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STS 2 Guide

Keywords and Terms Explained

Beginner
Mechanics
Updated on Mar 5, 2026
Mar 5, 2026

Overview

Slay the Spire 2 is home to many unique keywords and mechanics, some of which are evergreen, while others are specific to a Character.

Knowing how they all work is essential to playing the game, as several of these are the defining pillars of many Build Archetypes.

While we don’t know all of the details just yet, here’s a look at some of the keywords from the original Slay the Spire, along with some teased newcomers.

For now, take everything with a grain of salt, but check back after release for updates!

All Keywords & Terms

Artifact

  • Artifact - Negates the next debuff.

Block

  • Block - Until next turn, prevents damage.

Channel

  • Channel - Channeling an Orb puts it into your first empty slot. If you have no empty slots, your first Orb is automatically Evoked to make room.

Confused

  • Whenever you draw a card, randomize its cost.

Curse

  • Curse - Curse cards are negative cards that stay in your deck.

Dark

  • Orb - Increases damage every turn. When Evoked, deals damage to the enemy with the least HP.

Dexterity

  • Dexterity - Dexterity improves Block gained from cards.

Doom (NEW)

  • When a creature's Doom meets or exceeds its current HP, it will die (triggers at end of their turn).

Energy

  • Energy - Energy is used to play cards from your hand.

Ethereal

  • Ethereal - If this card is in your hand at the end of your turn, it is exhausted. Exhausted cards are removed from your deck until the end of combat.

Evoke

  • Evoke - Consume your rightmost Orb and use its Evoke effect.

Exhaust

  • Exhaust - Removed until end of combat.

Fatal

  • Triggers whenever this card kills a non-minion enemy.

Focus

  • Focus increases the effectiveness of Channeled Orbs.

Frost

  • Orb - Gains Block.

Innate

  • Innate - Start each combat with this card in your hand.

Intangible

  • Reduce ALL damage taken and HP loss to 1.

Lightning

  • Orb - Deals damage to random enemies.

Lock-On

  • Receive 50% more damage from Orbs.

Metallicize

  • At the end of every turn, gain Block.

Plasma

  • Orb - Gains Energy.

Plated Armor

  • Adds Block at the end of the turn. Every time the user receives unblocked attack damage, one level of Plated Armor is lost.

Poison

  • Poison - Poisoned creatures lose HP at the start of their turn. Each turn, Poison is reduced by 1.

Regeneration

  • At the end of every turn, restores HP. Each turn, Regeneration is reduced by 1.

Retain

  • Retain - Retained cards are not discarded at the end of turn.

Ritual

  • Gain Strength every turn.

Sly (NEW)

  • If this card is discarded from your hand during your turn, play it for free.

Status

  • Status - Status cards are removed at the end of combat.

Strength

  • Strength - Strength adds additional damage to attacks.

Thorns

  • Inflict damage on the attacker when hit.

Unplayable

  • Unplayable - Unplayable cards cannot be played from your hand.

Upgrade

  • Upgrading cards makes them more powerful. Cards can only be upgraded once.

Vulnerable

  • Vulnerable - Vulnerable creatures take 50% more damage from Attacks.

Weak

  • Weak - Weakened creatures deal 25% less damage with Attacks.

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