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Energy

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Energy is core game element in Slay the Spire, the majority of cards cost energy to be played.

During combat the player has a limited energy pool that is refreshed at the beginning of each turn. By default, the player begins the game with an energy pool of three. This limit can be exceeded through energy gain effects, but the energy will be refreshed at the start of every new combat.

Relics which affect energy

Increase maximum energy

Cursed Key: Gain 1 Energy at the start of each turn. Whenever you open a non-boss chest, obtain a Curse. Ectoplasm: Gain 1 Energy at the start of each turn. You can no longer gain Gold. Mark of Pain: Gain 1 Energy at the start of each turn. Start combats with 2 Wounds in your draw pile. Philosopher's Stone: Gain 1 Energy at the start of each turn. ALL enemies start with 2 Strength. Runic Dome: Gain 1 Energy at the start of each turn. You can no longer see enemy Intents. Sozu: Gain 1 Energy at the start of each turn. You can no longer use potions. Velvet Choker: Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.

Conditionally grant additional energy

Ancient Tea Set: Whenever you enter a Rest Site, start the next combat with 2 Energy. Art of War: If you do not play any Attacks during your turn, gain an extra Energy next turn. Happy Flower: Every 3 turns, gain 1 Energy. Lantern: Gain 1 Energy on the first turn of each combat. Gremlin Horn: Whenever an enemy dies, gain 1 Energy and draw 1 card. Runic Dodecahedron: If your HP is full, gain 1 Energy at the start of each turn. Ice Cream: Energy is now conserved between turns. Sundial: Every 3 times you shuffle your deck, gain 2 Energy.

Cards that grant energy

Red

Green

See also