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◆Reference·Economy

Slay the Spire 2 (sts2) Merchant Guide

All merchant pricing extracted from the game source code. Prices vary within the listed ranges due to a per-seed random multiplier.

Shop Inventory

Each merchant stocks the following items, randomly generated from your seed:

Character Cards×5

2 Attacks, 2 Skills, 1 Power, from your character pool. One random card is on sale for half price.

Colorless Cards×2

1 Uncommon, 1 Rare, from the colorless pool. 15% price markup.

Relics×3

2 random rarity rolls + 1 guaranteed Shop relic. The Courier, Old Coin, Lucky Fysh, Bowler Hat, Amethyst Aubergine are blacklisted (gold-generating relics removed in Major Update #1).

Potions×3

3 random potions from the available pool.

Card Removal×1

Remove a card from your deck. Price increases each time.

Card Prices

RarityBaseRangeColorlessOn Sale
Common5048–5255–6024–26
Uncommon7571–7982–9136–40
Rare150142–158163–18271–79
Range: base × random(0.95–1.05). Colorless: +15% markup. On sale: 50% off.

Relic Prices

RarityBaseRangeMultiplier
Common Relic175149–201×0.85–1.15
Shop Relic200170–230×0.85–1.15
Uncommon Relic225191–259×0.85–1.15
Rare Relic275234–316×0.85–1.15
Relics have a wider price variance (±15%) than cards (±5%). Major Update #1 (v0.103.2) reduced every relic base by 25 gold. Five relics are blacklisted from the shop pool: The Courier, Old Coin, Lucky Fysh, Bowler Hat, Amethyst Aubergine.

Potion Prices

RarityBaseRange
Common5048–52
Uncommon7571–79
Rare10095–105
Range: base × random(0.95–1.05). Same variance as cards.

Card Removal

The merchant offers card removal at an escalating price. The cost increases each time you use it during the run. No random variance.

Ascension 0–5

1st
75
gold
2nd
100
gold
3rd
125
gold
4th
150
gold
5th
175
gold
6th
200
gold

Formula: 75 + (25 × removals used).

Ascension 6+, Inflation

1st
100
gold
2nd
150
gold
3rd
200
gold
4th
250
gold
5th
300
gold
6th
350
gold

Formula: 100 + (50 × removals used). Major Update #1 reworked Ascension 6 from Gloom (less rest sites) to Inflation, raising the base by 25 gold and the per-use increment by 25.

Fake Merchant

The Fake Merchant is an event that sells counterfeit relics for a flat 50 gold each. These are weaker versions of well-known relics. All fake relics have Event rarity.

Fake RelicMimicsPriceEffect
Anchor???Anchor50gGain 4 Block at the start of combat (real: 10)
Blood Vial???Blood Vial50gHeal 1 HP at the start of turn 1 only
Happy Flower???Happy Flower50gGain 1 Energy every 5 turns (real: every 3)
Lee's Waffle???Lee's Waffle50gHeal 10% Max HP on pickup (real: raise Max HP)
Mango???Mango50gGain 3 Max HP on pickup (real: 14)
Orichalcum???Orichalcum50gGain 3 Block at end of turn if no Block (real: 6)
Snecko Eye???Snecko Eye50gApplies Confused (randomizes card costs) with no draw bonus
Strike Dummy???Strike Dummy50gStrike cards deal 1 extra damage (real: 3)
Venerable Tea Set???Venerable Tea Set50gGain 1 Energy next combat after resting (real: 2)
The Merchant's Rug???—50gNo effect. Purely decorative.

Technical Notes

All prices come from a seeded random number generator, meaning prices are deterministic per seed. Random number generator: PlayerRng.Shops

Cards use NextFloat(0.95f, 1.05f) for a ±5% variance. Relics use NextFloat(0.85f, 1.15f) for a wider ±15% variance. Potions use the same ±5% variance as cards.

The shop randomly picks one of the 5 character cards to put on sale (50% off). The sale slot is determined by: PlayerRng.Shops.NextInt(5)

When you buy an item, the slot is emptied. Items only restock if you have The Courier relic, which refills purchased slots with new random items (excluding duplicates already in the shop).