Slay the Spire 2 Enchantments: Full List & Effects

Slay the Spire 2 Enchantments: Full List & Effects

Enchantments are one of the newest mechanics added in Slay the Spire 2. They modify individual cards during a run and can dramatically change how those cards perform in combat. Some provide pure bonuses, while others offer powerful effects with a tradeoff attached.

Because enchantments stay on a card for the entire run, they can create extremely strong synergies when combined with the right deck. Understanding how enchantments work and what each one does can help you decide which cards become permanent powerhouses.

How Enchantments Work In Slay The Spire 2

Enchantments are permanent modifiers that attach to cards during a run, improving or altering their effects until the run ends.

They function similarly to upgrades but are separate from normal card upgrades. An enchanted card keeps its modifier for the rest of the run unless something specifically removes or transforms the card.

Most enchantments either increase a card’s power or add a new mechanic.

  • Some boost damage or block values

  • Some add card draw or energy effects

  • Some change how a card behaves in your deck

Because the modifier applies every time the card is used, a strong enchantment on a frequently played card can become extremely valuable.

Where You Find Enchantments

Enchantments currently appear most often from special events during a run. These events usually offer powerful benefits but sometimes include a tradeoff.

Some events can apply enchantments directly to cards in your deck.

  • Rare event rewards

  • Special modifier encounters

  • Event based card upgrades

The system is still expanding in early access, so more ways to gain enchantments may appear later.

All Slay The Spire 2 Enchantments

Below are the currently known enchantments and what they do.

Adroit

Adroit increases the defensive power of a card by granting additional Block when the card is played.

This enchantment is most useful on defensive skills that you plan to use frequently.

Corrupted

Corrupted significantly boosts damage but introduces a health penalty.

  • Deal 50 percent more damage

  • Lose 2 HP when the card is played

The damage increase is huge, but repeated use can quickly drain your health if the fight lasts a long time.

Glam

Glam adds the Replay mechanic to the card once per combat.

Replay allows the card to be played again automatically, making it extremely strong on cards that apply status effects or scaling abilities.

Instinct

Instinct reduces the energy cost of the card.

Lowering the cost by 1 energy makes expensive cards far easier to include in your turn.

Momentum

Momentum increases the card’s attack damage during combat when it is played.

This allows the card to scale over the course of the fight.

Nimble

Nimble increases the amount of Block gained from the card.

This enchantment turns defensive cards into stronger protection tools.

Perfect Fit

Perfect Fit changes how the card returns to your deck.

Whenever the card would be shuffled into your draw pile, it goes to the top instead.

This makes the card appear again faster, which can enable powerful loops.

Royally Approved

Royally Approved gives the card two strong keywords.

  • Innate

  • Retain

Innate means the card starts in your opening hand, while Retain keeps it in your hand between turns.

Sharp

Sharp increases the attack damage on the card.

It is a straightforward damage boost that works well on cards played repeatedly.

Slither

Slither randomizes the card’s cost each time it is drawn.

The cost will be between 0 and 3 energy.

This enchantment can sometimes create very cheap plays but also adds unpredictability.

Soul's Power

Soul's Power removes the Exhaust keyword from the card.

This means the card will no longer disappear after being played, allowing it to be used repeatedly during combat.

Sown

Sown grants energy the first time the card is played in each combat.

This makes the card effectively refund energy once per fight.

Swift

Swift gives card draw the first time the card is played in combat.

This helps keep your deck cycling smoothly.

Vigorous

Vigorous increases the damage of the card the first time it is played in combat.

This makes it useful for burst damage during opening turns.

Why Enchantments Can Be Very Powerful

Because enchantments remain for the entire run, they can transform otherwise average cards into core pieces of your deck.

A strong enchantment on a key card can completely change how your deck functions.

  • Damage boosts improve offensive cards

  • Energy and draw effects increase consistency

  • Replay effects can multiply card value

The best enchantments often depend on the deck you are building.

Final Blurb

Enchantments in Slay the Spire 2 add a new layer of strategy by permanently modifying cards during a run. Some provide simple upgrades, while others introduce powerful new mechanics that can create unique combos.

Because they stay with a card for the rest of the run, choosing the right card to enchant can shape the entire strategy of your deck.

FAQ

What are Enchantments in Slay the Spire 2

Enchantments are permanent modifiers that attach to cards during a run and enhance their effects until the run ends.

Are Enchantments permanent

Yes. Once applied, an enchantment remains on that card for the rest of the run.

Where do you get Enchantments

Enchantments are currently obtained through special events and encounters during runs.

Can Enchantments stack

Multiple enchantments cannot normally stack on the same card, but different enchanted cards can work together to create strong synergies.


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