Antewise

Slay the Spire 2 Enchantments — All 22 and What They Do

Updated 27 Oct 2026 Source Data parsed from slaythespire.wiki.gg (STS2 enchantment data) and cached in src/data/ By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

Slay the Spire 2 has 22 enchantments, and the data is blunt about them: all 22 are marked non-stackable, so each card takes one. The spread is uneven too — 5 attach only to Attack cards, 1 only to Skills, 3 are restricted to Defends, block cards or basic Strikes and Defends, and 12 accept any card.

The numbers are what make them worth reading. Instinct doubles a card’s attack damage. Corrupted adds 50% and charges 2 HP. Tezcatara’s Ember drops the cost to 0, adds 3 damage, and locks the card in your deck with Eternal.

What an enchantment does

An enchantment permanently changes a single card. You do not swap the card; you add a modifier to it, and the card keeps its own numbers otherwise.

Because none of the 22 stack, the real decision is which card to put one on, not how many to collect. A doubling effect on a 52-damage Bury is worth 52 extra damage. The same effect on a 6-damage Strike is worth 6.

Where each enchantment can go

TargetEnchantmentsCount
Any cardAdroit, Clone, Glam, Inky, Perfect Fit, Slither, Slumbering Essence, Soul’s Power, Sown, Steady, Swift, Tezcatara’s Ember12
Attack onlyCorrupted, Instinct, Momentum, Sharp, Vigorous5
Skill onlyImbued1
Attack or SkillRoyally Approved1
Defend cards onlyGoopy1
Cards that gain BlockNimble1
Basic Strike or DefendSpiral1

The five Attack-only enchantments are the damage ones, which is why a deck with one huge attack is the natural home for them. Imbued is the opposite: it auto-plays a Skill at the start of each combat, so it wants a cheap setup card rather than a finisher.

The arithmetic of the big three

EnchantmentEffectOn Bury (52 damage, 4 cost)On Grand Finale (60 damage, 0 cost)
InstinctDouble attack damage104 damage120 damage
Corrupted+50% damage, lose 2 HP78 damage90 damage
Tezcatara’s EmberCost 0, +3 damage, Eternal55 damage at 0 cost63 damage at 0 cost

That is the whole case for reading the target card first. Instinct on Grand Finale produces 120 damage for zero energy; Instinct on a Strike produces 12.

For scale, Aeonglass has 512 HP. An Instinct Grand Finale is 23.4% of that pool in one card, and a Bury (52) played twice through the Duplicator potion is 104 — another 20.3%.

The rest of the list by function

FunctionEnchantments
Cost reductionTezcatara’s Ember (to 0), Slumbering Essence (−1 per turn held)
Extra playsGlam (Replay once per combat), Spiral (Replay 1 on basic cards)
Draw and energySown (Energy on first play), Swift (draw X on first play)
Hand controlPerfect Fit (top of draw pile), Steady (Retain), Royally Approved (Innate + Retain)
BlockAdroit (X Block), Nimble (+X Block), Goopy (+1 Block permanently per play)
DamageCorrupted, Instinct, Momentum, Sharp, Vigorous, Inky (+1 damage and 1 Weak)
UtilityClone (duplicate at Rest Sites), Imbued (auto-play), Soul’s Power (loses Exhaust)

The cost-reduction pair is the least flashy and often the strongest. Slumbering Essence takes 1 off a card’s cost for every turn it sits in hand, which turns a 4-cost Bury into a 3-cost, then a 2-cost, without spending a turn.

All 22 enchantments

EnchantmentStackingEffect
AdroitUniqueGain X Block.
CloneUniqueThis card can be duplicated at Rest Sites.
CorruptedUniqueDeal 50% more damage, but lose 2 HP.
GlamUniqueThis card has Replay once per combat.
GoopyUniqueThis card gains Exhaust. When played, permanently increase this card’s Block by 1.
ImbuedUniqueThis card is played automatically at the start of each combat.
InkyUniqueThis card deals 1 additional damage and applies 1 Weak.
InstinctUniqueThis card’s attack damage is doubled.
MomentumUniqueIncrease this card’s attack damage by X this combat when played.
NimbleUniqueIncreases Block gained from this card by X.
Perfect FitUniqueWhenever this would be shuffled into your Draw Pile, place it on the top instead.
Royally ApprovedUniqueThis card has Innate and Retain.
SharpUniqueIncreases damage on this card by X.
SlitherUniqueWhen you draw this card, randomize its cost from 0 to 3.
Slumbering EssenceUniqueIf this card is in your hand at the end of turn, reduce its cost by 1 until it is played.
Soul’s PowerUniqueThis card loses Exhaust.
SownUniqueThe first time you play this card each combat, gain extra Energy.
SpiralUniqueThis card gains Replay 1.
SteadyUniqueThis card gains Retain.
SwiftUniqueThe first time you play this card, draw X cards.
Tezcatara’s EmberUniqueCosts 0, deals 3 additional damage, and gains Eternal.
VigorousUniqueThe first time this card is played, it deals X additional damage.

“Instinct — This card’s attack damage is doubled.” — STS2 enchantment data, slaythespire.wiki.gg

Choosing the card, not the enchantment

Four questions decide whether an enchantment is worth taking:

  • Does the target card carry the numbers? Instinct on a 60-damage Grand Finale is +60; on a Strike it is +6.
  • Does the restriction fit your deck? Five enchantments only take Attack cards. If your deck is built on Skills, Sharp and Vigorous have nowhere to go.
  • Does the downside land on a turn you can afford? Corrupted costs 2 HP per play. On a card you play once, that is 2 HP. On a card with Replay, it is 2 HP per copy.
  • Does Eternal hurt? Tezcatara’s Ember adds Eternal, which means the card cannot be removed or transformed. Enchanting a card you might want to cut later is a permanent decision.

The cleanest use of the whole list is Instinct on your single biggest attack and Steady on a card you want to hold. Everything else is a smaller version of those two ideas.

Where to go next

The cards database lists every card’s base and upgraded numbers, which is what an enchantment multiplies. The keyword index explains Eternal, Retain and Innate, and the rarity system covers how cards are distributed. If you are deciding what to cut before enchanting, start with card take or remove.

Frequently asked questions

Are enchantments permanent?

They change the card for the run. Tezcatara's Ember goes further and adds Eternal, which stops the card being removed or transformed at all.

Can two enchantments sit on one card?

Not according to the data. All 22 entries carry a non-stackable flag, so one card holds one enchantment.

What does Sharp do exactly?

It increases the card's damage by X, where X is the enchantment's value for that card. Vigorous is the one-shot version: X extra damage on the first play only.

Which enchantment works on a Defend?

Goopy is restricted to Defend cards: it adds Exhaust and permanently increases that card's Block by 1 each time it is played. Spiral also accepts basic Strikes and Defends, giving them Replay 1.

More Slay the Spire 2 guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.