How Enchantments Work
Every enchantment in Slay the Spire 2 with current effects straight from the game files, plus every relic and event that grants them and the combos worth building around.
Enchantments are permanent card modifiers: purple text added to a single card that lasts the rest of the run. They stack with upgrades (a card can be upgraded and enchanted), and unlike Afflictions, the debuff counterpart, an enchantment never wears off. Everything below comes from the current game files, so the values are what the game actually does this patch, and every name links to a live page with full details.
Reading an enchantment
An enchanted card shows a marker and its added text in purple. Several enchantments carry a level, shown as X: [[enchantment:Sharp]] 3 adds 3 damage, [[enchantment:Swift]] 1 draws 1 card. Sources that grant enchantments often grant them at a specific level, like the shop relic that applies Momentum 5.
The one everyone searches for: [[enchantment:Imbued]] plays the card automatically at the start of each combat, before you have spent anything, so yes, an Imbued card is effectively free every fight. Put it on an expensive Skill and it is one of the strongest effects in the game.
Where enchantments come from
There is no enchantment shop tab; they arrive through three doors, and knowing them is the difference between stumbling into one enchantment per run and building around them.
Ancients and their relics. The Ancients are the main source. The Symbiote event enchants directly, and ancient relics carry the biggest batch effects: [[relic:Tri-Boomerang]] puts [[enchantment:Instinct]] (doubled attack damage) on three Attacks, [[relic:Nutritious Soup]] turns every Strike into a 0-cost Eternal card via [[enchantment:Tezcatara's Ember]], [[relic:Pael's Claw]] enchants all Defends with [[enchantment:Goopy]], [[relic:Electric Shrymp]] grants the Imbued Skill, and [[relic:Beautiful Bracelet]] spreads Swift 3 across three cards. Even Neow deals them: her [[relic:Silken Tress]] curse option enchants a full card reward with [[enchantment:Glam]].
Shop relics. Five purchasable relics apply enchantments on pickup or ongoing: [[relic:Gnarled Hammer]] (Sharp 3 on up to three Attacks), [[relic:Kifuda]] (Adroit on up to three cards), [[relic:Punch Dagger]] (Momentum 5), [[relic:Royal Stamp]] ([[enchantment:Royally Approved]]: Innate plus Retain), and [[relic:Wing Charm]], which enchants a random card in every future card reward. [[relic:Mystic Lighter]] does not apply any, but makes every enchanted Attack hit 9 harder, the closest thing to an enchantment build-around.
Events. Nine events can enchant, including Symbiote, Grave of the Forgotten, Sapphire Seed, Spiraling Whirlpool, and Stone of All Time. The events index has each one's exact choices and costs.
Every enchantment
- [[enchantment:Adroit]]: Gain X Block.
- [[enchantment:Clone]]: This card can be duplicated at Rest Sites.
- [[enchantment:Corrupted]]: Deal 50% more damage, but lose 2 HP.
- [[enchantment:Glam]]: This card has Replay once per combat.
- [[enchantment:Goopy]]: Gains Exhaust; each play permanently increases its Block by 1.
- [[enchantment:Imbued]]: Played automatically at the start of each combat.
- [[enchantment:Inky]]: Deals 1 additional damage and applies 1 Weak.
- [[enchantment:Instinct]]: Attack damage is doubled.
- [[enchantment:Momentum]]: Attack damage increases by X this combat when played.
- [[enchantment:Nimble]]: Block gained increases by X.
- [[enchantment:Perfect Fit]]: Goes to the top of the Draw Pile instead of shuffling in.
- [[enchantment:Royally Approved]]: Gains Innate and Retain.
- [[enchantment:Sharp]]: Damage increases by X.
- [[enchantment:Slither]]: Cost randomizes from 0 to 3 on draw.
- [[enchantment:Slumbering Essence]]: Held at end of turn, its cost drops by 1 until played.
- [[enchantment:Soul's Power]]: Loses Exhaust.
- [[enchantment:Sown]]: First play each combat grants energy.
- [[enchantment:Spiral]]: Gains Replay 1.
- [[enchantment:Steady]]: Gains Retain.
- [[enchantment:Swift]]: First play draws X cards.
- [[enchantment:Tezcatara's Ember]]: Costs 0, deals 3 more damage, gains Eternal (Strikes only).
- [[enchantment:Vigorous]]: First play deals X additional damage.
A note if you compare lists elsewhere: values drift between patches, and a few widely shared lists still show older numbers (Corrupted costing 3 HP, Inky adding 2). The enchantments page regenerates from the game files every patch, so it and this guide reflect the current build, and every card page shows exactly which enchantments it can take, with the enchanted card render.
For which cards deserve your enchantments, the character tier lists rank every card from community run data, and the Neow guide covers the Silken Tress trade in context.
Written by Spire Codex·Recommend an edit
