Slay The Spire Reference

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Slay the Spire Reference

Game Version: 2.2


Editors: Quincunx (Forgotten Arbiter), BDWSSBB

This reference contains a compendium of knowledge, extracted from the game's files. I try to keep everything updated to the latest non-beta version of
the game, but mistakes are inevitable. If something looks wrong, please leave a comment here or let me know on the Slay the Spire Discord.

Numbers for Ascension 2-4 and 15 are shown in red.


Numbers for Ascension 7-9 are shown in blue.
Numbers for Ascension 17-19 are shown in purple.

Changes for Version 2.2 (2020-11-30):


Many card balance updates: https://steamcommunity.com/games/646570/announcements/detail/2922236321913519365
(2021-01-13) Fixed an error in the spreadsheet: Dead Adventurer no longer gives extra potions sometimes

Changes for Version 2.0 (2020-01-14):


Many new and changed cards
Many new and changed relics
Face Trader no longer appears in the Beyond
Knowing Skull spawn condition changed to >12 HP (from >50%)
Knowing Skull event reworked
Mind Bloom now awards 50 (25) gold for killing the boss, down from 100
Champ: Now talks to you if you have Champion Belt
The potion common chance is now 65% (was 70%). The potion rare chance is now 10% (was 5%).

Changes for Version 1.1 (2019-07-01):


Berserk buffed: Vulnerable 3 (2) -> 2 (1)
Blood Potion buffed: Heal 10% -> 25%
Bottled Flame no longer spawns if all Attacks are starter cards
Bottled Lightning no longer spawns if all Skills are starter cards
Heel Hook buffed: Damage 5 (7) -> 5 (8)
Bullseye buffed: Damage 8 (10) -> 8 (11), Lock-On 1 (2) -> 2 (3)
Colosseum event only spawns after the guaranteed chest floor
Cleric event no longer spawns if you do not have enough Gold
Beggar event no longer spawns if you do not have enough Gold
Global Statistics for the Exordium:
Chance for upgraded cards: 0%

First Three Combat Encounters: Encounter Weight: Details:


Cultist 2
Jaw Worm 2
2 Louse 2 2x Louse (each independently has a 50% chance of either color)
Small Slimes 2 Either (Spike Slime(M) + Acid Slime (S)) or (Acid Slime (M) + Spike Slime (S))

Remaining Combat Encounters:


Gremlin Gang 1 4 randomly chosen from: [2x Fat Gremlin, 2x Sneaky Gremlin, 2x Mad Gremlin, Shield Gremlin, and Gremlin Wizard]
Large Slime 2 Spike Slime (L) or Acid Slime (L)
Lots of Slimes 1 3x Spike Slime (S) and 2x Acid Slime (S)
Blue Slaver 2
Red Slaver 1
3 Louse 2 3x Louse (each independently has a 50% chance of either color)
2 Fungi Beasts 2
Exordium Thugs 1.5 First enemy: Louse (any) or Medium Slime (any) Second Enemy: Slaver (any), Cultist, or Looter
Exordium Wildlife 1.5 First enemy: Fungi Beast or Jaw Worm Second Enemy: Louse (any) or Medium Slime (any)
Looter 2

Elite Combat Encounters:


Gremlin Nob 1
Lagavulin 1
3 Sentries 1

Boss:
The Guardian
Hexaghost
Slime Boss

Regular Events: Notes:


Big Fish
The Cleric Only with at least 35 gold
Dead Adventurer Floor 7 or above
Golden Idol
Living Wall
Mushrooms Floor 7 or above
Scrap Ooze
Shining Light
The Ssssserpent
Wing Statue
World of Goop

Shrine Events (Less common):


Bonfire Spirits
The Divine Fountain Only if cursed
Face Trader
Golden Shrine
Lab
Match and Keep
A Note For Yourself Disabled in Ascension 15+ and Dailies
Ominous Forge
Purifier
Transmogrifier
Upgrade Shrine
We Meet Again
Wheel of Change
The Woman in Blue Only with at least 50 gold
Global Statistics for the City:
Chance for upgraded cards: 25%

First Two Combat Encounters: Encounter Weight: Details:


Spheric Guardian 2
Chosen 2
Shell Parasite 2
3 Byrds 2
2 Thieves 2 1 Looter on the left, and 1 Mugger on the right

Remaining Combat Encounters:


Chosen and Byrds 2 1 Chosen and 1 Byrd
Cultist and Chosen 3 1 Chosen and 1 Cultist
Sentry and Sphere 2 1 Sentry and 1 Spheric Guardian
Snake Plant 6
Snecko 4
Centurion and Healer 6 1 Centurion and 1 Mystic
3 Cultists 3
Shelled Parasite and Fungi 3 1 Shelled Parasite, 1 Fungi Beast

Elite Combat Encounters:


Gremlin Leader 1
Slavers 1 Slaver (Blue), Taskmaster, Slaver (Red)
Book of Stabbing 1

Boss:
The Champ
Bronze Automaton
The Collector

Regular Events: Notes:


Ancient Writing
Augmenter
The Colosseum Only above guaranteed chest floor
Council of Ghosts
Cursed Tome
Forgotten Altar
The Library
Masked Bandits
The Mausoleum
The Nest
Pleading Vagrant
Old Beggar Only with at least 75 gold
Vampires(?)

Shrine Events (Less common): Notes:


Bonfire Spirits
The Divine Fountain Only if cursed
Designer In-Spire Only with at least 75 gold
Duplicator
Face Trader
Golden Shrine
The Joust Only with at least 50 gold
Knowing Skull Only with more than 12 HP
Lab
Match and Keep
A Note For Yourself Disabled in Ascension 15+ and Dailies
N'Loth Only with 2 or more relics
Ominous Forge
Purifier
Transmogrifier
Upgrade Shrine
We Meet Again
Wheel of Change
The Woman in Blue Only with at least 50 gold
Global Statistics for the Beyond:
Chance for upgraded cards: 50%

First Two Combat Encounters: Encounter Weight (All Equal): Details:


3 Darklings 2
Orb Walker 2
3 Shapes 2 3 from [2x Repulsor, 2x Exploder, 2x Spiker]

Remaining Combat Encounters:


4 Shapes 1 4 from [2x Repulsor, 2x Exploder, 2x Spiker]
Maw 1
Spheric Guardian + 2 Shapes 1 The shapes are independently chosen with equal probability
3 Darklings 1
Spire Growth 1
Transient 1
Jaw Worm Horde 1 3x Jaw Worms (Hard Version)
Writhing Mass 1

Elite Combat Encounters:


Giant Head 2
Nemesis 2
Reptomancer 2 Reptomancer + 2 Daggers

Boss:
The Awakened One
Donu and Deca
Time Eater

Regular Events: Notes:


Falling
Mind Bloom
The Moai Head Only with Golden Idol or at most 50% HP
Mysterious Sphere
Sensory Stone
Tomb of Lord Red Mask
Winding Halls

Shrine Events (Less common): Notes:


Bonfire Spirits
Designer In-Spire Only with at least 75 gold
The Divine Fountain Only if cursed
Duplicator
Golden Shrine
Lab
Match and Keep
A Note For Yourself This event does not occur in Ascension 15+ and Dailies. It is also disabled on your highest unlocked Ascension level.
Ominous Forge
Purifier
Secret Portal Only if at least 800 seconds have elapsed
Transmogrifier
Upgrade Shrine
We Meet Again
Wheel of Change
The Woman in Blue Only with at least 50 gold
HP Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Notes AI Ascension 20 AI (empty if identical to the normal AI)
Acid Slime (L) 65-69 Corrosive Spit Split Lick Tackle Splits if HP is 50% or below When not splitting, approximately a 30-40-30 probability split between Corrosive When not splitting, approximately a 40-30-30 probability split between Corrosive
*Slimed go into the Discard Pile Spit, Attack, and Lick. Tackle cannot be used twice in a row, and the other moves Spit, Tackle, and Lick. Lick cannot be used twice in a row, and the other moves
Damage 11, Slimed 2* Weak 2 Damage 16
cannot be used three times in a row. cannot be used three times in a row.
68-72 Damage 12, Slimed 2* Damage 18

Acid Slime (M) 28-32 Corrosive Spit Lick Tackle *Slimed goes into the Discard Pile Same AI as Acid Slime (L) When not splitting, approximately a 40-40-20 probability split between Corrosive
Spit, Tackle, and Lick. Lick cannot be used twice in a row, and the other moves
Damage 7, Slimed 1* Weak 1 Damage 10
cannot be used three times in a row.
29-34 Damage 8, Slimed 1* Damage 12

Acid Slime (S) 8-12 Tackle Lick 50% chance of each move on turn 1, then alternates between the two. Always starts with Lick, then alternates between the two moves.
Damage 3 Weak 1
9-13 Damage 4

Bear 38-42 Bear Hug Maul Lunge Starts with Bear Hug, then alternates between Lunge and Maul.
Player's Dex -2 Damage 18 Damage 9, Block 9
40-44 Damage 20 Damage 10, Block 9
Player's Dex -4
Blue Slaver 46-50 Rake Stab 40% chance to use Rake, but cannot use the same move three times in a row. 40% chance to use Rake, but cannot use Stab three times in a row or Rake twice
in a row.
Damage 7, Weak 1 Damage 12
48-52 Damage 8, Weak 1 Damage 13
Damage 8, Weak 2
Book of Stabbing 160-164 (Attack 1) (Attack 2) Innate Painful Stabs 15% chance to use Attack 2, except Attack 1 cannot be used 3 times in a row, and
T = (#times Attack 1 used) + 2 Attack 2 cannot be used twice in a row.
Damage 6xT Damage 21
168-172 Damage 7xT Damage 24 T = Turn Number + 1

Byrd 25-31 Peck Swoop Headbutt (Start Flying) (Stunned) Caw Innate Flying 3 (4) Cannot use Swoop on turn 1. When flying, has a 50-20-30 split between Peck,
Swoop, and Caw. Peck cannot be used three times in a row and Swoop and Caw
Damage 1x5 Damage 12 Damage 3 Flying 3 Skip Turn Strength 1
cannot be used twice in a row. When knocked down, is stunned, then uses
26-33 Damage 1x6 Damage 14 Headbutt, and then starts flying again.
Flying 4
Centurion 76-80 Slash Fury (Defend) While the Mystic is alive, either uses Defend on the Mystic or Slash (about 35-65
probability split). Once the Mystic dies, Defend is replaced by Fury. Uses Defend
Damage 12 Damage 6x3 Ally Block 15
on itself if was about to use Defend and the Mystic dies.
78-83 Damage 14 Damage 7x3
Ally Block 20
Chosen 95-99 Poke Zap Debilitate Drain Hex Always starts with Poke, followed by Hex. Then alternates between using either Always starts with Hex. Then alternates between using either Debilitate or Drain
Debilitate or Drain (50% chance each), and using either Zap or Poke (40% Zap, (50% chance each), and using either Zap or Poke (40% Zap, 60% Poke).
Damage 5x2 Damage 18 Damage 10, Vuln 2 Weak 3, Strength 3 Hex 1
60% Poke).
98-103 Damage 6x2 Damage 21 Damage 12, Vuln 2

Cultist 48-54 Incantation Dark Strike First uses Incantation, then repeats Dark Strike.
Ritual 3 Damage 6
50-56 Ritual 4
Ritual 5
Darkling 48-56 Nip Chomp Harden (Unknown) Reincarnate Innate Life Link On turn 1, 50% chance of either Nip or Harden. Afterwards, has a 30-40-30 split
Damage D Damage 8x2 Block 12 Skip Turn Revive at 50% HP D is randomly chosen between 7 and between Nip, Chomp, and Harden, but Harden and Chomp both cannot be used
11 at the beginning of the fight. twice in a row, and Nip cannot be used three times in a row. The middle Darkling
50-59 Damage D+2 Damage 9x2 cannot Chomp and has a 50-50 split instead. When "half-dead", uses Unknown,
Strength 2, Block 12 followed by Reincarnate.
Exploder 30 (Attack) (Unknown) Innate Explode 3 Attacks twice, and then explodes.
Damage 9 Explode during turn Explode deals 30 damage
30-35 Damage 11

Fat Gremlin 13-17 Smash


Damage 4, Weak 1
14-18 Damage 5, Weak 1
Dmg 5, Weak + Frail 1
Fungi Beast 22-28 Grow Bite Innate Spore Cloud 2 60% chance of Bite, but cannot use Bite 3 times in a row or Buff twice in a row.
Strength 3 Damage 6
24-28 Strength 4
Strength 5
Giant Head 500 Count It Is Time Glare Innate Slow For the first 4 turns, has a 50-50 split between Count and Glare, but cannot use For the first 3 turns, has a 50-50 split between Count and Glare, but cannot use
T starts at 0 and increases by 5 either move three times in a row. Afterwards, repeats It Is Time. either move three times in a row. Afterwards, repeats It Is Time.
Damage 13 Damage 30 + T Weak 1
every time Attack 2 is used (up to
520 Damage 40 + T
30)

Gremlin Leader 140-148 Rally! Stab Encourage With 0 allies, has a 75-25 split between Rally and Stab. With 1 ally, has a 50-50
split between Rally and Stab if the last move was Encourage, and a 62.5-37.5 split
Summon 2 Gremlins Damage 6x3 Party Strength 3, Minions Block 6
between Rally and Encourage if the last move was Stab. With >1 ally, has a 66-34
145-155 Party Strength 4, Minions Block 6 split between Encourage and Stab. Cannot use any move twice in a row.
Party Strength 5, Minions Block 10
Gremlin Nob 82-86 Skull Bash Rush Bellow Always starts with Bellow. Afterwards, has a 33-67 split between Skull Bash and Always starts with Bellow. Afterwards, cycles in the order of Skull Bash -> Rush ->
Rush, but cannot use Rush 3 times in a row. Rush.
Damage 6, Vuln 2 Damage 14 Anger 2
85-90 Damage 8, Vuln 2 Damage 16
Anger 3
Gremlin Wizard 21-25 Charging Ultimate Blast Charges for 2 turns, and then uses Ultimate Blast. Afterwards, charges 3 turns and Charges for 2 turns, and then repeats Ultimate Blast.
then uses Ultimate Blast, repeating until dead.
Skip Turn Damage 25
22-26 Damage 30

Jaw Worm 40-44 Bellow Thrash Chomp Always starts with Chomp. Afterwards, has a 45-30-25 split between Bellow,
Thrash and Chomp, but cannot use Thrash three times in a row or Chomp or
Strength 3, Block 6 Damage 7, Block 5 Damage 11
Bellow twice in a row.
42-46 Strength 4, Block 6 Damage 12
Strength 5, Block 9
Jaw Worm 40-44 Bellow Thrash Chomp Starts with the bonuses of Bellow Has a 45-30-25 split between Bellow, Thrash and Chomp, but cannot use Thrash
three times in a row or Chomp or Bellow twice in a row.
(Hard Version) Strength 3, Block 6 Damage 7, Block 5 Damage 11
42-46 Strength 4, Block 6 Damage 12
Strength 5, Block 9
Lagavulin 109-111 Siphon Soul (Attack) (Sleep) (Stunned) Innate Block 8 After waking up, cycles in the order of Attack -> Attack -> Siphon Soul.
Player's Strength,Dex -1 Damage 18 Skip Turn Skip Turn Innate Metallicize 8
112-115 Damage 20 See Notes Wakes up in 3 turns or from damage
Player's Strength,Dex -2 Loses 8 Metallicize when awoken
Looter 44-48 Lunge Mug Smoke Bomb Escape Innate Thievery 15 (20) First, uses Mug twice. Then, has a 50% chance to use Lunge. Either after Lunge or
in place of Lunge, uses Smoke Bomb, followed by Escape.
Damage 12 Damage 10 Block 6 Leave Combat
46-50 Damage 14 Damage 11

Louse (Red) 10-15 Grow Bite Innate Curl Up C, where C is random 25% chance of Grow and 75% of Bite, but cannot use the same move 3 times in a 25% chance of Grow and 75% of Attack, but cannot Grow twice in a row or Bite 3
between 3 and 7 (4 and 8) (9 and row. times in a row.
Strength 3 Damage D
12). D is randomly chosen between
11-16 Damage D+1 5 and 7 at the beginning of the fight.
Strength 4
Louse (Green) 11-17 Spit Web Bite See above 25% chance of Spit Web and 75% of Bite, but cannot use the same move 3 times 25% chance of Spit Web and 75% of Attack, but cannot use Spit Web twice in a
in a row. row or Bite 3 times in a row.
Weak 2 Damage D
12-18 Damage D+1

Mad Gremlin 20-24 Scratch Innate Angry 1 (2)


Damage 4
21-25 Damage 5

The Maw 300 Roar Drool Slam Nom T = Turn Number / 2, rounded up. Always starts with Roar. Afterwards and after using Drool, has a 50-50 split
between Slam and Nom. If used Slam, then has a 50-50 split between Nom and
Weak 3, Frail 3 Strength 3 Damage 25 Damage 5xT
Drool. Always uses Drool after Nom.
Damage 30
Weak 5, Frail 5 Strength 5
Mugger 48-52 Lunge Mug Smoke Bomb Escape Innate Thievery 15 (20) First, uses Mug twice. Then, has a 50% chance to use Lunge. Either after Lunge or
in place of Lunge, uses Smoke Bomb, followed by Escape.
Damage 16 Damage 10 Block 11 Leave Combat
50-54 Damage 18 Damage 11
Block 17
Mystic 48-56 (Heal) (Buff) (Attack Debuff) If there is 16 HP to heal, uses Heal (up to twice in a row). Otherwise, has a 60% If there is 21 HP to heal, uses Heal (up to twice in a row). Otherwise, has a 60%
chance of attacking and a 40% chance of buffing, but Attack and Buff cannot chance of attacking and a 40% chance of buffing, but Attack Debuff cannot be used
Party Heal 16 Party Strength 2 Damage 8, Frail 2
happen three times in a row. twice in a row, and Buff cannot be used three times in a row.
50-58 Party Strength 3 Damage 9, Frail 2
Party Heal 20 Party Strength 4
Nemesis 185 (Debuff) (Attack) Scythe Every second turn, gains 1 Intangible On turn 1, has a 50% chance of using the Burn or Triple Attack. Afterwards, has
*Burns go into the Discard Pile approximately a (35/35/30) probability split between the three moves (Burn/Triple
Burn 3* Damage 6x3 Damage 45
Attack/Scythe), except Scythe and Burn cannot be used twice in a row, and Triple
200 Damage 7x3 Attack cannot be used three times in a row.
Burn 5*
Orb Walker 90-96 Laser Claw Innate Strength Up 3 (5) Has a 60-40 split between Laser and Claw, but neither move can be used three
*Attack Debuff puts 1 Burn in Draw times in a row.
Damage 10, Burn 2* Damage 15
Pile and 1 Burn in Discard Pile
92-102 Damage 11, Burn 2* Damage 16

Pointy 30 (Attack)
Damage 5x2
34 Damage 6x2

Red Slaver 46-50 Stab Scrape Entangle Always starts with Stab. Then, has a 25% chance of using Entangle until it is used. Always starts with Stab. Then, has a 25% chance of using Entangle until it is used.
If Entangle has not been used yet, cycles in the order of Scrape -> Scrape -> Stab. If Entangle has not been used yet, cycles in the order of Scrape -> Stab.
Damage 13 Damage 8, Vuln 1 Entangle 1
Otherwise, 45% chance of Stab and 55% chance of Scrape, except Stab and Otherwise, 45% chance of Stab and 55% chance of Scrape, except Stab cannot be
48-52 Damage 14 Damage 9, Vuln 1 Scrape cannot be used 3 times in a row. used 3 times in a row and Scrape cannot be used twice in a row.
Damage 9, Vuln 2
Reptomancer 180-190 Snake Strike Big Bite Summon Always starts with Summon. Otherwise, has an approximately equal chance of
using all 3 moves, except cannot use Snake Strike twice in a row, Summon 3 times
Damage 13x2, Weak 1 Damage 30 Spawn a Dagger
in a row, or Big Bite twice in a row. Cannot use Summon with 4 Daggers in play
190-200 Damage 16x2, Weak 1 Damage 34 (will use the Snake Strike instead).
Spawn 2 Daggers (up to 4)
Dagger 20-25 Stab Explode *Wounds go into the Discard Pile Uses Stab, then explodes.
Damage 9, Wound 1* Damage 25, Self Damage 25
Uses Stab, then explodes.
HP Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Notes AI Ascension 20 AI (empty if identical to the normal AI)

Repulsor 29-35 (Attack) (Debuff) *Dazes go into the Draw Pile 20% chance of Attack, and 80% chance of Debuff. Cannot use Attack twice in a
row.
Damage 11 Daze 2*
31-38 Damage 13

Romeo 35-39 Mock Agonizing Slash Cross Slash Starts with Mock (Unknown Move), then alternates between Agonizing Slash and Starts with Mock (Unknown Move). Afterwards, cycles in the order of Agonizing
Cross Slash. Slash -> Cross Slash -> Cross Slash.
Skip Turn Damage 10, Weak 2 Damage 15
37-41 "Grab em' Bear!!" Damage 12, Weak 2 Damage 17
"You will pay for this!!" Damage 12, Weak 3
Sentry 38-42 Beam Bolt Innate Artifact 1 In a 3-Sentry encounter, the Sentries start with Bolt/Beam/Bolt. In the Sentry +
*Dazes go into the Discard Pile Spheric Guardian encounter, the Sentry starts with Bolt. Always alternates between
Damage 9 Daze 2*
the two moves.
39-45 Damage 10
Daze 3*
Shelled Parasite 68-72 Double Strike Suck Fell (Stunned) Innate Plated Armor 14 Cannot use Fell on turn 1. Has a 40-40-20 split between Double Strike, Suck, and Always starts with Fell. Has a 40-40-20 split between Double Strike, Suck, and Fell,
Stunned if Plated Armor is broken Fell, but Double Strike and Suck cannot be used three times in a row and Fell but Double Strike and Suck cannot be used three times in a row and Fell cannot be
Damage 6x2 Lifesteal 10 Damage 18, Frail 2 Skip Turn
cannot be used twice in a row. used twice in a row.
70-75 Damage 7x2 Lifesteal 12 Damage 21, Frail 2

Shield Gremlin 12-15 Protect Shield Bash Protects random allies until none remain, then uses Shield Bash.
Ally Block 7 Damage 6
13-17 Ally Block 8 Damage 8
Ally Block 11
Snake Plant 75-79 Enfeebling Spores Chomp Innate Malleable 3 65% chance of Chomp and 35% chance of Enfeebling Spores, except Chomp Same as base AI until Enfeebling Spores is used. Afterwards, cycles in the order of
cannot happen 3 times in a row and Enfeebling Spores cannot happen twice in a Chomp -> Chomp -> Enfeebling Spores.
Frail 2, Weak 2 Damage 7x3
row.
78-82 Damage 8x3

Sneaky Gremlin 10-14 Puncture


Damage 9
11-15 Damage 10

Snecko 114-120 Perplexing Glare Tail Whip Bite Starts with Perplexing Glare. Then, 40% chance of Tail Whip and 60% chance of
Confuse Damage 8, Vuln 2 Damage 15 Bite, but cannot use Bite 3 times in a row.

120-125 Damage 10, Vuln 2 Damage 18


Dmg 10, Weak+Vuln 2
Spheric Guardian 20 Activate (Attack Debuff) Slam Harden Innate Barricade First, uses Activate, followed by Attack Debuff. Afterwards, alternates between
Innate Block 40 Slam and Harden.
Block 25 Damage 10, Frail 5 Damage 10x2 Damage 10, Block 15
Damage 11, Frail 5 Damage 11x2 Damage 11, Block 15 Innate Artifact 3
Block 35
Spiker 42-56 (Attack) (Buff) Innate Thorns 3 (4) (7) 50% chance of each action, but cannot use Attack twice in a row. Cannot use (Buff)
once it has been used 6 times and will otherwise use Attack.
Damage 7 Thorns 2
44-60 Damage 9

Spike Slime (L) 64-70 Flame Tackle Lick Split Splits if HP is 50% or below Has (30-70) probability split between Flame Tackle and Lick, though neither can be Has (30-70) probability split between Flame Tackle and Lick, though Lick cannot be
*Slimed go into the Discard Pile used three times in a row. used twice in a row and Flame Tackle cannot be used three times in a row.
Damage 16, Slimed 2* Frail 2
67-73 Damage 18, Slimed 2*
Frail 3
Spike Slime (M) 28-32 Flame Tackle Lick *Slimed goes into the Discard Pile Same AI as Spike Slime (L) Same AI as Spike Slime (L)
Damage 8, Slimed 1* Frail 1
29-34 Damage 10, Slimed 1*

Spike Slime (S) 10-14 Tackle


Damage 5
11-15 Damage 6

Spire Growth 170 Quick Tackle Smash Constrict Has a 50% chance to use Quick Tackle and 50% chance to Constrict. If Constrict Always uses Constrict unless it was used last turn or the player is already
was used last turn or the player is already Constricted, uses Smash instead of Constricted. Otherwise, has a 50% chance to use Quick Tackle and 50% chance to
Damage 16 Damage 22 Constrict 10
Constrict. Cannot use either attack three times in a row. use Smash. Cannot use either attack three times in a row.
190 Damage 18 Damage 25
Constrict 12
Spire Shield 110 Bash Fortify Smash Innate Artifact 1 (2) Every 3 turns, starting from turn 3, uses Smash. Otherwise, has an equal chance of
*If you have an orb slot, 50% Stat is either using Bash followed by Fortify or Fortify followed by Bash.
Damage 12, Stat* -1 Team Block 30 Damage 34, Block X
Focus. Otherwise, Stat is Strength.
125 Damage 14, Stat* -1 Damage 38, Block X
Damage 38, Block 99 X = Damage output
Spire Spear 160 Burn Strike Piercer Skewer Innate Artifact 1 (2) Always starts with Burn Strike. Every 3 turns, starting from turn 2, uses Skewer.
*Burns go into the Discard Pile Otherwise, has an equal chance to either use Burn Strike followed by Piercer or
Damage 5x2, Burn 2* Team Strength 2 Damage 10x3
Piercer followed by Burn Strike.
180 Damage 6x2, Burn 2* Damage 10x4 **Burns go on top of the Draw Pile
Damage 6x2, Burn 2**
Taskmaster 54-60 Scouring Whip *Wounds go into the Discard Pile
Damage 7, Wound 1*
57-64 Damage 7, Wound 2*
Damage 7, Wound 3*, Strength 1
Transient 999 (Attack) Innate Fading 5 (6)
Damage 30 + X Innate Shifting
Damage 40 + X X = 10 * (Turn Number - 1)

Writhing Mass 160 (Mega Debuff) (Attack Defend) (Attack Debuff) (Attack 1) (Attack 2) Innate Malleable 3 For the first move, has an approximately equal chance of using Attack 1, Attack 2,
Innate Reactive and Attack Debuff. Then, has about a 10-30-20-30-10 split between Mega Debuff,
Cursed: Parasite Damage 15, Block 16 Dmg 10,Weak+Vuln 2 Damage 7x3 Damage 32
Attack Defend, Attack Debuff, Attack 1, and Attack 2, but can only use Mega
175 Damage 16, Block 18 Dmg 12,Weak+Vuln 2 Damage 9x3 Damage 38 The Parasite Curse only affects Debuff once each combat. The same move cannot be used (or rerolled) twice in a
future combats. row.
HP Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Notes AI Ascension 20 AI (empty if identical to the normal AI)
HP Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Notes AI Ascension 20 AI (empty if identical to the normal AI)
HP Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Notes AI Ascension 20 AI (empty if identical to the normal AI)
HP Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Notes AI Ascension 20 AI (empty if identical to the normal AI)
HP Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Notes AI Ascension 20 AI (empty if identical to the normal AI)
HP Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Notes AI Ascension 20 AI (empty if identical to the normal AI)
HP Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Notes AI Ascension 20 AI (empty if identical to the normal AI)
Monster Name HP Move 1 Move 2 Move 3 Move 4 Move 5 Move 6 Notes AI
Awakened One Spawns with 2 cultists
Stage 1 300 Soul Strike Slash Rebirth Innate Regen 10 (15) Always begins with Slash. Afterwards, has a 25% chance of using Soul
Damage 6x4 Damage 20 Start Stage 2 Innate Curiosity 1 (2) Strike and a 75% chance of Slash, except Soul Strike cannot be used
twice in a row and slash cannot be used three times in a row. Becomes
320 Innate Strength 2 "half dead" and uses Rebirth upon hitting 0 hp.

Stage 2 300 Dark Echo Sludge Tackle Cleanses all debuffs for stage 2 Always begins with Dark Echo. Afterwards, has a 50% chance of using
Damage 40 Damage 18, Void 1* Damage 10x3 Loses Curiosity Sludge or Tackle, except neither can be used three times in a row.

320 *Void goes into the Draw Pile

Bronze Automaton 300 Spawn Orbs HYPER BEAM Stunned Boost Flail Innate Artifact 3 Deterministic order. First, uses Spawn Orbs. Afterwards, cycles in the
Summons 2 Bronze Orbs Damage 45 Skip Turn Strength 3, Block 9 Damage 7x2 order of Flail -> Boost -> Flail -> Boost -> HYPER BEAM -> Stunned. In
Ascension 19, uses Boost instead of Stunned.
320 Damage 50 Strength 4, Block 9 Damage 8x2
Strength 4, Block 12

Bronze Orb 52-58 Support Beam Beam Stasis Stasis always steals a random card of Has a 75% chance of using Stasis until it has been used. Otherwise, has
Block Bronze Automaton 12 Damage 8 Steal Card the highest rarity in your draw pile (or a 70% chance of using Support Beam and 30% chance of using Beam,
discard pile, if the draw pile is empty). but cannot use the same move 3 times in a row.
54-60
The Champ 420 Face Slap Taunt Defensive Stance Gloat Heavy Slash Enrages when reaching below 50% hp Every 4 turns, uses Taunt. Otherwise, approximately (15/15/25/45)
Damage 12, Frail + Vuln 2 Weak + Vuln 2 Block 15, Metallicize 5 Strength 2 Damage 16 (no indicator) (30/0/25/45) probability split between (Defensive Stance/Gloat/Face
Slap/Heavy Slash). No move can be used twice in a row, and Defensive
440 Damage 14, Frail + Vuln 2 Block 18, Metallicize 6 Strength 3 Damage 18 Stance cannot be used more than 2 times, total (this applies to enraged
Block 20, Metallicize 7 Strength 4 too). When attempting to use an invalid move, will use the next move in
the order of Defensive Stance -> Gloat -> Face Slap -> Heavy Slash ->
Face Slap (instead of even probability distribution).

Enraged (below 50% HP) Anger Execute Defensive Stance Gloat Heavy Slash Face Slap First, uses Anger. Then, next turn and every three turns thereafter, uses
Cleanse Debuffs, Strength 6 Damage 10x2 See above See above See above See above Execute. Otherwise, approximately a (15/15/25/45) (30/0/25/45)
probability split between (Defensive Stance/Gloat/Face Slap/Heavy
Cleanse Debuffs, Strength 9 "DIE . . ." Slash). When attempting to use an invalid move, will use the next move
Cleanse Debuffs, Strength 12 "Face my wrath!" in the order of Defensive Stance -> Gloat -> Face Slap -> Heavy Slash -
> Face Slap (instead of even probability distribution).

The Collector 282 Spawn Revive Buff (Mega Debuff) Fireball Always begins with Spawn. On turn 4, always uses the Mega Debuff.
Spawn 2 Torch Heads Spawn Torch Heads in Block 15, Team Str 3 Weak + Vuln + Frail 3 Damage 18 Otherwise, if a Torch Head is dead, has approximately a (25/45/30)
empty slots (max 2) probability split between (Revive/Fireball/Buff). If all Torch Heads are
300 Block 15, Team Str 4 Damage 21 alive, the split becomes (70/30) between (Fireball/Buff). Cannot use
Block 18, Team Str 4 Revive or Buff twice in a row, or Fireball three times in a row.
Block 23, Team Str 5 Weak + Vuln + Frail 5
Torch Head 38-40 Tackle
Damage 7
40-45
Corrupt Heart 750 Blood Shots Echo Debilitate (Buff) **List of Additional Buffs: Innate Invincible 300 (200) Always begins with Debilitate. Every 3 turns, starting from turn 4, uses
Damage 2x12 Damage 40 Vuln + Weak + Frail 2, Cleanse Strength First Buff: Artifact 2 Innate Beat of Death 1 (2) Buff. Otherwise, has an equal chance of either using Blood Shots
All Status cards 1* Down, Strength 2, followed by Echo or Echo followed by Blood Shots.
800 Damage 2x15 Damage 45 Second Buff: Beat of Death 1 *All Status cards go into the Draw Pile
Additional Buff**
Third Buff: Painful Stabs
Fourth Buff: Strength 10
Fifth+ Buff: Strength 50
Donu and Deca
Donu 250 Circle of Power Beam Innate Artifact 2 (3) Always begins by using Circle of Power, and then alternates between its
Team Strength 3 Damage 10x2 two moves.

265 Damage 12x2

Deca 250 Square of Protection Beam Innate Artifact 2 (3) Always begins by using Beam, and then alternates between its two
Team Block 16 Damage 10x2, Daze 2* *Dazes go into the Discard Pile moves.

265 Team Block 16, Team Plated Damage 12x2, Daze 2*


Armor 3

The Guardian 240 (250)


Offensive Mode Charge Up Fierce Bash Vent Steam Whirlwind After receiving 30 + 10*X (35 + 10*X) Always cycles in the order of Charge Up -> Fierce Bash -> Vent Steam -
Block 9 Damage 32 Weak + Vuln 2 Damage 5x4 (40 + 10*X) damage, gains 20 block > Whirlwind. The fight always begins with Charge Up. After using Twin
and immediately enters Defensive Slam in defensive mode, Whirlwind is used next.
Damage 36 Mode. X is the number of such
transitions that have occured.
Defensive Mode Close Up Roll Attack Twin Slam Sharp Hide returns 3 (4) damage after Always uses Close Up, then Roll Attack, then Twin Slam (after which he
Sharp Hide 3 Damage 9 Enter Offensive Mode an Attack card is played. It is not the returns to offensive mode with Whirlwind).
same effect as Thorns.
Damage 10 Damage 8x2
Sharp Hide 4 Remove Sharp Hide
Hexaghost 250 Divider Inferno Inflame Sear Tackle Activate H = (Player's Current HP / 12) + 1 Always begins with Activate, then Divider. Afterwards, cycles in the
Damage Hx6 Damage 2x6, Burn 3* Strength 2, Block 12 Damage 6, Burn 1 Damage 5x2 (does nothing) *Burns go into the Discard Pile order of Sear -> Tackle -> Sear -> Inflame -> Tackle -> Sear -> Inferno,
with 0-6 orbs active, respectively.
264 (deactivates orbs) Upgrade all Burns (ignites orbs)
Sear gives Burn+
Deactivates Orbs Damage 6x2
Damage 3x6, Burn 3* Strength 3, Block 12 Damage 6, Burn 2*
Slime Boss 140 Goop Spray Preparing Slam Split Splits into a Spike Slime (L) and an Always cycles in the order of Goop Spray -> Preparing -> Slam.
Slimed 3* Skip Turn Damage 35 Acid Slime (L) if HP is 50% or below

150 Damage 38 *Slimed go into the Discard Pile


Slimed 5*
Time Eater 456 Ripple Reverberate Head Slam Haste Innate Time Warp Always uses Haste once, immediately after reaching below 50% HP.
Block 20, Vuln + Weak 1 Damage 7x3 Damage 26, Draw Cleanse Debuffs Draw Reduction lasts for 2 turns Otherwise, approximately a (20/45/35) probability split between Ripple,
Reduction 1 Reverberate, and Head Slam, except Ripple and Head Slam cannot be
480 Heal to 50% HP *Slimed go into the Draw Pile used twice in a row, and Reverberate cannot be used three times in a
Damage 8x3 Damage 32, Draw row.
Reduction 1

Block 20, Vuln, Weak, Frail 1 Damage 32, Draw Heal to 50% HP,
Reduction 1,Slimed 2* Block 32
Event Name (ID) Choice 1 Choice 2 Choice 3 Notes (or Choice 4) Shrine?
Ancient Writing (Back to Basics) Elegance Simplicity
Remove a card from your deck. Upgrade all Strikes and Defends.

Augmenter (Drug Dealer) Test J.A.X. Become Test Subject (Requires 2 Cards) Ingest Mutagens
Obtain J.A.X. Transform 2 cards. Obtain Mutagenic Strength (relic)

Big Fish Banana Donut Box


Heal for 1/3 of max HP. Gain 5 max HP. Become Cursed: Regret
Obtain a random Relic.

Bonfire Spirits (Bonfire Elementals) Offer Yes


Remove a card from your deck. Gain a
reward based on the rarity of the card
offered:

Common or Special: Heal 5 HP.


Uncommon: Heal to max HP.
Rare: Gain 10 max HP, heal to full max HP.
Curse: Obtain Spirit Poop.
Basic: Nothing happens.

The Cleric Heal (requires 35 gold) Purify (requires 50 (75) gold) Leave
Lose 35 gold. Lose 50 (75) gold. Nothing happens.
Heal for 1/4 of max HP. Remove a card from your deck.

The Colosseum (Colosseum) Continue/Fight (Mandatory) COWARDICE (After first fight) VICTORY (After first fight) Elite triggers (not Black Star) occur for
Fight Taskmaster and Gremlin Nob (ends the Nob + Taskmaster fight.
Fight Blue Slaver and Red Slaver. Nothing happens.
event).
Win the fight to continue the event.
Obtain a random Rare Relic, a random
Uncommon Relic, 100 gold, and normal
combat rewards.

Council of Ghosts Accept Refuse


Obtain 5 (3) copies of Apparition. Nothing happens.
Lose 50% of max HP.

Cursed Tome Read/Continue (x3) Leave (Before Reading) Stop (requires reading 3 times) Take (requires reading 3 times)
First continue: Lose 1 HP. Nothing happens. Lose 3 HP, ends event. Lose 10 (15) HP
Second continue: Lose 2 HP. Obtain a Relic randomly chosen from:
Necronomicon, Nilry's Codex,
Third continue: Lose 3 HP.
Enchiridion.
Leads to Stop and Take (see right)
Note: 9 total damage Note: 16 (21) total damage

Dead Adventurer Search/Continue Leave (if search was successful) Fight (upon failing the search)
25/50/75% chance to fight. Ends event, mandatory after 3 successful Enter combat with an elite (see notes)! The description of the adventurer tells
Obtain a random remaining reward. searches. Obtain the remaining event rewards, in you which encounter you will get:

Reward A: 30 gold addition to normal elite rewards (minus a


Giant Claws = Lagavulin
Relic).
Reward B: Nothing Flames = 3 Sentries
Reward C: Random Relic Horned Beast = Gremlin Nob
35/60/85% chance to fight Careful, Lagavulin starts awake!
Elite triggers (not Black Star) occur for
the fight.

Designer In-Spire (Designer) Adjustments Clean Up Full Service (Requires 90 (110) gold) (4th Option) Punch Yes
Lose 40 (50) gold. Lose 60 (75) gold. Lose 90 (110) gold. Lose 3 (5) HP.
Upgrade a card in your deck, or upgrade 2 Remove a card in your deck, or Transform 2 Remove a card.
random cards in your deck. cards in your deck. Upgrade a random card.
Adjustments and Clean Up choose
Note: Requires upgradeable cards Note: Requires 1 (2) removeable card(s) Note: Requires 1 removable card between the two options at random.

The Divine Fountain (Fountain of Cleansing) Drink Leave Yes


Remove all Curses from your deck. Nothing happens.

Duplicator Pray Leave Yes


Duplicate a card in your deck. Nothing happens.

Face Trader Touch Trade Leave List of possible masks: Yes


Take 10% of max HP as damage. Obtain a random mask. Nothing happens. Cultist Headpiece (neutral)
Gain 75 (50) gold. (All masks are equally likely.) Face of Cleric (good)
Gremlin Visage (bad)
N'Loth's Hungry Face (bad)
Ssserpent Head (good)

Falling Land (requires a skill in your deck) Channel (requires a power) Strike (requires an attack) Land (if other options unavailable)
Lose the chosen skill card. Lose the chosen power card. Lose the chosen attack card. Nothing happens.

Forgotten Altar Offer: Golden Idol (requires relic) Sacrifice Desecrate


Lose Golden Idol. Take 25% (35%) of max HP as damage. Become Cursed: Decay.
Obtain Bloody Idol. Gain 5 max HP.

Golden Idol Take Leave


Obtain Golden Idol. Choose one: Nothing happens.
Outrun: Become Cursed: Injury.
Smash: Take 25% (35%) max HP as damage.
Hide: Lose 8% (10%) of max HP.

Golden Shrine Pray Desecrate Leave Yes


Gain 100 (50) gold. Gain 275 gold. Nothing happens.
Become Cursed: Regret.
Event Name (ID) Choice 1 Choice 2 Choice 3 Notes (or Choice 4) Shrine?
The Joust Bet on Murderer Bet on Owner Yes
Lose 50 gold. 70% chance of gaining 100 Lose 50 gold. 30% chance of gaining 250
gold. gold.

Knowing Skull Success? A Pick Me Up? Riches? (4th Option) How do I leave? Yes
Lose 6* HP. Lose 6* HP. Lose 6* HP. Lose 6 HP. Ends the event.
Obtain a random uncommon colorless card. Obtain a random potion. Gain 90 Gold.
*Every time an option is chosen, its cost
increases by 1

Lab Find Some Potions! Yes


Obtain 3 (2) random potions.

The Library Read Sleep


Choose 1 of 20 different randomly chosen Heal for 33% (20%) of max HP. The rarity of the generated cards uses
unupgraded cards to add to your deck. your current rare chance for card
rewards, but does not update it.

Living Wall Forget Change Grow (Requires Upgradeable Card)


Remove a card from your deck. Transform a card in your deck. Upgrade a card in your deck.

Masked Bandits Pay Fight


Lose all gold. Ends the event. Enter combat with Pointy, Romeo, and Bear.
Obtain Red Mask, 25-35 gold, and normal
rewards.

Match and Keep! Play Available cards: Yes


Play the matching game! 5 attempts! Bash/Neutralize/Zap/Eruption
Random Common
Random Uncommon
Random Rare
Random Uncommon Colorless
Random Curse
(Replaces Colorless with a Curse)
The Mausoleum Open Coffin Leave
50% (100%) chance to Become Curse: Writhe Nothing happens.
Obtain a random Relic.

Mind Bloom I am War I am Awake I am Rich (if on floors 35-40) I am Healthy (if on floor 41 or above)
Fight a random boss from Act 1. Upgrade all cards. Gain 999 Gold. Heal to full HP. Become Cursed: Doubt.
Obtain a random Rare Relic, 50 (25) gold, Obtain Mark of Bloom. Become Cursed: 2 Normality. (this option replaces I am Rich)
and normal rewards.

The Moai Head Jump Inside Offer: Golden Idol (requires Golden Idol) Leave
Lose 12.5% (18%) of max HP. Lose Golden Idol. Nothing happens.
Heal to full HP. Gain 333 Gold.

Mushrooms Stomp Eat


Enter combat with x3 Fungi Beast. Heal for 25% of max HP.
Obtain Odd Mushroom, 20-30 gold, and Become Cursed: Parasite.
normal rewards.

Mysterious Sphere Open Sphere Leave


Enter combat with 2x Orb Walker. Nothing happens.
Obtain a random Rare Relic, 45-55 Gold, and
normal rewards.

The Nest Smash and Grab Stay in Line


Gain 99 (50) gold. Take 6 damage.
Obtain Ritual Dagger.

A Note For Yourself (Note For Yourself) Take and Give Ignore Yes
Remove a card from your deck. Nothing happens. The event starts with Iron Wave stored.
Obtain the last card removed with this event.

N'loth Offer Relic Offer Relic Leave Yes


Two relics are randomly chosen from your Nothing happens.
inventory and shown as an offer. Choosing
either option removes the relic from your
inventory and gives you the N'loth's Gift relic.

Old Beggar (Beggar) Offer Gold (requires 75 gold) Leave


Lose 75 gold. Nothing happens.
Remove a card from your deck.

Ominous Forge (Accursed Blacksmith) Forge (requires upgradeable card) Rummage Leave
Upgrade a card from your deck. Become Cursed: Pain. Nothing happens.
Obtain Warped Tongs.

Pleading Vagrant (Addict) Offer Gold (requires 85 gold) Rob Leave


Lose 85 gold. Obtain a random Relic. Nothing happens.
Obtain a random Relic. Become Cursed: Shame.

Purifier Pray Leave Yes


Remove a card from your deck. Nothing happens.

Scrap Ooze Reach Inside Leave


X% chance to obtain a random relic. Take Y Ends the event. X and Y start at 25 and 3 (5), increasing
damage (can repeat until relic obtained). by 10 and 1, respectively, with every
attempt.
Event Name (ID) X% chance
Choice 1 to obtain a random relic. Take Y Choice 2 Choice 3 X and Y(or
Notes start at 25 4)
Choice and 3 (5), increasing Shrine?
damage (can repeat until relic obtained). by 10 and 1, respectively, with every
attempt.

Secret Portal Enter the Portal Leave Yes


IMMEDIATELY travel to the boss. Nothing happens.

Sensory Stone Recall (1 card) Recall (2 cards) Recall (3 cards)


Choose 1 colorless card to add. Choose 2 colorless cards to add. Choose 3 colorless cards to add.
Lose 5 HP. Lose 10 HP.

Shining Light Enter Leave


Upgrade 2 random cards from your deck. Nothing happens.
Take 20% (30%) of max HP as damage.

The Ssssserpent (Liars Game) Agree Disagree


Gain 175 (150) gold. Nothing happens.
Become Cursed: Doubt.

Tomb of Lord Red Mask Offer Gold Don the Mask (Requires Red Mask) Leave
Lose all gold. Gain 222 gold. Nothing happens.
Obtain Red Mask.

Transmogrifier Pray Leave Yes


Transform a card in your deck. Nothing happens.

Upgrade Shrine Pray (Requires Upgradeable Card) Leave Yes


Upgrade a card in your deck. Nothing happens.

Vampires(?) (Vampires) Accept Lose Blood Vial (requires Blood Vial) Refuse
Lose 30% of max HP. Lose Blood Vial. Nothing happens.
Remove all Strikes. Remove all Strikes.
Gain 5 Bite cards. Gain 5 Bite cards.

We Meet Again Give Potion (Requires Potion) Give Gold (Requires at least 50 Gold) Give Card (Requires a valid Card) Attack (4th option) Yes
Lose the chosen potion. Lose X gold. Remove the chosen card. Nothing happens.
Obtain a random Relic. Obtain a random Relic. Obtain a random Relic.
X is randomly chosen between 50 and min Chooses a random non-Basic, non-Curse
(150, your Gold) card from your deck

Wheel of Change Spin the wheel! Yes


List of "prizes": X = 100 for Exordium
Gain X gold. X = 200 for City
Gain a random relic. X = 300 for Beyond
Heal to full HP.
Become Cursed: Decay.
Remove a card from your deck.
Take 10% (15%) of max HP as damage.

Winding Halls Embrace Madness Focus Retrace Your Steps


Obtain 2 copies of Madness. Heal for 25% (20%) of max HP. Lose 5% of max HP.
Take 12.5% (18%) of max HP as damage. Become Cursed: Writhe.

Wing Statue (Golden Wing) Pray Destroy (requires an Attack with 10 dmg) Leave
Remove a card from your deck. Gain 50-80 gold. Nothing happens.
Lose 7 HP.

The Woman in Blue Buy 1 Potion Buy 2 Potions Buy 3 Potions Leave (4th option) Yes
Lose 20 gold. Choose 1 random potion. Lose 30 gold. Choose 2 random potions. Lose 40 gold. Choose 3 random potions. Nothing happens.
Take 5% of max HP as damage.

World of Goop Gather Gold Leave It X is random, between 20 and 50 (35


and 75), capped at your gold.
Gain 75 gold. Lose 11 HP. Lose X gold.
Bonus Name Description Point Value
Floors Climbed 5 per floor
Enemies Slain 2 per enemy
Exordium Elites Killed 10 per elite
City Elites Killed 20 per elite
Beyond Elites Killed 30 per elite
Bosses Slain *see below
Champion Defeat an Elite without taking damage. 25 per elite
Perfect Defeat a Boss without taking damage. 50 per boss
Beyond Perfect Defeat 3 bosses without taking damage (overrides Perfect). 200
Heartbreaker Defeat the Heart. 250
Overkill Deal 99 damage with a single attack. 25
C-c-c-combo Play 20 cards in a single turn. 25
Speedster Victory in under 60 minutes. 25
Light Speed Victory in under 45 minutes (overrides Speedster). 50
Money Money Accrued 1,000 gold. 25
Raining Money Accrued 2,000 gold (overrides Money Money). 50
I Like Gold Accrued 3,000 gold (overrides Raining Money). 75
Highlander Your deck contains no duplicates (excluding starter cards). 100
I Like Shiny Have 25+ Relics. 50
Collector Have 4 copies of any non-starter card. 25 per set
Pauper Have 0 rare cards. 50
Librarian Deck size of at least 35 cards. 25
Encyclopedian Deck size of at least 50 cards (overrides Librarian). 50
Well Fed Increased your Max HP by 15+. 25
Stuffed Increased your Max HP by 30+ (overrides Well Fed). 50
Curses! Your deck contains 5 curses. 100
Mystery Machine Traveled to 15+ ? rooms. 25
Poopy Received the Spirit Poop -1
Ascension 5% score per Ascension level 5% per level

* The first boss is worth 50 points, the second is worth 100, the third is worth 150, and so on.
Here are things that do not fit elsewhere but may still be useful.

Statistic Name Value


Rare Card (Shop) 9%
Uncommon Card (Shop) 37%
Common Card (Shop) 54%
Rare Card (Elite Rooms) 10%
Uncommon Card (Elite Rooms) 40%
Common Card (Elite Rooms) 50%
Rare Card 3%
Uncommon Card 37%
Common Card 60%
Rare Relic (not from chests) 17%
Uncommon Relic (not from chests) 33%
Common Relic (not from chests) 50%
Shrine Chance (Chance an Event is a Shrine) 25%
Common Potion 65%
Uncommon Potion 25%
Rare Potion 10%
Normal Encounter Gold Drop 10-20
Elite Encounter Gold Drop 25-35
Boss Gold Drop 95-105

Small Chests: 50%


Common Relic 75%
Uncommon Relic 25%
Gold Chance 50%
Gold Amount 25, 10% variance

Medium Chests: 33%


Common Relic 35%
Uncommon Relic 50%
Rare Relic 15%
Gold Chance 35%
Gold Amount 50, 10% variance

Large Chests: 17%


Uncommon Relic 75%
Rare Relic 25%
Gold Chance 50%
Gold Amount 75, 10% variance

Percentage of Random Rooms:


Normal Encounter 53%
Elite Encounter 8%
Rest Site 12%
Shop 5%
Unknown 22%

Unknown Rooms:
Normal Encounter 10%
Normal Encounter Ramp 10%
Elite Encounter (Deadly Events) 20%
Elite Encounter Ramp (Deadly Events) 20%
Shop 3%
Shop Ramp 3%
Treasure 2%
Treasure Ramp 2%
Treasure Ramp (Deadly Events) 4%

Shop Prices:
Common Card 50
Uncommon Card 75
Rare Card 150
Colorless Card 20% more
On Sale Card 50% less
Card Price Variance (Not in Dailies) 10% less to 10% more
Common Relic 150
Uncommon Relic 250
Rare Relic 300
Shop Relic 150
Relic Price Variance (Not in Dailies) 5% less to 5% more
Common Potion 50
Uncommon Potion 75
Rare Potion 100
Potion Price Variance (Not in Dailies) 5% less to 5% more

Note on card rarity rolls:


Rare cards start off at the listed percentage minus 5%, and the chance increases by 1% with every
common card rolled. The same offset is subtracted from the chance for common cards (then
uncommons, if necessary). When a rare card is rolled, the chance resets back to the listed value minus
5%. Only cards generated from card rewards affect the offset.

Note on unknown room rolls:


Unknown room contents start off at the listed percentage and increase by their ramp whenever the
content is not rolled. Whenever the content is rolled, it resets back to its listed percentage. All contents
take away from event probability, then treasure, then shop, if neccessary. All probabilities also reset
upon entering a new Act.
Unknown room contents start off at the listed percentage and increase by their ramp whenever the
content is not rolled. Whenever the content is rolled, it resets back to its listed percentage. All contents
take away from event probability, then treasure, then shop, if neccessary. All probabilities also reset
upon entering a new Act.

Note on potion drop chance:


The chance for a potion to drop from any combat (including boss, elite, event, and normal combats)
starts at 40% at the beginning of each Act. When a potion drops, the chance decreases by 10%, and
when it doesn't drop, the chance increases by 10%.

Note on potion rarity:


The given potion rarities apply to most sources of potions, except for the Knowing Skull, Lab, Woman in
Blue, and Neow events, as well as the Cauldron and Tiny House relics. These sources give you a potion
uniformly at random, ignoring rarity.

Ascension Mode Effects Value


1. Increase in Elites ~60%
2. Deadlier Normal Enemies
3. Deadlier Elites
4. Deadlier Bosses
5. Percentage of missing HP healed after bosses 75%
6. Percentage of HP missing at start of run 10%
7. Tougher Normal Enemies
8. Tougher Elites
9. Tougher Bosses
10. Start with Ascender's Bane (unremovable curse)
11. Potion slots decreased by 1
12. Upgraded cards appear less often. 50% less
13. Bosses drop less gold 25% less
14. Lower Max HP 5 less for Ironclad, 4 for Silent/Defect/Watcher
15. Unfavorable Events
16. More expensive cards/relics/potions in shops 10% more
17. Normal enemies are more challenging
18. Elites are more challenging
19. Bosses are more challenging
20. Fight 2 different bosses at the end of Act 3

Emerald Elite Buff Value


Increased Max HP 25%
Strength 1 + Act #
Metallicize 2 + 2 * Act #
Regeneration 1 + 2 * Act #
Name Rarity Class-Specific Description Flavor Text Conditions for Spawning
Burning Blood Starter Ironclad At the end of combat, heal 6 HP. Your body's own blood burns with an undying rage.
Cracked Core Starter Defect At the start of each combat, Channel 1 Lightning. The mysterious life force which powers the Automatons within the Spire. It appears to be cracked.
Pure Water Starter Watcher At the start of each combat, add a Miracle into your hand. Filtered through fine sand and free of impurities.
Ring of the Snake Starter Silent At the start of each combat, draw 2 additional cards. Made from a fossilized snake. Represents great skill as a huntress.
Akabeko Common Your first Attack each combat deals 8 additional damage. "Muuu~"
Anchor Common Start each combat with 10 Block. Holding this miniature trinket, you feel heavier and more stable.
Ancient Tea Set Common Whenever you enter a Rest Site, start the next combat with [E] [E] . The key to a refreshing night's rest. Below floor 49
Art of War Common If you do not play any Attacks during your turn, gain an additional [E] next turn. This ancient manuscript contains wisdom from a past age.
Bag of Marbles Common At the start of each combat, apply 1 Vulnerable to ALL enemies. A once popular toy in the City. Useful for throwing enemies off balance.
Bag of Preparation Common At the start of each combat, draw 2 additional cards. Oversized adventurer's pack. Has many pockets and straps.
Blood Vial Common At the start of each combat, heal 2 HP. A vial containing the blood of a pure and elder vampire.
Bronze Scales Common Start each combat with 3 Thorns. The sharp scales of the Guardian. Rearranges itself to protect its user.
Centennial Puzzle Common The first time you lose HP each combat, draw 3 cards. Upon solving the puzzle, you feel a powerful warmth in your chest.
Ceramic Fish Common Whenever you add a card to your deck, gain 9 Gold. Meticulously painted, these fish were revered to bring great fortune. Below floor 49
Damaru Common Watcher At the start of your turn, gain 1 Mantra. The sound of the small drum keeps your mind awake, revealing a path forward.
Data Disk Common Defect Start each combat with 1 Focus. This disk contains precious data on birds and snakes.
Dream Catcher Common Whenever you Rest, you may add a card into your deck. The northern tribes would often use dream catchers at night, believing they led to self improvement. Below floor 49
Happy Flower Common Every 3 turns, gain [E] . This unceasingly joyous plant is a popular novelty item among nobles.
Juzu Bracelet Common Normal enemy combats are no longer encountered in ? rooms. A ward against the unknown. Below floor 49
Lantern Common Start each combat with an additional [E] . An eerie lantern which illuminates only for the wielder.
Maw Bank Common Whenever you climb a floor, gain 12 Gold. No longer works when you spend any Gold at a shop. Surprisingly popular, despite maw attacks being a regular occurrence. Below floor 49 and not in a shop
Meal Ticket Common Whenever you enter a shop, heal 15 HP. "Complimentary meatballs with every visit!" Below floor 49
Nunchaku Common Every time you play 10 Attacks, gain [E] . A good training tool. Improves the posture and agility of the wielder.
Oddly Smooth Stone Common Start each combat with 1 Dexterity. You have never seen something so smooth and pristine. This must be the work of the Ancients.
Omamori Common Negate the next 2 Curses you obtain. A common charm for staving off vile spirits. This one seems to possess a spark of divine energy. Below floor 49
Orichalcum Common If you end your turn without Block, gain 6 Block. A green tinted metal of an unknown origin. Seemingly indestructible.
Pen Nib Common Every 10th Attack you play deals double damage. Holding the nib, you can see everyone ever slain by a previous owner of the pen. A violent history.
Potion Belt Common Upon pickup, gain 2 Potion slots. I can hold more Potions using this belt! Below floor 49
Preserved Insect Common Enemies in Elite combats have 25% less HP. The insect seems to create a shrinking aura that targets particularly large enemies. Below floor 53
Red Skull Common Ironclad While your HP is at or below 50%, you have 3 additional Strength. A small skull covered in ornamental paint.
Regal Pillow Common Whenever you Rest, heal an additional 15 HP. Now you can get a proper night's rest. Below floor 49
Smiling Mask Common The Merchant's card removal service now always costs 50 Gold. Mask worn by the Merchant. He must have spares... Below floor 49 and not in a shop
Snecko Skull Common Silent Whenever you apply Poison, apply an additional 1 Poison. A snecko skull in pristine condition. Mysteriously clean and smooth, dirt and grime fall off inexplicably.
Strawberry Common Upon pickup, raise your Max HP by 7. "Delicious! Haven't seen any of these since the blight." - Ranwid
The Boot Common Whenever you would deal 4 or less unblocked attack damage, increase it to 5. When wound up, the boot grows larger in size.
Tiny Chest Common Every 4th ? room is a Treasure room. "A fine prototype." - The Architect Below floor 36
Toy Ornithopter Common Whenever you use a potion, heal 5 HP. "This little toy is the perfect companion for the lone adventurer!"
Vajra Common Start each combat with 1 Strength. An ornamental relic given to warriors displaying glory in battle.
War Paint Common Upon pickup, Upgrade 2 random Skills. In the past, Ironclads would create wards using enchanted war paint before charging into battle.
Whetstone Common Upon pickup, Upgrade 2 random Attacks. "Flesh never beats steel." - Kublai the Great
Blue Candle Uncommon Unplayable Curse cards can now be played. Whenever you play a Curse, lose 1 HP and Exhaust it. The flame ignites when shrouded in darkness.
Bottled Flame Uncommon Upon pickup, choose an Attack. Start each combat with this card in your hand. Inside the bottle resides a flame that eternally burns. Non-basic attack in deck
Bottled Lightning Uncommon Upon pickup, choose a Skill. Start each combat with this card in your hand. Peering into the swirling maelstrom, you see a part of yourself staring back. Non-basic skill in deck
Bottled Tornado Uncommon Upon pickup, choose a Power card. Start each combat with this card in your hand. The bottle gently hums and whirs. Non-basic power in deck
Darkstone Periapt Uncommon Whenever you obtain a Curse, increase your Max HP by 6. The stone draws power from dark energy, converting it into vitality for the wearer. Below floor 49
Duality Uncommon Watcher Whenever you play an Attack, gain 1 temporary Dexterity. "And the sun was extinguished forever, as if curtains fell before it." - Zoroth
Eternal Feather Uncommon For every 5 cards in your deck, heal 3 HP whenever you enter a Rest Site. This feather appears to be completely indestructible. What bird does this possibly come from?
Frozen Egg Uncommon Whenever you add a Power card into your deck, Upgrade it. The egg lies inert and frozen, never to hatch. Below floor 49
Gold-Plated Cables Uncommon Defect Your rightmost Orb triggers its passive an additional time. "Interesting! Even automatons are affected by placebo." - Ranwid
Gremlin Horn Uncommon Whenever an enemy dies, gain [E] and draw 1 card. "Gremlin Nobs are capable of growing until the day they die. Remarkable." - Ranwid
Horn Cleat Uncommon At the start of your 2nd turn, gain 14 Block. Pleasant to hold in the hand. What was it for?
Ink Bottle Uncommon Whenever you play 10 cards, draw 1 card. Once exhausted, appears to refill itself in a different color.
Kunai Uncommon Every time you play 3 Attacks in a single turn, gain 1 Dexterity. A blade favored by assassins for its lethality at range.
Letter Opener Uncommon Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies. Unnaturally sharp.
Matryoshka Uncommon The next 2 non-Boss chests you open contain 2 Relics. A stackable set of painted dolls. The paint depicts an unknown bird with white eyes and blue feathers. Below floor 41
Meat on the Bone Uncommon If your HP is at or below 50% at the end of combat, heal 12 HP. The meat keeps replenishing, never seeming to fully run out. Below floor 49
Mercury Hourglass Uncommon At the start of your turn, deal 3 damage to ALL enemies. An enchanted hourglass that endlessly drips.
Molten Egg Uncommon Whenever you add an Attack into your deck, Upgrade it. The egg of a Phoenix. It glows red hot with a simmering lava. Below floor 49
Mummified Hand Uncommon Whenever you play a Power card, a random card in your hand costs 0 that turn. Frequently twitches, especially when your pulse is high.
Ninja Scroll Uncommon Silent At the start of each combat, add 3 Shivs into your hand. Contains the secrets of assassination.
Ornamental Fan Uncommon Every time you play 3 Attacks in a single turn, gain 4 Block. The fan seems to extend and harden as blood is spilled.
Pantograph Uncommon At the start of Boss combats, heal 25 HP. "Solid foundations are not accidental. Tools for planning are a must." - The Architect
Paper Krane Uncommon Silent Enemies with Weak deal 40% less damage rather than 25%. An origami of a creature from a past age.
Paper Phrog Uncommon Ironclad Enemies with Vulnerable take 75% more damage rather than 50%. The paper continually folds and unfolds itself into the shape of a small creature.
Pear Uncommon Upon pickup, raise your Max HP by 10. A common fruit before the Spireblight.
Question Card Uncommon Future card rewards have 1 additional card to choose from. "Those with more choices minimize the downside to chaos." - Kublai the Great Below floor 49
Self-Forming Clay Uncommon Ironclad Whenever you lose HP, gain 3 Block next turn. "Most curious! It appears to form itself loosely on my thoughts! Tele-clay?" - Ranwid
Shuriken Uncommon Every time you play 3 Attacks in a single turn, gain 1 Strength. Lightweight throwing weapons. Recommend going for the eyes.
Singing Bowl Uncommon When adding cards into your deck, you may raise your Max HP by 2 instead. This well-used artifact rings out with a beautiful melody when struck. Below floor 49
Strike Dummy Uncommon Cards containing "Strike" deal 3 additional damage. It's beat up.
Sundial Uncommon Every 3 times you shuffle your draw pile, gain [E] [E] . "Early man's foolish obsession with time caused them to look to the sky for guidance, hoping for something permanent." - Zoroth
Symbiotic Virus Uncommon Defect At the start of each combat, Channel 1 Dark. A little bit of bad can do a lot of good...
Teardrop Locket Uncommon Watcher Start each combat in Calm. Its owner blind, its contents unseen.
The Courier Uncommon The Merchant restocks cards, relics, and potions. All prices are reduced by 20%. The Merchant's personal pet! Below floor 49 and not in a shop
Toxic Egg Uncommon Whenever you add a Skill into your deck, Upgrade it. "What a marvelous discovery! This appears to be the inert egg of some magical creature. Who or what created this?" - Ranwid Below floor 49
White Beast Statue Uncommon Potions always appear in combat rewards. A small white statue of a creature you have never seen before.
Bird-Faced Urn Rare Whenever you play a Power card, heal 2 HP. This urn shows the crow god Mazaleth looking mischievous.
Calipers Rare At the start of your turn, lose 15 Block rather than all of your Block. "Mechanical precision leads to greatness" - The Architect
Captain's Wheel Rare At the start of your 3rd turn, gain 18 Block. Wooden trinket carved with delicate precision. A name is carved into it but the language is foreign.
Champion Belt Rare Ironclad Whenever you apply Vulnerable, apply 1 Weak. Only the greatest may wear this belt.
Charon's Ashes Rare Ironclad Whenever you Exhaust a card, deal 3 damage to ALL enemies. Charon was said to be the god of rebirth, eternally dying and reviving in a burst of flame.
Cloak Clasp Rare Watcher At the end of your turn, gain 1 Block for each card in your hand. A simple but sturdy design.
Dead Branch Rare Whenever you Exhaust a card, add a random card into your hand. The branch of a tree from a forgotten era.
Du-Vu Doll Rare For each Curse in your deck, start each combat with 1 Strength. A doll devised to gain strength from malicious energy.
Emotion Chip Rare Defect If you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn. ...<3...?
Fossilized Helix Rare Prevent the first time you would lose HP each combat. Seemingly indestructible, you wonder what kind of creature this belonged to.
Gambling Chip Rare At the start of each combat, discard any number of cards, then draw that many cards. You can see a small inscription on one side. It reads: "Bear's Lucky Chip!"
Ginger Rare You can no longer become Weakened. A potent tool in many tonics.
Girya Rare You can now gain Strength at Rest Sites (up to 3 times). This Girya is unfathomably heavy. You could train with this to get significantly stronger. Below floor 49. Max 2 campfire relics.
Golden Eye Rare Watcher Whenever you Scry, Scry 2 additional cards. See into the minds of those nearby, predicting their future moves.
Ice Cream Rare Energy is now conserved between turns. "Delicious!"
Incense Burner Rare Every 6 turns, gain 1 Intangible. The smoke imbues its owner with the spirit of the burned.
Lizard Tail Rare When you would die, heal to 50% of your Max HP instead (works once). A fake tail to trick enemies during combat.
Magic Flower Rare Ironclad Healing is 50% more effective during combat. A flower long thought extinct, somehow preserved in perfect condition.
Mango Rare Upon pickup, raise your Max HP by 14. The most coveted forgotten fruit. Impeccably preserved with no signs of Spireblight.
Old Coin Rare Upon pickup, gain 300 Gold. Unique coins are highly valued by merchants for their historical value and rare metallic composition. Below floor 49 and not in a shop
Peace Pipe Rare You can now remove cards from your deck at Rest Sites. Clears the mind and cleanses the soul. Below floor 49. Max 2 campfire relics.
Pocketwatch Rare Whenever you play 3 or less cards during your turn, draw 3 additional cards at the start of your next turn. The hands seem stuck on the 3 o'clock position.
Prayer Wheel Rare Normal enemies drop an additional card reward. The wheel continues to spin, never stopping. Below floor 49
Shovel Rare You can now Dig for relics at Rest Sites. The Spire houses all number of relics from past civilizations and powerful adventurers lost to time. Time to go dig them up! Below floor 49. Max 2 campfire relics.
Stone Calendar Rare At the end of turn 7, deal 52 damage to ALL enemies. The passage of time is imperceptible in the Spire.
The Specimen Rare Silent Whenever an enemy dies, transfer any Poison it has to a random enemy. "Fascinating! I found a mutated creature demonstrating astounding toxic properties. Storing a sample for later examination." - Ranwid
Thread and Needle Rare Start each combat with 4 Plated Armor. Wrapping the magical thread around your body, you feel harder to the touch.
Tingsha Rare Silent Whenever you discard a card during your turn, deal 3 damage to a random enemy. The sound this instrument generates seems to be capable of reverberating to painful levels of volume.
Torii Rare Whenever you would receive 5 or less unblocked attack damage, reduce it to 1. Holding the small Torii, you feel a sense of calm and safety drift through your mind.
Tough Bandages Rare Silent Whenever you discard a card during your turn, gain 3 Block. Loss gives strength.
Tungsten Rod Rare Whenever you would lose HP, lose 1 less. It's very very heavy.
Turnip Rare You can no longer become Frail. Best with Ginger.
Unceasing Top Rare Whenever you have no cards in hand during your turn, draw a card. The top continues to spin effortlessly as if you were in a dream.
Wing Boots Rare You may ignore paths when choosing the next room to travel to 3 times. Stylish. Below floor 41
Astrolabe Boss Upon pickup, Transform 3 cards, then Upgrade them. A tool to glean invaluable knowledge from the stars.
Black Blood Boss Ironclad Replaces Burning Blood. At the end of combat, heal 12 HP. The rage grows darker. You have the relic Burning Blood
Black Star Boss Elites drop an additional relic when defeated. Originally discovered in the town of the serpent, beside a solitary candle.
Busted Crown Boss Gain [E] at the start of your turn. Future card rewards have 2 less cards to choose from. The Champ's crown... or a pale imitation?
Calling Bell Boss Upon pickup, obtain a unique Curse and 3 relics. This dark iron bell rang 3 times when you found it, but now stays silent.
Coffee Dripper Boss Gain [E] at the start of your turn. You can no longer Rest at Rest Sites. "Yes, another cup please. Back to work. Back to work!" - The Architect
Cursed Key Boss Gain [E] at the start of your turn. Whenever you open a non-Boss chest, obtain a Curse. You can feel the malicious energy emanating from the key. Power comes at a price.
Ectoplasm Boss Gain [E] at the start of your turn. You can no longer gain Gold. This blob of slime and energy seems to pulse with life. Only in act 1
Empty Cage Boss Upon pickup, remove 2 cards from your deck. "How unusual to cage that which you worship." - Ranwid
Frozen Core Boss Defect Replaces Cracked Core. If you end your turn with any empty Orb slots, Channel 1 Frost. The crack in your core has been filled with a pulsating cold energy. You have the relic Cracked Core
Fusion Hammer Boss Gain [E] at the start of your turn. You can no longer Smith at Rest Sites. Once wielded, the owner can never let go.
Holy Water Boss Watcher Replaces Pure Water. At the start of each combat, add 3 Miracles into your hand. Collected from a time before the Spire. You have the relic Pure Water
Hovering Kite Boss Silent The first time you discard a card each turn, gain [E] . The Kite floats around you in battle, propelled by a mysterious force.
Inserter Boss Defect Every 2 turns, gain 1 Orb slot. Push. Pull. Stack. Repeat.
Mark of Pain Boss Ironclad Gain [R] at the start of your turn. At the start of combat, shuffle 2 Wounds into your draw pile. This brand was used by the northern tribes to signify warriors who had mastered pain in battle.
Nuclear Battery Boss Defect At the start of each combat, Channel 1 Plasma. Ooooh...
Pandora's Box Boss Upon pickup, Transform all Strike and Defend cards. You have a bad feeling about opening this.
Philosopher's Stone Boss Gain [E] at the start of your turn. ALL enemies start combat with 1 Strength. Raw energy emanates from the stone, empowering all nearby.
Name Rarity Class-Specific Description Flavor Text Conditions for Spawning
Ring of the Serpent Boss Silent Replaces Ring of the Snake. At the start of your turn, draw 1 additional card. Your ring has morphed and changed forms. You have the relic Ring of the Snake
Runic Cube Boss Ironclad Whenever you lose HP, draw 1 card. The runes are indecipherable.
Runic Dome Boss Gain [E] at the start of your turn. You can no longer see enemy intents. The runes are indecipherable.
Runic Pyramid Boss At the end of your turn, you no longer discard your hand. The runes are indecipherable.
Sacred Bark Boss Double the effectiveness of potions. A bark rumored to originate from the World tree.
Slaver's Collar Boss During Boss and Elite combats, gain [E] at the start of your turn. Rusty miserable chains.
Snecko Eye Boss At the start of your turn, draw 2 additional cards. Start each combat Confused. An eye of a fallen snecko. Much larger than you imagined.
Sozu Boss Gain [E] at the start of your turn. You can no longer obtain potions. You notice that magical liquids seem to lose their properties when near this relic.
Tiny House Boss Upon pickup, obtain 1 potion. Gain 50 Gold. Raise your Max HP by 5. Obtain 1 card. Upgrade 1 random card. "A near perfect implementation of miniaturization. My finest work to date, but still not adequate." - The Architect
Velvet Choker Boss Gain [E] at the start of your turn. You cannot play more than 6 cards per turn. "Immense power, but too limited." - Kublai the Great
Violet Lotus Boss Watcher Whenever you exit Calm, gain an additional [E] . The old texts describe that the surface of "mana pools" were littered with these flowers.
Wrist Blade Boss Silent Attacks that cost 0 deal 4 additional damage. Handy for assassinations.
Brimstone Shop Ironclad At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength. Emanates an infernal heat.
Cauldron Shop Upon pickup, brews 5 random potions. The Merchant is actually a rather skilled potion brewer. Buy 4 get 1 free.
Chemical X Shop The effects of your cost X cards are increased by 2. WARNING: Do not combine with sugar, spice, and everything nice.
Clockwork Souvenir Shop Start each combat with 1 Artifact. "So many intricate gears."
Dolly's Mirror Shop Upon pickup, obtain an additional copy of a card in your deck. "I look funny in this."
Frozen Eye Shop When viewing your Draw Pile, the cards are now shown in order. Staring into the eye, you see a glimpse of your future.
Hand Drill Shop Whenever you break an enemy's Block, apply 2 Vulnerable. "Spirals are dangerous."
Lee's Waffle Shop Upon pickup, raise your Max HP by 7 and heal all of your HP. "Tastiest treat you will find in all the Spire! Baked today just for you."
Medical Kit Shop Unplayable Status cards can now be played. Whenever you play a Status card, Exhaust it. "Has everything you need! Anti-itch, anti-burn, anti-venom, and more!"
Melange Shop Watcher Whenever you shuffle your draw pile, Scry 3. Mysterious sands from an unknown origin. Smells of cinnamon.
Membership Card Shop 50% discount on all products! "Bonus membership offer for my most valuable customers!"
Orange Pellets Shop Whenever you play a Power, Attack, and Skill in the same turn, remove all of your debuffs. "Made from various fungi found throughout the Spire, they will stave off any affliction."
Orrery Shop Upon pickup, choose and add 5 cards to your deck. "Once you understand the universe..." - Zoroth
Prismatic Shard Shop Combat reward screens now contain Colorless cards and cards from other colors. Looking through the shard, you are able to see entirely new perspectives.
Runic Capacitor Shop Defect Start each combat with 3 additional Orb slots. More is better.
Sling of Courage Shop Start each Elite combat with 2 Strength. "A handy tool for dealing with particularly tough opponents."
Strange Spoon Shop Cards which Exhaust when played will instead discard 50% of the time. Staring at the spoon, it appears to bend and twist around before your eyes.
The Abacus Shop Whenever you shuffle your draw pile, gain 6 Block. "One...Two...Three..."
Toolbox Shop At the start of each combat, choose 1 of 3 random Colorless cards and add the chosen card into your hand. A tool for every job.
Twisted Funnel Shop Silent At the start of each combat, apply 4 Poison to ALL enemies. "I wouldn't drink out of it."
Bloody Idol Special Whenever you gain Gold, heal 5 HP. The idol now weeps a constant stream of blood.
Cultist Headpiece Special You feel more talkative. Part of the Flock!
Enchiridion Special At the start of each combat, add a random Power card into your hand. It costs 0 for that turn. The legendary journal of an ancient lich.
Face Of Cleric Special At the end of combat, raise your Max HP by 1. Everyone loves Cleric.
Golden Idol Special Enemies drop 25% more Gold. Made of solid gold, you feel richer just holding it.
Gremlin Visage Special Start each combat with 1 Weak. Time to run.
Mark of the Bloom Special You can no longer heal. In the Beyond, thoughts and reality are one.
Mutagenic Strength Special Start each combat with 3 Strength. At the end of your first turn, lose 3 Strength. "The results seem fleeting, triggering when the subject is in danger." - Unknown
N'loth's Gift Special Triple the chance of finding Rare cards from combat rewards. The strange gift from N'loth. Whenever you try and unwrap it, another wrapped box of the same size lies within.
N'loth's Hungry Face Special The next non-Boss chest you open is empty. You feel hungry.
Necronomicon Special The first Attack played each turn that costs 2 or more is played twice. Upon pickup, obtain a special Curse. Only a fool would try and harness this evil power. At night your dreams are haunted by images of the book devouring your mind.
Neow's Lament Special Enemies in your first 3 combats will have 1 HP. The blessing of lamentation bestowed by Neow.
Nilry's Codex Special At the end of your turn, you may shuffle 1 of 3 random cards into your draw pile. Crafted by the infamous game master himself. Said to expand one's mind.
Odd Mushroom Special When Vulnerable, take 25% more attack damage rather than 50%. "After consuming trichella parastius I felt larger and less... susceptible." - Ranwid
Red Mask Special At the start of each combat, apply 1 Weak to ALL enemies. This very stylish looking mask belongs to the leader of the Red Mask Bandits. Technically that makes you the leader now?
Spirit Poop Special It's unpleasant. The charred remains of your offering to the spirits.
Ssserpent Head Special Whenever you enter a ? room, gain 50 Gold. The most fulfilling of lives is that in which you can buy anything!
Warped Tongs Special At the start of your turn, Upgrade a random card in your hand for the rest of combat. The cursed tongs emit a strong desire to return to where they were stolen from.
Name Type Rarity Cost Description Description (Upgraded)

Ironclad Cards
Bash Attack Basic 2 Deal 8 (10) damage. Apply 2 (3) Vulnerable.
Defend Skill Basic 1 Gain 5 (8) Block.
Strike Attack Basic 1 Deal 6 (9) damage.
Anger Attack Common 0 Deal 6 (8) damage. Add a copy of this card into your discard pile.
Armaments Skill Common 1 Gain 5 Block. Upgrade a card in your hand for the rest of combat. Gain 5 Block. Upgrade all cards in your hand for the rest of combat.
Body Slam Attack Common 1 (0) Deal damage equal to your Block.
Clash Attack Common 0 Can only be played if every card in your hand is an Attack. Deal 14 (18) damage.
Cleave Attack Common 1 Deal 8 (11) damage to ALL enemies.
Clothesline Attack Common 2 Deal 12 (14) damage. Apply 2 (3) Weak.
Flex Skill Common 0 Gain 2 (4) Strength. At the end of this turn, lose 2 (4) Strength.
Havoc Skill Common 1 (0) Play the top card of your draw pile and Exhaust it.
Headbutt Attack Common 1 Deal 9 (12) damage. Put a card from your discard pile on top of your draw pile.
Heavy Blade Attack Common 2 Deal 14 damage. Strength affects this card 3 (5) times.
Iron Wave Attack Common 1 Gain 5 (7) Block. Deal 5 (7) damage.
Perfected Strike Attack Common 2 Deal 6 damage. Deals 2 (3) additional damage for ALL your cards containing "Strike".
Pommel Strike Attack Common 1 Deal 9 damage. Draw 1 card. Deal 10 damage. Draw 2 cards.
Shrug It Off Skill Common 1 Gain 8 (11) Block. Draw 1 card.
Sword Boomerang Attack Common 1 Deal 3 damage to a random enemy 3 (4) times.
Thunderclap Attack Common 1 Deal 4 (7) damage and apply 1 Vulnerable to ALL enemies.
True Grit Skill Common 1 Gain 7 Block. Exhaust 1 card at random. Gain 9 Block. Exhaust 1 card.
Twin Strike Attack Common 1 Deal 5 (7) damage twice.
Warcry Skill Common 0 Draw 1 card. Put a card from your hand onto the top of your draw pile. Exhaust. Draw 2 cards. Put a card from your hand onto the top of your draw pile. Exhaust.
Wild Strike Attack Common 1 Deal 12 (17) damage. Shuffle a Wound into your draw pile.
Battle Trance Skill Uncommon 0 Draw 3 (4) cards. You cannot draw additional cards this turn.
Blood for Blood Attack Uncommon 4 (3) Costs 1 less [R] for each time you lose HP this combat. Deal 18 (22) damage.
Bloodletting Skill Uncommon 0 Lose 3 HP. Gain [R] [R]. Lose 3 HP. Gain [R] [R] [R].
Burning Pact Skill Uncommon 1 Exhaust 1 card. Draw 2 (3) cards.
Carnage Attack Uncommon 2 Ethereal. Deal 20 (28) damage.
Combust Power Uncommon 1 At the end of your turn, lose 1 HP and deal 5 (7) damage to ALL enemies.
Dark Embrace Power Uncommon 2 (1) Whenever a card is Exhausted, draw 1 card.
Disarm Skill Uncommon 1 Enemy loses 2 (3) Strength. Exhaust.
Dropkick Attack Uncommon 1 Deal 5 (8) damage. If the enemy has Vulnerable, gain [R] and draw 1 card.
Dual Wield Skill Uncommon 1 Choose an Attack or Power card. Add a copy of that card into your hand. Choose an Attack or Power card. Add 2 copies of that card into your hand.
Entrench Skill Uncommon 2 (1) Double your Block.
Evolve Power Uncommon 1 Whenever you draw a Status card, draw 1 card. Whenever you draw a Status card, draw 2 cards.
Feel No Pain Power Uncommon 1 Whenever a card is Exhausted, gain 3 (4) Block.
Fire Breathing Power Uncommon 1 Whenever you draw a Status or Curse card, deal 6 (10) damage to ALL enemies.
Flame Barrier Skill Uncommon 2 Gain 12 (16) Block. Whenever you are attacked this turn, deal 4 (6) damage back.
Ghostly Armor Skill Uncommon 1 Ethereal. Gain 10 (13) Block.
Hemokinesis Attack Uncommon 1 Lose 2 HP. Deal 15 (20) damage.
Infernal Blade Skill Uncommon 1 (0) Add a random Attack into your hand. It costs 0 this turn. Exhaust.
Inflame Power Uncommon 1 Gain 2 (3) Strength.
Intimidate Skill Uncommon 0 Apply 1 (2) Weak to ALL enemies. Exhaust.
Metallicize Power Uncommon 1 At the end of your turn, gain 3 (4) Block.
Power Through Skill Uncommon 1 Add 2 Wounds into your hand. Gain 15 (20) Block.
Pummel Attack Uncommon 1 Deal 2 damage 4 (5) times. Exhaust.
Rage Skill Uncommon 0 Whenever you play an Attack this turn, gain 3 (5) Block.
Rampage Attack Uncommon 1 Deal 8 damage. Increase this card's damage by 5 (8) this combat.
Reckless Charge Attack Uncommon 0 Deal 7 (10) damage. Shuffle a Dazed into your draw pile.
Rupture Power Uncommon 1 Whenever you lose HP from a card, gain 1 (2) Strength.
Searing Blow Attack Uncommon 2 Deal 12 (16) damage. Can be Upgraded any number of times.
Second Wind Skill Uncommon 1 Exhaust all non-Attack cards in your hand. Gain 5 (7) Block for each card Exhausted.
Seeing Red Skill Uncommon 1 (0) Gain [R] [R]. Exhaust.
Sentinel Skill Uncommon 1 Gain 5 Block. If this card is Exhausted, gain [R] [R]. Gain 8 Block. If this card is Exhausted, gain [R] [R] [R].
Sever Soul Attack Uncommon 2 Exhaust all non-Attack cards in your hand. Deal 16 (22) damage.
Shockwave Skill Uncommon 2 Apply 3 (5) Weak and Vulnerable to ALL enemies. Exhaust.
Spot Weakness Skill Uncommon 1 If the enemy intends to attack, gain 3 (4) Strength.
Uppercut Attack Uncommon 2 Deal 13 damage. Apply 1 (2) Weak. Apply 1 (2) Vulnerable.
Whirlwind Attack Uncommon X Deal 5 (8) damage to ALL enemies X times.
Barricade Power Rare 3 (2) Block is not removed at the start of your turn.
Berserk Power Rare 0 Gain 2 (1) Vulnerable. At the start of your turn, gain [R].
Bludgeon Attack Rare 3 Deal 32 (42) damage.
Brutality Power Rare 0 At the start of your turn, lose 1 HP and draw 1 card. Innate. At the start of your turn, lose 1 HP and draw 1 card.
Corruption Power Rare 3 (2) Skills cost 0. Whenever you play a Skill, Exhaust it.
Demon Form Power Rare 3 At the start of your turn, gain 2 (3) Strength.
Double Tap Skill Rare 1 This turn, your next Attack is played twice. This turn, your next 2 Attacks are played twice.
Exhume Skill Rare 1 (0) Put a card from your exhaust pile into your hand. Exhaust.
Feed Attack Rare 1 Deal 10 (12) damage. If Fatal, raise your Max HP by 3 (4). Exhaust.
Fiend Fire Attack Rare 2 Exhaust your hand. Deal 7 (10) damage for each card Exhausted. Exhaust.
Immolate Attack Rare 2 Deal 21 (28) damage to ALL enemies. Add a Burn into your discard pile.
Impervious Skill Rare 2 Gain 30 (40) Block. Exhaust.
Juggernaut Power Rare 2 Whenever you gain Block, deal 5 (7) damage to a random enemy.
Limit Break Skill Rare 1 Double your Strength. Exhaust. Double your Strength.
Offering Skill Rare 0 Lose 6 HP. Gain [R] [R]. Draw 3 (5) cards. Exhaust.
Reaper Attack Rare 2 Deal 4 (5) damage to ALL enemies. Heal HP equal to unblocked damage. Exhaust.

Silent Cards
Defend Skill Basic 1 Gain 5 (8) Block.
Neutralize Attack Basic 0 Deal 3 (4) damage. Apply 1 (2) Weak.
Strike Attack Basic 1 Deal 6 (9) damage.
Survivor Skill Basic 1 Gain 8 (11) Block. Discard 1 card.
Acrobatics Skill Common 1 Draw 3 (4) cards. Discard 1 card.
Backflip Skill Common 1 Gain 5 (8) Block. Draw 2 cards.
Bane Attack Common 1 Deal 7 (10) damage. If the enemy has Poison, deal 7 (10) damage again.
Blade Dance Skill Common 1 Add 3 (4) Shivs into your hand.
Cloak and Dagger Skill Common 1 Gain 6 Block. Add 1 Shiv into your hand. Gain 6 Block. Add 2 Shivs into your hand.
Dagger Spray Attack Common 1 Deal 4 (6) damage to ALL enemies twice.
Dagger Throw Attack Common 1 Deal 9 (12) damage. Draw 1 card. Discard 1 card.
Deadly Poison Skill Common 1 Apply 5 (7) Poison.
Deflect Skill Common 0 Gain 4 (7) Block.
Dodge and Roll Skill Common 1 Gain 4 (6) Block. Next turn, gain 4 (6) Block.
Flying Knee Attack Common 1 Deal 8 (11) damage. Next turn, gain [G].
Outmaneuver Skill Common 1 Next turn, gain [G] [G]. Next turn, gain [G] [G] [G].
Piercing Wail Skill Common 1 ALL enemies lose 6 (8) Strength this turn. Exhaust.
Poisoned Stab Attack Common 1 Deal 6 (8) damage. Apply 3 (4) Poison.
Prepared Skill Common 0 Draw 1 card. Discard 1 card. Draw 2 cards. Discard 2 cards.
Quick Slash Attack Common 1 Deal 8 (12) damage. Draw 1 card.
Name Type Rarity Cost Description Description (Upgraded)
Slice Attack Common 0 Deal 6 (9) damage.
Sneaky Strike Attack Common 2 Deal 12 (16) damage. If you have discarded a card this turn, gain [G] [G].
Sucker Punch Attack Common 1 Deal 7 (9) damage. Apply 1 (2) Weak.
Accuracy Power Uncommon 1 Shivs deal 4 (6) additional damage.
All-Out Attack Attack Uncommon 1 Deal 10 (14) damage to ALL enemies. Discard 1 card at random.
Backstab Attack Uncommon 0 Innate. Deal 11 (15) damage. Exhaust.
Blur Skill Uncommon 1 Gain 5 (8) Block. Block is not removed at the start of your next turn.
Bouncing Flask Skill Uncommon 2 Apply 3 Poison to a random enemy 3 (4) times.
Calculated Gamble Skill Uncommon 0 Discard your hand, then draw that many cards. Exhaust. Discard your hand, then draw that many cards.
Caltrops Power Uncommon 1 Whenever you are attacked, deal 3 (5) damage back.
Catalyst Skill Uncommon 1 Double the enemy's Poison. Exhaust. Triple the enemy's Poison. Exhaust.
Choke Attack Uncommon 2 Deal 12 damage. Whenever you play a card this turn, the enemy loses 3 (5) HP.
Concentrate Skill Uncommon 0 Discard 3 (2) cards. Gain [G] [G].
Crippling Cloud Skill Uncommon 2 Apply 4 (7) Poison and 2 Weak to ALL enemies. Exhaust.
Dash Attack Uncommon 2 Gain 10 (13) Block. Deal 10 (13) damage.
Distraction Skill Uncommon 1 (0) Add a random Skill into your hand. It costs 0 this turn. Exhaust.
Endless Agony Attack Uncommon 0 Deal 4 (6) damage. Whenever you draw this card, add a copy of it into your hand. Exhaust.
Escape Plan Skill Uncommon 0 Draw 1 card. If you draw a Skill, gain 3 (5) Block.
Eviscerate Attack Uncommon 3 Costs 1 less [G] for each card discarded this turn. Deal 7 (9) damage 3 times.
Expertise Skill Uncommon 1 Draw cards until you have 6 (7) in your hand.
Finisher Attack Uncommon 1 Deal 6 (8) damage for each Attack played this turn.
Flechettes Attack Uncommon 1 Deal 4 (6) damage for each Skill in your hand.
Footwork Power Uncommon 1 Gain 2 (3) Dexterity.
Heel Hook Attack Uncommon 1 Deal 5 (8) damage. If the enemy has Weak, gain [G] and draw 1 card.
Infinite Blades Power Uncommon 1 At the start of your turn, add a Shiv into your hand. Innate. At the start of your turn, add a Shiv into your hand.
Leg Sweep Skill Uncommon 2 Apply 2 (3) Weak. Gain 11 (14) Block.
Masterful Stab Attack Uncommon 0 Costs 1 additional [G] for each time you lose HP this combat. Deal 12 (16) damage.
Noxious Fumes Power Uncommon 1 At the start of your turn, apply 2 (3) Poison to ALL enemies.
Predator Attack Uncommon 2 Deal 15 (20) damage. Next turn, draw 2 additional cards.
Reflex Skill Uncommon Unplayable Unplayable. If this card is discarded from your hand, draw 2 cards. Unplayable. If this card is discarded from your hand, draw 3 cards.
Riddle with Holes Attack Uncommon 2 Deal 3 (4) damage 5 times.
Setup Skill Uncommon 1 (0) Put a card from your hand on top of your draw pile. It costs 0 until played.
Skewer Attack Uncommon X Deal 7 (10) damage X times.
Tactician Skill Uncommon Unplayable Unplayable. If this card is discarded from your hand, gain [G]. Unplayable. If this card is discarded from your hand, gain [G] [G].
Terror Skill Uncommon 1 (0) Apply 99 Vulnerable. Exhaust.
Well-Laid Plans Power Uncommon 1 At the end of your turn, Retain up to 1 card. At the end of your turn, Retain up to 2 cards.
A Thousand Cuts Power Rare 2 Whenever you play a card, deal 1 (2) damage to ALL enemies.
Adrenaline Skill Rare 0 Gain [G]. Draw 2 cards. Exhaust. Gain [G] [G]. Draw 2 cards. Exhaust.
After Image Power Rare 1 Whenever you play a card, gain 1 Block. Innate. Whenever you play a card, gain 1 Block.
Alchemize Skill Rare 1 (0) Obtain a random potion. Exhaust.
Bullet Time Skill Rare 3 (2) You cannot draw additional cards this turn. Reduce the cost of all cards in your hand to 0 this turn.
Burst Skill Rare 1 This turn, your next Skill is played twice. This turn, your next 2 Skills are played twice.
Corpse Explosion Skill Rare 2 Apply 6 (9) Poison. When the enemy dies, deal damage equal to its Max HP to ALL enemies.
Die Die Die Attack Rare 1 Deal 13 (17) damage to ALL enemies. Exhaust.
Doppelganger Skill Rare X Next turn, draw X cards and gain X [G]. Exhaust. Next turn, draw X+1 cards and gain X+1 [G]. Exhaust.
Envenom Power Rare 2 (1) Whenever an Attack deals unblocked damage, apply 1 Poison.
Glass Knife Attack Rare 1 Deal 8 (12) damage twice. Decrease the damage of this card by 2 this combat.
Grand Finale Attack Rare 0 Can only be played if there are no cards in your draw pile. Deal 50 (60) damage to ALL enemies.
Malaise Skill Rare X Enemy loses X Strength. Apply X Weak. Exhaust. Enemy loses X+1 Strength. Apply X+1 Weak. Exhaust.
Nightmare Skill Rare 3 (2) Choose a card. Next turn, add 3 copies of that card into your hand. Exhaust.
Phantasmal Killer Skill Rare 1 (0) Next turn, your Attacks deal double damage.
Storm of Steel Skill Rare 1 Discard your hand. Add 1 Shiv into your hand for each card discarded. Discard your hand. Add 1 Shiv+ into your hand for each card discarded.
Tools of the Trade Power Rare 1 (0) At the start of your turn, draw 1 card and discard 1 card.
Unload Attack Rare 1 Deal 14 (18) damage. Discard all non-Attack cards in your hand.
Wraith Form Power Rare 3 Gain 2 (3) Intangible. At the end of your turn, lose 1 Dexterity.

Defect Cards
Defend Skill Basic 1 Gain 5 (8) Block.
Dualcast Skill Basic 1 (0) Evoke your next Orb twice.
Strike Attack Basic 1 Deal 6 (9) damage.
Zap Skill Basic 1 (0) Channel 1 Lightning.
Ball Lightning Attack Common 1 Deal 7 (10) damage. Channel 1 Lightning.
Barrage Attack Common 1 Deal 4 (6) damage for each Channeled Orb.
Beam Cell Attack Common 0 Deal 3 (4) damage. Apply 1 (2) Vulnerable.
Charge Battery Skill Common 1 Gain 7 (10) Block. Next turn, gain [B].
Claw Attack Common 0 Deal 3 (5) damage. Increase the damage of ALL Claw cards by 2 this combat.
Cold Snap Attack Common 1 Deal 6 (9) damage. Channel 1 Frost.
Compile Driver Attack Common 1 Deal 7 (10) damage. Draw 1 card for each unique Orb you have.
Coolheaded Skill Common 1 Channel 1 Frost. Draw 1 card. Channel 1 Frost. Draw 2 cards.
Go for the Eyes Attack Common 0 Deal 3 (4) damage. If the enemy intends to attack, apply 1 (2) Weak.
Hologram Skill Common 1 Gain 3 Block. Put a card from your discard pile into your hand. Exhaust. Gain 5 Block. Put a card from your discard pile into your hand.
Leap Skill Common 1 Gain 9 (12) Block.
Rebound Attack Common 1 Deal 9 (12) damage. Put the next card you play this turn on top of your draw pile.
Recursion Skill Common 1 (0) Evoke your next Orb. Channel the Orb that was just Evoked.
Stack Skill Common 1 Gain Block equal to the number of cards in your discard pile. Gain Block equal to the number of cards in your discard pile +3.
Steam Barrier Skill Common 0 Gain 6 (8) Block. Decrease this card's Block by 1 this combat.
Streamline Attack Common 2 Deal 15 (20) damage. Reduce this card's cost by 1 this combat.
Sweeping Beam Attack Common 1 Deal 6 (9) damage to ALL enemies. Draw 1 card.
TURBO Skill Common 0 Gain [B] [B]. Add a Void into your discard pile. Gain [B] [B] [B]. Add a Void into your discard pile.
Aggregate Skill Uncommon 1 Gain [B] for every 4 (3) cards in your draw pile.
Auto-Shields Skill Uncommon 1 If you have no Block, gain 11 (15) Block.
Blizzard Attack Uncommon 1 Deal damage equal to 2 (3) times the number of Frost Channeled this combat to ALL enemies.
Boot Sequence Skill Uncommon 0 Innate. Gain 10 (13) Block. Exhaust.
Bullseye Attack Uncommon 1 Deal 8 (11) damage. Apply 2 (3) Lock-On.
Capacitor Power Uncommon 1 Gain 2 (3) Orb slots.
Chaos Skill Uncommon 1 Channel 1 random Orb. Channel 2 random Orbs.
Chill Skill Uncommon 0 Channel 1 Frost for each enemy in combat. Exhaust. Innate. Channel 1 Frost for each enemy in combat. Exhaust.
Consume Skill Uncommon 2 Gain 2 (3) Focus. Lose 1 Orb slot.
Darkness Skill Uncommon 1 Channel 1 Dark. Channel 1 Dark. Trigger the passive ability of all Dark orbs.
Defragment Power Uncommon 1 Gain 1 (2) Focus.
Doom and Gloom Attack Uncommon 2 Deal 10 (14) damage to ALL enemies. Channel 1 Dark.
Double Energy Skill Uncommon 1 (0) Double your Energy. Exhaust.
Equilibrium Skill Uncommon 2 Gain 13 (16) Block. Retain your hand this turn.
FTL Attack Uncommon 0 Deal 5 (6) damage. If you have played less than 3 (4) cards this turn, draw 1 card.
Force Field Skill Uncommon 4 Costs 1 less [B] for each Power card played this combat. Gain 12 (16) Block.
Fusion Skill Uncommon 2 (1) Channel 1 Plasma.
Genetic Algorithm Skill Uncommon 1 Gain 1 Block. Permanently increase this card's Block by 2 (3). Exhaust.
Glacier Skill Uncommon 2 Gain 7 (10) Block. Channel 2 Frost.
Heatsinks Power Uncommon 1 Whenever you play a Power card, draw 1 card. Whenever you play a Power card, draw 2 cards.
Name Type Rarity Cost Description Description (Upgraded)
Hello World Power Uncommon 1 At the start of your turn, add a random Common card into your hand. Innate. At the start of your turn, add a random Common card into your hand.
Loop Power Uncommon 1 At the start of your turn, trigger the passive ability of your next Orb. At the start of your turn, trigger the passive ability of your next Orb 2 times.
Melter Attack Uncommon 1 Remove all Block from the enemy. Deal 10 (14) damage.
Overclock Skill Uncommon 0 Draw 2 (3) cards. Add a Burn into your discard pile.
Recycle Skill Uncommon 1 (0) Exhaust a card. Gain [B] equal to its cost.
Reinforced Body Skill Uncommon X Gain 7 (9) Block X times.
Reprogram Skill Uncommon 1 Lose 1 (2) Focus. Gain 1 (2) Strength. Gain 1 (2) Dexterity.
Rip and Tear Attack Uncommon 1 Deal 7 (9) damage to a random enemy twice.
Scrape Attack Uncommon 1 Deal 7 (10) damage. Draw 4 (5) cards. Discard all cards drawn this way that do not cost 0.
Self Repair Power Uncommon 1 At the end of combat, heal 7 (10) HP.
Skim Skill Uncommon 1 Draw 3 (4) cards.
Static Discharge Power Uncommon 1 Whenever you receive unblocked attack damage, Channel 1 (2) Lightning.
Storm Power Uncommon 1 Whenever you play a Power card, Channel 1 Lightning. Innate. Whenever you play a Power card, Channel 1 Lightning.
Sunder Attack Uncommon 3 Deal 24 (32) damage. If this kills an enemy, gain [B] [B] [B].
Tempest Skill Uncommon X Channel X Lightning. Exhaust. Channel X+1 Lightning. Exhaust.
White Noise Skill Uncommon 1 (0) Add a random Power card into your hand. It costs 0 this turn. Exhaust.
All for One Attack Rare 2 Deal 10 (14) damage. Put all cost 0 cards from your discard pile into your hand.
Amplify Skill Rare 1 This turn, your next Power card is played twice. This turn, your next 2 Power cards are played twice.
Biased Cognition Power Rare 1 Gain 4 (5) Focus. At the start of your turn, lose 1 Focus.
Buffer Power Rare 2 Prevent the next time you would lose HP. Prevent the next 2 times you would lose HP.
Core Surge Attack Rare 1 Deal 11 (15) damage. Gain 1 Artifact. Exhaust.
Creative AI Power Rare 3 (2) At the start of your turn, add a random Power card into your hand.
Echo Form Power Rare 3 Ethereal. The first card you play each turn is played twice. The first card you play each turn is played twice.
Electrodynamics Power Rare 2 Lightning now hits ALL enemies. Channel 2 (3) Lightning.
Fission Skill Rare 0 Remove all your Orbs. Gain [B] and draw 1 card for each Orb removed. Exhaust. Evoke all your Orbs. Gain [B] and draw 1 card for each Orb Evoked. Exhaust.
Hyperbeam Attack Rare 2 Deal 26 (34) damage to ALL enemies. Lose 3 Focus.
Machine Learning Power Rare 1 At the start of your turn, draw 1 additional card. Innate. At the start of your turn, draw 1 additional card.
Meteor Strike Attack Rare 5 Deal 24 (30) damage. Channel 3 Plasma.
Multi-Cast Skill Rare X Evoke your next Orb X times. Evoke your next Orb X+1 times.
Rainbow Skill Rare 2 Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark. Exhaust. Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark.
Reboot Skill Rare 0 Shuffle ALL your cards into your draw pile. Draw 4 (6) cards. Exhaust.
Seek Skill Rare 0 Put 1 card from your draw pile into your hand. Exhaust. Put 2 cards from your draw pile into your hand. Exhaust.
Thunder Strike Attack Rare 3 Deal 7 (9) damage to a random enemy for each Lightning Channeled this combat.

Watcher Cards
Defend Skill Basic 1 Gain 5 (8) Block.
Eruption Attack Basic 2 (1) Deal 9 damage. Enter Wrath.
Strike Attack Basic 1 Deal 6 (9) damage.
Vigilance Skill Basic 2 Gain 8 (12) Block. Enter Calm.
Bowling Bash Attack Common 1 Deal 7 (10) damage for each enemy in combat.
Consecrate Attack Common 0 Deal 5 (8) damage to ALL enemies.
Crescendo Skill Common 1 (0) Retain. Enter Wrath. Exhaust.
Crush Joints Attack Common 1 Deal 8 (10) damage. If the last card played this combat was a Skill, apply 1 (2) Vulnerable.
Cut Through Fate Attack Common 1 Deal 7 (9) damage. Scry 2 (3). Draw 1 card.
Empty Body Skill Common 1 Gain 7 (10) Block. Exit your Stance.
Empty Fist Attack Common 1 Deal 9 (14) damage. Exit your Stance.
Evaluate Skill Common 1 Gain 6 (10) Block. Shuffle an Insight into your draw pile.
Flurry of Blows Attack Common 0 Deal 4 (6) damage. Whenever you change Stances, return this from the discard pile to your hand.
Flying Sleeves Attack Common 1 Retain. Deal 4 (6) damage twice.
Follow-Up Attack Common 1 Deal 7 (11) damage. If the last card played this combat was an Attack, gain [W].
Halt Skill Common 0 Gain 3 (4) Block. If you are in Wrath, gain 9 (14) additional Block.
Just Lucky Attack Common 0 Scry 1 (2). Gain 2 (3) Block. Deal 3 (4) damage.
Pressure Points Skill Common 1 Apply 8 (11) Mark. ALL enemies lose HP equal to their Mark.
Prostrate Skill Common 0 Gain 2 (3) Mantra. Gain 4 Block.
Protect Skill Common 2 Retain. Gain 12 (16) Block.
Sash Whip Attack Common 1 Deal 8 (10) damage. If the last card played this combat was an Attack, apply 1 (2) Weak.
Third Eye Skill Common 1 Gain 7 (9) Block. Scry 3 (5).
Tranquility Skill Common 1 (0) Retain. Enter Calm. Exhaust.
Battle Hymn Power Uncommon 1 At the start of each turn, add a Smite into your hand. Innate. At the start of each turn, add a Smite into your hand.
Carve Reality Attack Uncommon 1 Deal 6 (10) damage. Add a Smite into your hand.
Collect Skill Uncommon X Put a Miracle+ into your hand at the start of your next X turns. Exhaust. Put a Miracle+ into your hand at the start of your next X+1 turns. Exhaust.
Conclude Attack Uncommon 1 Deal 12 (16) damage to ALL enemies. End your turn.
Deceive Reality Skill Uncommon 1 Gain 4 (7) Block. Add a Safety into your hand.
Empty Mind Skill Uncommon 1 Draw 2 (3) cards. Exit your Stance.
Fasting Power Uncommon 2 Gain 3 (4) Strength. Gain 3 (4) Dexterity. Gain 1 less [W] at the start of each turn.
Fear No Evil Attack Uncommon 1 Deal 8 (11) damage. If the enemy intends to Attack, enter Calm.
Foreign Influence Skill Uncommon 0 Choose 1 of 3 Attacks of any color to add into your hand. Exhaust. Choose 1 of 3 Attacks of any color to add into your hand. It costs 0 this turn. Exhaust.
Foresight Power Uncommon 1 At the start of your turn, Scry 3 (4).
Indignation Skill Uncommon 1 If you are in Wrath, apply 3 (5) Vulnerable to ALL enemies, otherwise enter Wrath.
Inner Peace Skill Uncommon 1 If you are in Calm, draw 3 (4) cards, otherwise enter Calm.
Like Water Power Uncommon 1 At the end of your turn, if you are in Calm, gain 5 (7) Block.
Meditate Skill Uncommon 1 Put a card from your discard pile into your hand and Retain it. Enter Calm. End your turn. Put 2 cards from your discard pile into your hand and Retain them. Enter Calm. End your turn.
Mental Fortress Power Uncommon 1 Whenever you change Stances, gain 4 (6) Block.
Nirvana Power Uncommon 1 Whenever you Scry, gain 3 (4) Block.
Perseverance Skill Uncommon 1 Retain. Gain 5 (7) Block. When Retained, increase its Block by 2 (3) this combat.
Pray Skill Uncommon 1 Gain 3 (4) Mantra. Shuffle an Insight into your draw pile.
Reach Heaven Attack Uncommon 2 Deal 10 (15) damage. Shuffle a Through Violence into your draw pile.
Rushdown Power Uncommon 1 (0) Whenever you enter Wrath, draw 2 cards.
Sanctity Skill Uncommon 1 Gain 6 (9) Block. If the last card played this combat was a Skill, draw 2 cards.
Sands of Time Attack Uncommon 4 Retain. Deal 20 (26) damage. When Retained, lower its cost by 1 this combat.
Signature Move Attack Uncommon 2 Can only be played if this is the only Attack in your hand. Deal 30 (40) damage.
Simmering Fury Skill Uncommon 1 At the start of your next turn, enter Wrath and draw 2 (3) cards.
Study Power Uncommon 2 (1) At the end of your turn, shuffle an Insight into your draw pile.
Swivel Skill Uncommon 2 Gain 8 (11) Block. The next Attack you play costs 0.
Talk to the Hand Attack Uncommon 1 Deal 5 (7) damage. Whenever you attack this enemy, gain 2 (3) Block. Exhaust.
Tantrum Attack Uncommon 1 Deal 3 damage 3 (4) times. Enter Wrath. Shuffle this card into your draw pile.
Wallop Attack Uncommon 2 Deal 9 (12) damage. Gain Block equal to unblocked damage dealt.
Wave of the Hand Skill Uncommon 1 Whenever you gain Block this turn, apply 1 (2) Weak to ALL enemies.
Weave Attack Uncommon 0 Deal 4 (6) damage. Whenever you Scry, return this from the discard pile to your Hand.
Wheel Kick Attack Uncommon 2 Deal 15 (20) damage. Draw 2 cards.
Windmill Strike Attack Uncommon 2 Retain. Deal 7 (10) damage. When Retained, increase its damage by 4 (5) this combat.
Worship Skill Uncommon 2 Gain 5 Mantra. Retain. Gain 5 Mantra.
Wreath of Flame Skill Uncommon 1 Your next Attack deals 5 (8) additional damage.
Alpha Skill Rare 1 Shuffle a Beta into your draw pile. Exhaust. Innate. Shuffle a Beta into your draw pile. Exhaust.
Blasphemy Skill Rare 1 Enter Divinity. Die next turn. Exhaust. Retain. Enter Divinity. Die next turn. Exhaust.
Brilliance Attack Rare 1 Deal 12 (16) damage. Deals additional damage equal to Mantra gained this combat.
Conjure Blade Skill Rare X Shuffle an Expunger into your draw pile. Exhaust. Shuffle an Expunger with X+1 into your draw pile. Exhaust.
Deus Ex Machina Skill Rare Unplayable Unplayable. When you draw this card, add 2 (3) Miracles to your hand and Exhaust.
Deva Form Power Rare 3 Ethereal. At the start of your turn, gain [W] and increase this gain by 1. At the start of your turn, gain [W] and increase this gain by 1.
Name Type Rarity Cost Description Description (Upgraded)
Devotion Power Rare 1 At the start of your turn, gain 2 (3) Mantra.
Establishment Power Rare 1 Whenever a card is Retained, reduce its cost by 1 this combat. Innate. Whenever a card is Retained, reduce its cost by 1 this combat.
Judgment Skill Rare 1 If the enemy has 30 (40) or less HP, set their HP to 0.
Lesson Learned Attack Rare 2 Deal 10 (13) damage. If Fatal, Upgrade a random card in your deck. Exhaust.
Master Reality Power Rare 1 (0) Whenever a card is created during combat, Upgrade it.
Omniscience Skill Rare 4 (3) Choose a card in your draw pile. Play the chosen card twice and exhaust it. Exhaust.
Ragnarok Attack Rare 3 Deal 5 (6) damage to a random enemy 5 (6) times.
Scrawl Skill Rare 1 (0) Draw cards until your hand is full. Exhaust.
Spirit Shield Skill Rare 2 Gain 3 (4) Block for each card in your hand.
Vault Skill Rare 3 (2) Take an extra turn after this one. End your turn. Exhaust.
Wish Skill Rare 3 Choose one: Gain 6 (8) Plated Armor, 3 (4) Strength, or 25 (30) Gold. Exhaust.

Colorless Cards
Bandage Up Skill Uncommon 0 Heal 4 (6) HP. Exhaust.
Blind Skill Uncommon 0 Apply 2 Weak. Apply 2 Weak to ALL enemies.
Dark Shackles Skill Uncommon 0 Enemy loses 9 (15) Strength this turn. Exhaust.
Deep Breath Skill Uncommon 0 Shuffle your discard pile into your draw pile. Draw 1 card. Shuffle your discard pile into your draw pile. Draw 2 cards.
Discovery Skill Uncommon 1 Choose 1 of 3 random cards to add into your hand. It costs 0 this turn. Exhaust. Choose 1 of 3 random cards to add into your hand. It costs 0 this turn.
Dramatic Entrance Attack Uncommon 0 Innate. Deal 8 (12) damage to ALL enemies. Exhaust.
Enlightenment Skill Uncommon 0 Reduce the cost of all cards in your hand to 1 this turn. Reduce the cost of all cards in your hand to 1 this combat.
Finesse Skill Uncommon 0 Gain 2 (4) Block. Draw 1 card.
Flash of Steel Attack Uncommon 0 Deal 3 (6) damage. Draw 1 card.
Forethought Skill Uncommon 0 Put a card from your hand to the bottom of your draw pile. It costs 0 until played. Put any number of cards from your hand to the bottom of your draw pile. They cost 0 until played.
Good Instincts Skill Uncommon 0 Gain 6 (9) Block.
Impatience Skill Uncommon 0 If you have no Attacks in your hand, draw 2 (3) cards.
Jack of All Trades Skill Uncommon 0 Add 1 random Colorless card into your hand. Exhaust. Add 2 random Colorless cards into your hand. Exhaust.
Madness Skill Uncommon 1 (0) Reduce the cost of a random card in your hand to 0 this combat. Exhaust.
Mind Blast Attack Uncommon 2 (1) Innate. Deal damage equal to the number of cards in your draw pile.
Panacea Skill Uncommon 0 Gain 1 (2) Artifact. Exhaust.
Panic Button Skill Uncommon 0 Gain 30 (40) Block. You cannot gain Block from cards for 2 turns. Exhaust.
Purity Skill Uncommon 0 Exhaust up to 3 (5) cards in your hand. Exhaust.
Swift Strike Attack Uncommon 0 Deal 7 (10) damage.
Trip Skill Uncommon 0 Apply 2 Vulnerable. Apply 2 Vulnerable to ALL enemies.
Apotheosis Skill Rare 2 (1) Upgrade ALL your cards for the rest of combat. Exhaust.
Chrysalis Skill Rare 2 Shuffle 3 (5) random Skills into your draw pile. They cost 0 this combat. Exhaust.
Hand of Greed Attack Rare 2 Deal 20 (25) damage. If Fatal, gain 20 (25) Gold.
Magnetism Power Rare 2 (1) At the start of your turn, add a random Colorless card into your hand.
Master of Strategy Skill Rare 0 Draw 3 (4) cards. Exhaust.
Mayhem Power Rare 2 (1) At the start of your turn, play the top card of your draw pile.
Metamorphosis Skill Rare 2 Shuffle 3 (5) random Attacks into your draw pile. They cost 0 this combat. Exhaust.
Panache Power Rare 0 Every time you play 5 cards in a single turn, deal 10 (14) damage to ALL enemies.
Sadistic Nature Power Rare 0 Whenever you apply a debuff to an enemy, they take 5 (7) damage.
Secret Technique Skill Rare 0 Put a Skill from your draw pile into your hand. Exhaust. Put a Skill from your draw pile into your hand.
Secret Weapon Skill Rare 0 Put an Attack from your draw pile into your hand. Exhaust. Put an Attack from your draw pile into your hand.
The Bomb Skill Rare 2 At the end of 3 turns, deal 40 (50) damage to ALL enemies.
Thinking Ahead Skill Rare 0 Draw 2 cards. Put a card from your hand on top of your draw pile. Exhaust. Draw 2 cards. Put a card from your hand on top of your draw pile.
Transmutation Skill Rare X Add X random Colorless cards into your hand. They cost 0 this turn. Exhaust. Add X random Upgraded Colorless cards into your hand. They cost 0 this turn. Exhaust.
Violence Skill Rare 0 Put 3 (4) random Attacks from your draw pile into your hand. Exhaust.
Apparition Skill Special 1 Ethereal. Gain 1 Intangible. Exhaust. Gain 1 Intangible. Exhaust.
Become Almighty Power Special Unplayable Gain 3 (4) Strength.
Beta Skill Special 2 (1) Shuffle an Omega into your draw pile. Exhaust.
Bite Attack Special 1 Deal 7 (8) damage. Heal 2 (3) HP.
Expunger Attack Special 1 Deal 9 (15) damage X times.
Fame and Fortune Skill Special Unplayable Gain 25 (30) Gold.
Insight Skill Special 0 Retain. Draw 2 (3) cards. Exhaust.
J.A.X. Skill Special 0 Lose 3 HP. Gain 2 (3) Strength.
Live Forever Power Special Unplayable Gain 6 (8) Plated Armor.
Miracle Skill Special 0 Retain. Gain [W]. Exhaust. Retain. Gain [W] [W]. Exhaust.
Omega Power Special 3 At the end of your turn, deal 50 (60) damage to ALL enemies.
Ritual Dagger Attack Special 1 Deal 15 damage. If Fatal, permanently increase this card's damage by 3 (5). Exhaust.
Safety Skill Special 1 Retain. Gain 12 (16) Block. Exhaust.
Shiv Attack Special 0 Deal 4 (6) damage. Exhaust.
Smite Attack Special 1 Retain. Deal 12 (16) damage. Exhaust.
Through Violence Attack Special 0 Retain. Deal 20 (30) damage. Exhaust.

Curse Cards
Clumsy Curse Curse Unplayable Unplayable. Ethereal.
Decay Curse Curse Unplayable Unplayable. At the end of your turn, take 2 damage.
Doubt Curse Curse Unplayable Unplayable. At the end of your turn, gain 1 Weak.
Injury Curse Curse Unplayable Unplayable.
Normality Curse Curse Unplayable Unplayable. While in hand, you cannot play more than 3 cards this turn.
Pain Curse Curse Unplayable Unplayable. While in hand, lose 1 HP whenever you play another card.
Parasite Curse Curse Unplayable Unplayable. If transformed or removed from your deck, lose 3 Max HP.
Regret Curse Curse Unplayable Unplayable. At the end of your turn, lose HP equal to the number of cards in your hand.
Shame Curse Curse Unplayable Unplayable. At the end of your turn, gain 1 Frail.
Writhe Curse Curse Unplayable Unplayable. Innate.
Ascender's Bane Curse Special Unplayable Unplayable. Ethereal. Cannot be removed from your deck.
Curse of the Bell Curse Special Unplayable Unplayable. Cannot be removed from your deck.
Necronomicurse Curse Special Unplayable Unplayable. There is no escape from this Curse.
Pride Curse Special 1 Innate. At the end of your turn, put a copy of this card on top of your draw pile. Exhaust.

Status Cards
Burn Status Common Unplayable Unplayable. At the end of your turn, take 2 damage.
Dazed Status Common Unplayable Unplayable. Ethereal.
Slimed Status Common 1 Exhaust.
Void Status Common Unplayable Unplayable. Ethereal. Whenever this card is drawn, lose 1 Energy.
Wound Status Common Unplayable Unplayable.

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