Spire Codex is now on Overwolf. Get the in-game overlay with live card lookups and one-click run uploads. Learn more →从《杀戮尖塔2》反编译源代码中提取的每个掉落率、奖励几率和游戏公式。所有数值均精确。
Card rarity probabilities for normal fights, elite fights, boss fights, and shops. Includes rare card pity system and ascension modifiers.
Relic rarity chances from elite fights, treasure rooms, and shops. Common 50%, Uncommon 33%, Rare 17%.
Potion drop chances from combat with an adaptive pity system. Starts at 40%, ±10% per combat (down on a drop, up on a miss), no hard cap. Elites add a 12.5% effective drop bonus, but any drop still moves pity down 10%.
Exact gold reward ranges for normal fights (10-20), elite fights (35-45), boss fights (100), and treasure rooms (42-52).
Shop layout — 5 character cards, 2 colorless, 3 relics, 3 potions, card removal scaling (75 + 25n gold).
How the map is built — act structure, room counts, elite placement rules, and room distribution.
What happens when you enter a "?" room, including the adaptive odds for events, fights, shops, and treasure, and the between-acts reset.
Which 3 bosses and 3 elites can appear in each act — Overgrowth, Underdocks, Hive, and Glory.
Hand size (5 draw, 10 max), energy (3 base), block decay, damage formulas — Strength, Dexterity, Vulnerable, Weak, Frail.
Starting HP, gold, deck size, and orb slots for Ironclad, Silent, Defect, Necrobinder, and Regent.
Defect orb system — Lightning, Frost, Dark, Plasma, and Glass passive and evoke values. 3 starting slots, 10 max.
All 9 rest site choices - Rest, Smith, Dig, Lift, Cook, Clone, Hatch, Mend, and Kindle. Some require specific relics or cards.
Starting Ancient Neow offers 3 relics — 2 positive and 1 curse. Full relic pools and conflict prevention rules.
All 10 ascension levels and their effects — from Swarming Elites (A1) to Double Boss (A10).
Per-monster HP and damage bumps applied at ToughEnemies (A8) and DeadlyEnemies (A9). Sortable table covering every monster in the bestiary.
How your run score is calculated — 10 points per room, act multipliers, elite/boss/gold bonuses, and ascension scaling. Plus the packed daily-leaderboard score format added in Major Update
The most context-sensitive item in the game — combat damage, merchant gold, and Fake Merchant boss trigger.
A hidden loyalty system that persists across runs. Earn points toward a badge relic, but leaving without buying downgrades a card.
The Crystal Sphere event is a hidden-object minigame on an 11x11 grid with relics, potions, cards, and a hidden curse.
The Shatter option clones every card in your deck 1:1, doubling its size. The catch — a Bad Luck curse.
The final encounter has 9,999 HP but can't attack. It's a dialogue scene where your score determines the visual damage.
The Ancient Orobas in Act 2 has a ~8% chance to offer the Prismatic Gem — 33% chance it enters the pool, then 1-in-4 to be picked.
The Byrdpip pet has 9,999 HP, a hidden health bar, and its only move is NOTHING_MOVE. It has 4 random skins.
The Courier, Old Coin, Lucky Fysh, Bowler Hat, and Amethyst Aubergine are hardcoded into the merchant blacklist, so they can never appear in shops.
AutoSlay is a full automated player for CI testing — picks a random character, plays to floor 49 with a 25-minute timeout.
39 developer console commands including godmode (~1 billion (999,999,999) Strength + Buffer + Regen), instant death, and trailer mode.
A debug character with 1,000 HP, 100 energy, an empty deck, and no relics. Purple color scheme, neutral gender.