a competent amount of block for zero energy. Works specially well on lower floors.
	+ This card is particularly useful on an expensive turn. Use it with  or  to gains a significant amount of  while spending the rest of your energy on other cards.
* Steam Barrier gets worse as the fight goes on. Either its  is reduced significantly or enemy scales over it. Try to finish the fight as quickly as possible.
* Steam Barrier will be generated by  with its base, maximum amount of . It can be use as a throwaway source of .
* Its  is still affected by . On a circumstance where you can reliably gain , such as with  or , Steam Barrier can remain relevant throughout the fight.
* This is a rare occasion when the card does not work well with , as its potency will diminish twice as fast.
* can bring back Steam Barriers for emergency .

## 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.
Wound

**Wound** is an   card. It has no secondary effect, except for clogging up the deck.

## Sources of Wound

* Enemies
	+ Book of Stabbing
	+ Taskmaster
	+ Dagger
	+ Corrupt Heart
* Cards
* Relics
* Blights

## Interactions

* Positive
	+ You can use the  power card to draw another card from your deck, effectively negating the penalty. Multiple Evolves will allow you to draw more per wound, but you are still limited to 10 cards in your hand, which can lead to a hand full of wounds.
	+ Exhaust synergies (such as ) can make use out of Wounds.
		- allows Wounds to be played and exhausted for no penalty.
* Negative
	+ builds are stopped dead by Wounds.
Streamline

**Streamline** is an Attack for The Defect that deals 15 damage (or 20 if ). It starts out costing 2  but it reduces its cost every time you play this card until it costs 0 energy.

Note that other effects that override card costs, such as , can make this card's cost-reducing effect pointless.

## 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.
Tempest

## Update History

* Weekly Patch 44: Chrysalis
	+ Corruption and other cost reducing cards no longer make X cost cards like Transmutation and Malaise display cost 0.
* Weekly Patch 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.
Dash

* Standard
* Beta Art

**Dash** is an Attack card for The Silent. When played, it will give 10  to the player and deal 10 damage to a targeted enemy.

When upgraded, it will give 13  and deal 13 damage instead.

**Dash** has good Block along with damage. It can be especially useful in Act 1 to allow for damage and Block at the same time, useful due to most encounters having multiple enemies that can attack at the same time.

## Update History

* Weekly Patch 5: Happy Holidays!
	+ Card Dash+ gets +1 damage and +1 Block.
Silent Cards

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

***Information for upgraded cards is shown in parentheses***. Ex: A Thousand Cuts deals 1 damage, A Thousand Cuts+ deals (2) damage.
Scry

Scry is a mechanic unique to the Watcher.

## Mechanic

Whenever you Scry, you will look at a certain number of cards on top of your draw pile. You then may choose to discard any number of them.

Scry does not reshuffle your deck. If you have fewer cards in your draw pile than the Scry amount, the Scry applies to whatever is left in the draw pile.

Scrying displays top and bottom cards in order from left to right.

### Scry Card

These cards have Scry. Numbers in parentheses are for upgraded version:

* : Scry 2(3) cards.
	+ Keep in mind that the leftmost card that is not chosen to be discarded will immediately be drawn after you confirm your discard choice.
* : Scry 1(2) card(s).
* : Scry 3(5) cards.
* : At the start of your turn *before* you draw your cards, Scry 3(4) cards.
	+ This effectively allow you to discard a number of cards before it is drawn.

These cards have interaction with Scrying in general:

* : After you Scry, gain .
* : After you Scry, return from discard pile to your hand.
	+ If you Scry and choose to discard , it will return to your hand after confirming your discard choices, effectively allow you to both discard it from the next draw and use it to attack an enemy.

### Others

* : Whenever you Scry, Scry 2 additional cards.
* : Whenever you shuffle your draw pile, Scry 3.

## Trivia

* Before the Watcher was released, the blue card  used has its effect akin to Scry 4(5), albeit worded differently. It got reworked after the Watcher was released, as to make Scrying a unique mechanic of the Watcher.

## Notes

1. ↑ This however does not count toward the condition for cards like , as those cards seems to work exclusively with discarding cards from your **hand**, while Scrying instead discards cards directly from **draw pile**.
Unceasing Top

Whenever you have no cards in hand, draw a card. This enables 1 card OTK decks and has great synergy with extra energy relics.

Will not activate if you have only unplayable cards in your hand.

Will not activate in the middle of a Reboot.

Unceasing Top is a Rare Relic.

## Trivia

* The Top is a reference to the film "Inception".

* The name is also likely a reference to the phrase to "top deck" used in many card games (which means to rely on drawing a good card when a player can draw a single card off the top of their deck). The relic allows the player to potentially top-deck forever, hence an unceasing top.

## Update History

* Weekly Patch 52: Release Date Price Increase
	+ Fixed issue where cards from Unceasing Top were offset on the far left if using a controller.
* Weekly Patch 29: TURBO
	+ We added special runs that you can play by entering specific seeds:
	+ INCEPTI0N Start with Unceasing Top \_(it's a dream come true!)\_
	+ Unceasing Top no longer infinitly spins when you are out of cards (hand/discard/draw pile)
* Weekly Patch 23: Testing Continues...
	+ Fixed instance where Unceasing Top wouldn't draw cards.
* Weekly Patch 20: Immolate
	+ Unceasing Top relic + Queueing End Turn should now function properly together.
	+ Unceasing Top relic no longer triggers after Statuses and Curses autoplay.
* Weekly Patch 19: Seed
	+ End of turn cards (curses & statuses) are no longer "played". Should fix issues with Unceasing Top.
* Weekly Patch 6: We're Back!
	+ Unceasing Top now clarifies that it's during your turn only.
	+ Unceasing Top now triggers 0.2 seconds faster.
	+ Cards now teleport instantly (logically, not visually) fixing race conditions with Headbutt and Unceasing Top.
* Weekly Patch 1: The First of Many!
	+ Unceasing Top is now Rare (was Uncommon)
Sentry

The **Sentry** is a Monster found on the first act of the Spire with two companion Sentries as an Elite encounter, and found on the second act in a normal encounter with a Spheric Guardian. Its moderate damage and aggressive -flooding make them dangerous in a group of 3 on the first level.

## Pattern

When encountered in three as an Elite, 1st and 3rd sentries will always start with Bolt while the 2nd sentry will always start with Beam. Afterwards, all sentries will keep alternating between their two moves.

When encountered with the Spheric Guardian, always starts with Bolt and then alternates between its two moves every turn afterwards.

 Bolt
 into the discard pile.
 into the discard pile.
 into the discard pile.

## Tips

* It is usually a good idea to kill the front or back sentry, to ensure that you never need to block for more than one sentry's damage.
* The easiest time against the 3x Sentry elite fight will be in the beginning, before the Discard pile is ever shuffled into the deck. Larger decks may end up drawing more useful cards than , but will also take longer to draw (and so ) the .
* Attacks that target more than one enemy, such as  or , are very effective against this elite encounter.
	+ In contrast, attacks that apply debuffs,  in particular, will not be as useful in this fight due to the sentries'  buff.
* is incredibly effective against the sentries and can easily win the fight on its own once the  cards have been shuffled into the draw pile.

## Gallery

Sentry as seen in the Searing Blow card art.Sentry as seen in the Predator card art.Sentry as seen in the Reflex card art.Sentry as seen in the Malaise card art.Sentry as seen in the Fear No Evil card art.Sentry as seen in the Rushdown card art.
## Update History

* Weekly Patch 42: Reboot
	+ Sentry elite enemies attack and debuff faster in Fast Mode now.
* Weekly Patch 37: Darkness
	+ Elite Sentry enemies buff: Damage +1. Hp increased by about 3.
* Weekly Patch 11: A Library of Features
	+ Updated animations for Sentry enemy.
* Weekly Patch 10: Quality of Life
	+ Hotfix: Sentry/Darkling anti attack-at-once wasn't working. Fixed
	+ In the 3 x Sentry elite combat, all of the sentries will no longer attack at once.
* Weekly Patch 9: Ascension
	+ Sentry HP ranges updated to be wider (36 - 40) -> (35 - 41).
* Weekly Patch 7: Setting Up All the Things
	+ Sentry enemy now gives you 2x Dazed instead of Wounds.
	+ Sentry enemy's max HP is raised by 2 (to compensate).
Wrist Blade

Attacks that cost 0  deal 4 additional damage.

It affects any 0 cost Attack cards, regardless of class. As a result, cards like , , or  when obtained from  do work with this relic.

It also works with card that has its cost reduced to 0, such as cards with cost changed by , , , , or cards  under .

## Synergies

* are the most obvious use for this relic, being a passive and sizable buff, however it applies to natural 0-cost cards like  as well.
* reduces all card costs in hand to 0 for the turn, giving ALL attacks 4 extra damage.
* reduces the cost of one card to 0 until played, which can be used on an attack to buff it.
* may reduce cost to 0 when you draw an attack.
* sets the cost of the given attack to 0 for the turn.
* sets the cost of the retrieved card to 0 for the turn.

## Trivia

* This relic is a reference to Assassin's Creed as supported by the quote "Handy for assassinations".

## Update History

* Patch V2.0: The Watcher
	+ Wrist Blade relic buffed. Additional damage increased from 3 -> 4.
* Patch V1.1: The Dealer
	+ Fixed Wrist Blade not affecting Sword Boomerang, Rip and Tear, and Thunder Strike.
* Weekly Patch 38: Bane
	+ Wrist Blade relic now works with cards that are cost 0 via Setup or Forethought.
* Weekly Patch 38: Malaise
	+ Adding green boss relic Wrist Blade.
Shovel

### Flavor

The Spire houses all number of relics from past civilizations and powerful adventurers lost to time. Time to go dig them up!

### Class

Any

The Shovel allows you to dig for loot at Rest Sites. The "Dig" option is added to each Rest Site, which grants the player a random relic. The Shovel cannot dig up relics exclusive to Bosses or the Shop.

Choosing to Dig prevents the player from doing anything else at that Rest Site, just like  and .

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

## Update History

* Weekly Patch 52: Release Date Price Increase
	+ Fixed issue that caused Shovel, Girya, and Peace Pipe to incorrectly spawn when they should not.
* Weekly Patch 51: Recursion
	+ Shovel relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 16: Back to Work
	+ Shovel relic now uses reward screen so that you can skip the relic if you do not want it.
Wild Strike

* Standard
* Beta Art

**Wild Strike** is an Attack card for the Ironclad. It deals 12 damage, then adds a  to the draw pile.

Upon upgrade, damage is increased by 5.

## Interactions

* The  can be utilized by  to negate their unplayability, and by  to grant extra card draw.
* As a 'strike' card, it contributes to  damage.

## Update History

* Weekly Patch 21: Channel Lightning
	+ Wild Strike card is now Common.
* Weekly Patch 20: Immolate
	+ Wild Strike card is now Uncommon.
Vulnerable

creatures take 50% more damage from Attacks.

When an enemy is , they will receive 50% more damage from your Attacks (75% with the  relic).

When the player is , they will receive 50% more damage from enemy Attacks (25% with the  relic).

Does not affect non-attack damage such as , Orbs, or . Only cards of the Attack type receive the bonus damage.

Stacks of  only increase the duration, not the intensity. For example, 2  will last for 2 turns, and 5  will last for 5 turns, but in both cases they will take 50% more damage.

 damage is rounded down. For example,  deals 9 damage. To a  enemy it deals 13 instead of 13.5 or 14.

## Sources of Vulnerable

* Enemies
	+ Red Slaver
	+ Fungi Beast
	+ Gremlin Nob
	+ The Guardian
	+ Chosen
	+ Snecko
	+ The Collector
	+ The Champ
	+ Writhing Mass
	+ Time Eater
	+ Corrupt Heart
* Cards
* Relics
* Potions

## Interactions

* Relics
	+ reduces the effect of  on the player.
	+ makes  more powerful on enemies.
	+ makes any stack of  on enemies also apply 1 .

## Update History

* Weekly Update 44: Chrysalis
	+ Keywords are now always gold in descriptions. Block, Vulnerable, etc.
Thunderclap

* Standard
* Beta Art

**Thunderclap** is an Attack card for the Ironclad. It deals 4 damage to every enemy, then applies  for 1 turn. As a Common card, it can be found as a reward after combats.

Upon upgrade, it deals 3 more damage.

## Interactions

* makes Thunderclap also apply 1  to all enemies.
* makes the  more effective.
* and  can utilize  on every enemy very well.

## Update History

* Weekly Patch 1: The First of Many!
	+ Thunderclap VFX no longer appears on dead enemies during multi-enemy combats.
The Mausoleum

**The Mausoleum** is an event found exclusively in Act 2. You encounter a bejeweled sarcophagus containing a treasure, albeit with ominous smoke seeping out from it.

## Options

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

* **[Open Coffin]** Obtain a relic. 50% (100%): Become  -

* **[Leave]** Nothing happens.

## Interactions

If you happen to get Omamori from the Coffin, it will not dissipate the curse received by this event.

## Update History

* Weekly Patch 42: Reboot
	+ Adding ambient SFX for Mausoleum event.
* Weekly Patch 21: Channel Lightning
	+ Seeds are now utilized for The Mausoleum event.

 (Act 2 and Act 3) •
 (Act 1 and Act 2)
Wraith Form

* Standard
* Beta Art

**Wraith Form** is a Power card for The Silent.

Note that the  loss stacks. So after playing 2 Wraith Forms you will lose 2  at the end of each turn.

The continuous  loss is a debuff, and can therefore be prevented if you have  in place before using Wraith Form, or halted by using  afterwards.

## Synergy

* Wraith Form can be amazing in a  or  run, where you can stockpile a ton of block in advance of losing all your , but if you're running this deck you're already winning.

* Wraith Form works very well with any source of Block that isn't affected by Dexterity.
* It can be less harmful if you can gain Dexterity.

## Old Wraith Form

This was reworked on April 12, 2018 (Patch 20), from the following effect: Whenever you play a skill, deal 3 (5) damage to a random enemy.

## Update History

* Weekly Patch 37: Darkness
	+ Wraith Form card nerf: 3 -> 2 Intangible. Wraith Form+ nerf: 4 -> 3 Intangible.
* Weekly Patch 33: Terror
	+ Wraith Form power now properly counts as a debuff. (Like Biased Cognition)
* Weekly Patch 24: Potions?!
	+ Updated wording on Wraith Form card for clarification.
* Weekly Patch 20: Immolate
	+ Wraith Form is completely reworked to give you 3 turns of Intangible while progressively decreasing your Dexterity each turn.
Swift Strike

## Update History

* Patch V2.2: Happy Holidays!
	+ Swift Strike card buffed. Damage increased from 6 -> 7.
	+ Swift Strike+ card buffed. Damage increased from 9 -> 10.
* Slay the Spire 1.0: Farewell Early Access
	+ Swift Strike's VFX is now a blunt VFX rather than slice VFX.
* Weekly Patch 46: Adrenaline
	+ Swift Strike card buff: 5 -. 6 damage. Swift Strike+ buff: 8 -> 9 damage.
* 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.
	+ Swift Strike+. 5 -> 8 damage.
Static Discharge

Does not trigger on 'Blocked' damage.

Does not trigger on forms of self-inflicted damage from sources such as  or .

Will trigger multiple times on multi-hit attacks.

## Update History

* Patch V1.1: The Dealer
	+ Static Discharge card now clarifies that it triggers when you receive unblocked attack damage.
* 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.
Smiling Mask

The Merchant's Card Removal service now always costs 50 gold.

Ordinarily, the cost starts at 75 and increases by 25 each time. This relic causes the price to be always 50.

This relic does not spawn beyond floor 48, excluding Endless mode. If the Hoarder run modifier is active, this relic is removed from the relic pool because the Card Removal service is disabled entirely.

## Interactions

* If the player has  and , the card removal service still costs 50 Gold even if otherwise it would cost less than 50 Gold.

## Update History

* Weekly Patch 54: Loop
	+ Smiling Mask relic stops flashing if Card Removal Service has been utilized.
* Weekly Patch 51: Recursion
	+ Smiling Mask relic no longer spawns beyond floor 48 (excludes Endless mode).
* Weekly Patch 47: Metamorphosis
	+ Smiling Mask relic will no longer spawn on Hoarder daily mod.
* Weekly Patch 3: Balance Balance Balance
	+ Smiling Mask relic is now Uncommon (was Rare).
Simmering Fury

**Simmering Fury** will put your character into  and draw 2(3) cards at the start of the next turn.

## Interactions

* Since Wrath is entered at the start of the next turn, being in  at the end of the turn in which you play Simmering Fury will allow you to use the extra  from exiting Calm on the next turn.
* Simmering Fury pairs well with , since it places you in  (for additional energy when entering Wrath) and allows you to select a card to exit Wrath for the next turn to prevent taking double damage.

* Simmering Fury's  occurs after  is given. This means if you have played Simmering Fury but at the start of the next turn you accrue enough Mantra to enter  (from  or ), you will briefly enter Divinity but then immediately enter Wrath. This will give you the extra 3  from entering Divinity and counts as two switches in  for , but you'll miss out on the benefits of the Divinity stance.
World of Goop

**World of Goop** is an event found exclusively in Act 1. You fall into a pool of slime goop, losing your gold. As you climb out, you see that it also has some more gold from other unfortunate adventurers.

## Options

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

* **[Gather Gold]** Gain 75 Gold. Lose 11 HP.

* **[Leave It]** Lose some gold.
	+ The amount of gold lost is between 20 (35) and 50 (75). It will not exceed your current amount of gold.

## Trivia

* The name of this event, World of Goop, is a reference to a puzzle game World of Goo.

## References

1. ↑ Localization References File: *World of Goop: The name of this event is a play on the title of a game: World of Goo.*

## Update History

* Day 1 Patch
	+ Goop Puddle event slightly reworked to be more interesting.

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

## Blue Slaver

**Act 2**

* Taskmaster + Red Slaver

### Pattern

* Every turn, has 40% chance to use  Rake and 60% chance to use  Stab. Cannot use the same move 3 times in a row.
* Ascension 17+ adds a new condition to the pattern: Cannot use  Rake twice in a row.

## Red Slaver

### In Party With

**Act 1*** Solo
* 1 Acid Slime (M)
* 1 Spike Slime (M)
* 1 Red Louse
* 1 Green Louse

**Act 2**

* Taskmaster + Blue Slaver

### Move

 Scrape
 Entangle

## Entangled

### Pattern

* Always starts with  Stab.
* After the first  Stab, has 25% chance of using  Entangle every turn. Will continuously follow the  Scrape,  Scrape,  Stab pattern until  Entangle is finally used.
	+ After  Entangle is used, has 55% chance of using  Scrape and 45% of using  Stab every turn.
	+ Cannot use  Stab 3 times in a row or  Scrape 3 times in a row.
* Ascension 17+ changes the patterns in the following ways:
	+ Scrape,  Scrape,  Stab pattern becomes  Scrape,  Stab instead.
	+ Scrape now cannot be used twice in a row.

## Gallery

Red Slaver as seen in the Headbutt card art.Blue Slaver as seen in the Blood for Blood card art.Blue Slaver as seen in the Disarm card art.Blue Slaver as seen in Sneaky Strike card art.Blue Slaver as seen in the Choke card art.Blue Slaver as seen in Outmaneuver card art.
## Update History

* Weekly Patch 53: Blizzard
	+ Adding a VFX for Entangle by Red Slaver (NON-Fast Mode only)
* Weekly Patch 42: Reboot
	+ Updating SFX for Entangle Power.
* Weekly Patch 40: Forethought
	+ Adding SFX for Time Warp, Flight, Constricted, and Entangle Powers.
* Weekly Patch 37: Darkness
	+ Shelled Parasite and Slaver combined combat has been removed from The City.
* Weekly Patch 36: Power Through
	+ Slaver/Looter and Slaver/Monster encounters in Act 1 swap positions to prevent Vulnerable + Attack turns.
* Weekly Patch 22: Testing the Third Character
	+ Some redundant code on the red slaver removed for slight performance increase.
* Weekly Patch 12: Lunar New Year
	+ The Blue Slaver enemy can no longer be fought as one of the first 3 monsters in Act 1.
* Weekly Patch 11: A Library of Features
	+ Fixed issue where incorrect intent damage was shown for Red Slaver.
* Weekly Patch 7: Setting Up All the Things
	+ Slaver and Shelled Parasite combat in the city have their order swapped so the slaver will not apply Vulnerable before attacked by Parasite.
* Weekly Patch 5: Happy Holidays!
	+ Red Slaver's AI is updated to not apply Vulnerable on turn 1.
	+ Raising the Slaver's position a bit for Slaver + Parasite combat (power hidden by card).