Game Mechanics

game keywords and mechanics.

Core Concepts

Energy

Energy is used to play cards from your Hand.

Block

Until next turn, prevents damage.

Hit Points (HP)

If you run out of HP, you die.

Gold

How much Gold you have. Gold is the currency within the Spire.

Draw Pile (A)

At the start of each turn, 5 cards are drawn from here. Click to view the cards in your draw pile (shuffled).

Discard Pile (S)

If your draw pile is empty, the discard pile is shuffled into the draw pile. Click to view the cards in your discard pile.

Exhausted Cards (X)

Click to view cards Exhausted this combat.

Map Rooms

Enemy

Hostile enemies reside in these rooms.

Elite

Powerful foes are in these rooms. Defeating them will reward you a Relic.

Boss

The deadliest foe in the area. Defeating them will let you proceed to the next Act.

Event

Something unusual occurs in these rooms...

Shop

The mysterious Merchant sells his wares in these rooms. Spend your well-earned Gold here!

Rest Site

Stop by these rooms to Heal some HP or Upgrade a card.

Treasure Room

Relics and Gold can be found in these coveted rooms.

Ancient

Ancients reside in these rooms. They grant incredible bonuses, treasures, and knowledge.

Card Keywords

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.

Orbs

Lightning

Passive: At the end of turn, deal {Passive} damage to a random enemy. Evoke: Deal {Evoke} damage to a random enemy.

Frost

Passive: At the end of turn, gain {Passive} Block. Evoke: Gain {Evoke} Block.

Dark

Passive: At the end of turn, increase this Orb's damage by {Passive}. Evoke: Deal {Evoke} damage to the enemy with the lowest HP.

Plasma

Passive: At the start of turn, gain 1 Energy. Evoke: Gain 2 Energy. Plasma is unaffected by Focus.

Glass

Passive: At the end of turn, deal {Passive} damage to ALL enemies and reduce this orb's value by 1. Evoke: Deal {Evoke} damage to ALL enemies.

Character Mechanics

Enchantments ↗

Stars

Your current Star (★) count. The Regent's cards may require ★ to play.

Summon

Summon Osty. If already summoned, raise his Max HP for this combat.

Forge

The first time you Forge each combat, add Sovereign Blade into your Hand. Adds additional damage to Sovereign Blade.

Replay

Plays this card an additional time.

Fatal

Triggers whenever this card kills a non-minion enemy.

Ascension Levels

A0
No Ascension

Play without any Ascension modifiers.

A1
Swarming Elites

Elites spawn more often.

A2
Weary Traveler

Ancients only heal 80% of your missing HP.

A3
Poverty

Enemies and Treasure Chests drop 25% less Gold.

A4
Tight Belt

Start each run with 1 less potion slot.

A5
Ascender's Bane

Start each run Cursed.

A6
Gloom

Less Rest Sites.

A7
Scarcity

Rare and Upgraded cards appear less often.

A8
Tough Enemies

All enemies are harder to kill.

A9
Deadly Enemies

All enemies have deadlier attacks.

A10
Double Boss

Fight two bosses at the end of Act 3.