Glossary

Reference for all keywords, mechanics, and modifiers in Slay the Spire 2.

Extracted from game files. Covers card keywords, monster intents, orbs, enchantments, afflictions, and run modifiers.

Card Keywords

Core properties that appear on cards. Hover over them in-game for tooltips.

Keyword Effect
Eternal Cannot be removed or transformed from your Deck.
Ethereal If this card is in your Hand at the end of this turn, it is Exhausted.
Exhaust Removed until the end of combat.
Innate Start each combat with this card in your Hand.
Retain Retained cards are not discarded at the end of turn.
Sly If this card is discarded from your Hand before the end of your turn, play it for free.
Unplayable Unplayable cards cannot be played.

Monster Intents

Icons displayed above enemies indicating their next action. Reading intents is critical for planning blocks and priorities.

Intent Icon Name Meaning
Aggressive Attack Enemy will deal {Damage} damage this turn.
Empower Buff Enemy will use a Buff on itself or allies.
Malicious Card Debuff Enemy will apply Afflictions to your cards.
Death Blow Death Blow Enemy is going down and will attack for {Damage} damage before being destroyed.
Strategic Debuff Enemy will apply a Debuff to you.
Strategic (Strong) Debuff Strong Enemy will apply a powerful Debuff to you.
Defensive Defend Enemy will Block on its turn.
Cowardly Escape Enemy intends to Escape.
Heal Heal Enemy intends to Heal.
Sleeping Sleep Enemy is doing nothing this turn.
Strategic Status Enemy will give you {CardCount} Status cards.
Stunned Stun Enemy cannot act on its next turn.
Summon Summon Enemy will summon additional Monsters.
Unknown Unknown This enemy's intentions are Unknown.

Orbs ([[Defect Card Rank|Defect]])

[[Defect Card Rank

No table data for this section.

Card Enchantments

Cards can be modified by enchantments found through events, shops, and relics. Each enchantment adds a permanent special property to a single card.

Enchantment Effect
Adroit Gain additional Block when this card is played.
Clone This card can be duplicated at Rest Sites.
Corrupted Deal 50% more damage, but lose 2 HP when played.
Favored This card's attack damage is doubled.
Glam This card has Replay once per combat.
Goopy This card gains Exhaust. When played, permanently increase this card's Block by 1.
Imbued This card is played automatically at the start of each combat.
Instinct Decrease the cost of this card by 1.
Momentum Increase this card's attack damage by {Amount} this combat when played.
Nimble Increases Block gained from this card by {Amount}.
Perfect Fit Whenever this would be shuffled into your Draw Pile, place it on top instead.
Royally Approved This card has Innate and Retain.
Sharp Increases damage on this card by {Amount}.
Slither When you draw this card, randomize its cost from 0 to 3.
Slumbering Essence If this card is in your hand at the end of turn, reduce its cost by 1 until it is played.
Soul's Power This card loses Exhaust.
Sown The first time you play this card each combat, gain Energy.
Spiral This card gains Replay 1.
Steady This card gains Retain.
Swift The first time you play this card, draw {Amount} cards.
Tezcatara's Ember Costs 0 and gains Eternal.
Vigorous The first time this card is played, it deals {Amount} additional damage.

Afflictions

Negative card modifiers applied to your cards by certain enemies (via the Malicious intent) or events. Afflictions make cards harder or more costly to play.

Affliction Effect
Bound Only 1 Bound card can be played each turn. Cards are un-Bound at end of turn.
Entangled Costs additional Energy to play.
Galvanized Take {Amount} damage when this card is played.
Hexed Adds Ethereal to this card.
Ringing You can only play 1 card this turn.
Smog You cannot play additional Skills this turn. Clears at the end of the turn.

Run Modifiers

Special challenge modifiers that change the rules of a run. These can be selected at the start of a run or applied through special seeds/modes.

Modifier Effect
All Star Start with 5 colorless cards.
Big Game Hunter Elite enemies swarm the Spire and drop better rewards.
Binary Card rewards now contain only 2 cards.
Cursed Run At the start of each Act, add a random Curse to your deck.
Deadly Events Unknown rooms can now contain Elites, but are also more likely to contain Treasure rooms.
Draft Choose 10 card rewards to replace your starting deck.
Flight You may ignore paths when choosing the next room to travel to.
Hoarder Whenever you add a card to your deck, add 2 additional copies. You can no longer remove cards at the Merchant.
Insanity Start with a random deck of 30 cards.
Midas Enemies drop 200% more gold, but you can no longer Smith at Rest Sites.
Murderous You start each combat with 3 Strength. All enemies start combat with 3 Strength.
Night Terrors Resting at Rest Sites heals all of your HP, but costs 5 Max HP.
Sealed Deck Choose 10 out of 30 cards to replace your starting deck.
Specialized Start with 5 copies of a single card.
Terminal Whenever you enter a new room, lose 1 Max HP. Start each combat with 5 Plating.
Vintage Normal enemies drop relics instead of cards.

Data extracted from game files (launch build, March 2026).