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
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).