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Exact game terms

Slay the Spire 2 Glossary

Use this glossary for the exact English names used by Slay the Spire 2. Definitions describe current rules; volatile card numbers belong on versioned card pages instead of here.

Main v0.107.1 · Beta terms separated where needed12 min reference · checked 2026-08-12
1Example layoutSkill

Card text combines plain instructions with exact game keywords.

Not an in-game card
1EnergyWhat this play costs now
2TypeAttack, Skill, Power or another exact type
3RulesThe effect and named keywords that actually resolve
4UpgradeThe changed cost, number or rule—not a second card
STS2DB explanatory diagram. It illustrates relationships and is not extracted game UI.

01

Card types and movement

These words describe what a card is or how it moves. Always read the card's full text for exceptions.

Attack / Skill / Power

The three main playable card types. Powers normally create combat-long effects after being played.

Status / Curse

Cards that usually reduce hand quality or impose a cost. Their exact text controls what can be done with them.

Quest

A sequel card type with a condition to complete and a reward to earn.

Affliction

A negative modification attached to a card.

Exhaust

Move a card to the Exhaust pile, normally keeping it out of the deck for the rest of combat.

Ethereal

If this card is still in hand at the end of the turn, it is Exhausted.

Retain

The card is not discarded by the normal end-of-turn hand discard.

Innate

The card is included in the opening hand rather than added as bonus draw.

Replay

Play the card an additional time in a row. Multiple sources stack.

Eternal

The card cannot be permanently removed or transformed from the deck.

Fatal

The effect triggers when the card kills a non-Minion enemy.

Unplayable

The card cannot be played and has no Energy cost.

02

Silent, Regent and Necrobinder terms

These mechanics belong to specific character toolkits and should not be translated into generic deckbuilder language.

Poison

The creature loses HP at the end of the player turn; the Poison amount then decreases by 1.

Sly

If the card is actively discarded during the player's turn, it immediately plays for free.

Stars

Regent's stored secondary resource, required by certain cards in addition to any Energy cost.

Forge

Create or increase the damage of Sovereign Blade according to the Forge amount.

Sovereign Blade

Regent's Retained weapon card that grows through Forge.

Summon

Summon Osty with Max HP or raise his Max HP while he is alive, according to the exact effect.

Osty

Necrobinder's companion and a separate health resource used by many cards.

Doom

At the end of that creature's turn, it dies if Doom is at least its HP.

Souls

Necrobinder resources used by cards for draw and other effects; check each card for the exact conversion.

03

Defect and Orb terms

Orb order matters in the sequel. If Channel finds no empty slot, the rightmost Orb is Evoked to make room; simultaneous Evokes resolve right to left.

Channel

Place an Orb into the leftmost empty Orb Slot, or Evoke the rightmost Orb when no slot is empty.

Evoke

Consume an Orb to activate its stronger burst effect.

Focus

Increase most Orb effects. Plasma is not affected by Focus.

Lightning

Random-enemy damage as a passive and a larger burst when Evoked.

Frost

Block as a passive and a larger Block burst when Evoked.

Dark

Stores increasing damage, then hits the lowest-HP enemy when Evoked.

Plasma

Provides future Energy passively and more Energy when Evoked.

Glass

Area damage whose base value declines over time, with a burst based on its current passive damage.

04

Common buffs, debuffs and sequel systems

These definitions stay qualitative here because numbers and edge cases can change during Early Access.

Weak / Vulnerable

Debuffs that change damage dealt or received; use the current in-game tooltip for exact percentages.

Strength / Dexterity / Vigor

Offensive or defensive modifiers with different durations and targets; they are not interchangeable.

Intangible / Buffer / Plating / Thorns

Defensive effects that reduce damage, prevent a hit, generate Block or return damage under different rules.

Enchantments

Run-long modifications attached to individual cards.

Ancients

Special residents and run-level choices introduced for the sequel; exact encounters are versioned content.

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