Keywords

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WARNING!

This page is under construction. Information may be wrong or incomplete.

Common to all characters

Block

See Block for more info on its sources and interactions.

Icon Block.png Block is a resource used by all characters as well as a number of enemies to reduce damage taken in a turn. Block is removed at the start of your turn unless you are under the effects of CardIcon Ironclad Power Rare.png Barricade or CardIcon Silent Skill Uncommon.png Blur. The Calipers.png Calipers Relic also mitigates the end-of-turn loss of Block.

Example: Player takes 20 damage while having 8 Icon Block.png Block so the total damage taken will be 20 - 8 or 12.

Energy

Energy is a resource used to play cards. Every character gains 3 Energy at the start of their turn. Energy can be gained through other Cards or Relics.

Every character's cards have their own symbol for Energy.

RedEnergy.png  for Ironclad

GreenEnergy.png  for Silent

BlueEnergy.png  for Defect

PurpleEnergy.png  for Watcher

ColorlessEnergy.png  for all Colorless Cards

Card Modifiers

Exhaust

Exhausting a card removes it from play for the rest of combat and places it in the Exhaust pile which can be viewed during combat. Most cards Exhaust themselves on use, however some cards can Exhaust others.

The only way to get an Exhausted card back is using the Ironclad card CardIcon Ironclad Skill Rare.png Exhume which will bring back one card and then Exhaust itself.

Ethereal

Ethereal cards are automatically Exhausted if they are in your hand at the end of your turn.

Innate

Innate is a card modifier that makes that card appear in the first hand of cards you draw during combat. This is not in addition to the default card draw at the start of a turn; an Innate card will take up one of those slots. However, if the number of Innate cards in your deck exceeds the number of cards you draw in your first hand, all the Innate cards will still be drawn, effectively functioning as free card draw.

In some cases it may be beneficial to avoid some Innate cards because they can take up the draw slots of potentially more beneficial cards.

The BottledFlame.png Bottled Flame, BottledLightning.png Bottled Lightning, and BottledTornado.png Bottled Tornado Relics have an effect similar to Innate but are different in a few key ways. First of all, when duplicating a bottled card, the other copy will not appear in your hand at the start of combat. Bottled cards cannot be removed from your deck but can be transformed, which will not put the new card in place of the old one. The bottle relic will still say "Start each combat with [name of previous card] in your hand" this is a visual bug and the relic will now have no effect.

Unplayable

Most Curses as well as a few Statuses are unable to be played from your hand. One of the only examples of an unplayable card that is beneficial is CardIcon Silent Skill Uncommon.png Tactician, which cannot be played but can be discarded in order to gain GreenEnergy.png  Energy.

Retain

Retain is a card modifier only found on some Watcher Cards. Cards with Retain on them will not be discarded at the end of your turn and will persist until played or removed by other means such as Exhaust. Some Curses will still be discarded at the end of your turn even if Retained.

The effects of RunicPyramid.png Runic Pyramid are similar to Retain, but not strictly speaking the same thing. As such, CardIcon Watcher Power Rare.png Establishment will not interact with this relic.

Character specific

Discard

While not a defined Keyword in the game, Discard is a mostly Silent exclusive mechanic. Cards can be discarded from your hand into your Discard Pile, in exchange for a buff or to simply cycle them out of your hand. Defect is the only other character with access to Discard, with the card CardIcon Defect Attack Uncommon.png Scrape.

Discarding your hand at the end of your turn does not trigger Discard mechanics.

Watcher's Scry does not trigger Discard mechanics, and only functions as deck cycling.

Sources

These are the all the sources of Discard in the game:

a) Cards

CardIcon Silent Skill Common.png Survivor, CardIcon Silent Skill Common.png Prepared, CardIcon Silent Skill Common.png Acrobatics, CardIcon Silent Attack Common.png Dagger Throw, CardIcon Silent Skill Uncommon.png Calculated Gamble, CardIcon Silent Skill Uncommon.png Concentrate, CardIcon Silent Attack Uncommon.png All-Out Attack, CardIcon Silent Attack Rare.png Unload, CardIcon Silent Skill Rare.png Storm of Steel, CardIcon Silent Power Rare.png Tools of the Trade, CardIcon Defect Attack Uncommon.png Scrape.

b) Relics

GamblingChip.png Gambling Chip

c) Potions

GamblersBrew.png Gambler's Brew

Triggers

These are everything that triggers on Discard:

a) Cards

CardIcon Silent Skill Uncommon.png Tactician, CardIcon Silent Skill Uncommon.png Reflex, CardIcon Silent Attack Uncommon.png Eviscerate, CardIcon Silent Attack Common.png Sneaky Strike

b) Relics

Tingsha.png Tingsha, ToughBandages.png Tough Bandages, HoveringKite.png Hovering Kite

Orbs

See Orbs for more info.

Orbs are a mechanic used exclusively by the Defect. Orbs have a passive effect that triggers at the end of your turn. You have a base capacity of 3 Orbs.

Channel

Channeling an Orb places it in the right-most empty slot. If an Orb is Channeled when all slots are filled, the rightmost Orb will be Evoked to make room.

Evoke

Consume the right-most Orb to trigger a powerful burst effect.

Orb Types
  • LightningOrb.png Lightning Orbs deal 3 (8 when Evoked) damage to a random enemy. CardIcon Defect Power Rare.png Electrodynamics makes Lightning Orbs hit all targets at once.
  • FrostOrb.png Frost Orbs give 2 (5 when Evoked) Icon Block.png Block. (Frost Orbs have 3 different sprites depending on which slot they are in, only the center sprite is used here.)
  • DarkOrb.png Dark Orbs add 6 damage to its Evoked effect every turn. When Evoked, it will deal that amount of damage to the enemy with the least health.
  • PlasmaOrb.png Plasma Orbs give 1 (2 when Evoked) ColorlessEnergy.png Energy. This Orb is not affected by Focus.
Focus

Icon Focus.png Focus is a buff that increases the effect of Orbs (except for PlasmaOrb.png Plasma). Focus can be negative.

Stance

Stances are a mechanic used only by the Watcher. There are 4 Stances (including Neutral/No Stance) each with a significant buff and sometimes a drawback.

Some cards and relics change the Watcher to other stances. Stances can be exited using the cards CardIcon Watcher Skill Common.png Empty Body, CardIcon Watcher Skill Uncommon.png Empty Mind, or CardIcon Watcher Attack Common.png Empty Fist.

  • Neutral/No Stance: Watcher by default starts with no stance. No bonuses or drawbacks.
  • Calm: When changing Stances, 2 (3 with VioletLotus.png Violet Lotus) ColorlessEnergy.png Energy.
  • Wrath: Deal double damage and take double damage. (Draw 2 Cards CardIcon Watcher Power Uncommon.png Rushdown)
  • Divinity: Deal triple damage. Gain 3 ColorlessEnergy.png Energy. Exit Divinity at the start of your next turn.

Scry

Scry is a mechanic exclusive to the Watcher. and is defined as this:

Look at the top X cards of your draw pile. You may discard any of them.

Scrying allows you to see a certain amount of cards into your draw pile, allowing you to see what cards are up next and discard them ahead of time.

Cards in the Scry screen will always be shown in draw order, with the leftmost card being what you would draw next.

However it will not trigger Discard mechanics, and only functions as deck cycling. Despite the word "discard" being used in the description, Scry does not trigger any discard effects.