Enchantments and Their Ratings
Mar 21 @ 3:46am2,1426
CraftingGameplay BasicsWeaponsEnglish
Adroit
Gives X block when the card is played. (I've only ever seen X = 3)
Rating: B+
Not a bad enchantment since it works every time the card is played. The best use case is on cheap cards you can draw a bunch, but if you don't have anything like that, putting it on your primary offensive cards can help with defense on aggressive turns.
As far as I know the only way to get this is Kifuda
Clone
Allows the card to be cloned at Rest Sites
Rating: A
If you have a great card, this is one of the best enchantments to grab. It doesn't quite get an S rating because sometimes a deck isn't centered around one great card, and giving up smithing at rest sites can be a little annoying.
Also, Pael gives clone, and he has a plethora of really strong relics, so clone has to compete with those choices.
Corrupted
Card deals 50% more damage, but you lose 2 HP
Rating: C+
Corruption can be crazy good if you are able to tank the damage. IIRC corruption damage goes through defense, although if I'm wrong or it changes I'd put it at a B. This enchantment works best with Ironclad and Necrobinder, as both have ways to gain effective hit points and a good amount of hard hitting attacks.
If you do decide to take this enchantment, I recommend putting it on a powerful card you don't plan to use on regular room fights.
Favored
Glam
Goopy
Card now Exhausts. When this card is played, permanently increases the cards block by one
Rating: C+
Given by Pael, who enchants all of your defends with Goopy. It can be okay, but by this point I usually have removed a good chunk of my starting defends, so I don't get as much mileage. It also scales kind of slowly, but if you are really patient you can essentially make ghetto versions of Impervious.
Imbued
This card is played automatically at the start of each combat
Rating: S
Really fun with strong power cards, or any expensive card really. Almost universally a strong upgrade for any playstyle.
As I was finishing this, I did just realize I've only ever seen this able to be put on skills. If there isn't any other way to put on attacks and powers, it is probably just A tier. Still a great enchantment though.
Instinct
Momentum
Nimble
Perfect Fit
Whenever this card would be shuffled into your draw pile, place it on top instead
Rating: S
Nothing is better than getting your best card more consistently. Thanks to this enchantment, you can plan exactly which turns you'll be using it. It's only weakness is getting this enchantment before you have your game winner card.
Royally Approved
Sharp
Slither
Slumbering Essence
Soul's Power
Sown
Spiral
Steady
This card gains retain
Rating: C
Worse version of Royally Approved, and I don't really like Retain much, especially since sometimes it clogs your hand up while doing some crazy card draw (cough cough snakebite).
Naturally being able to choose the card you put retain on makes it a lot better, but it is still a pretty eh enchantment imo.
Swift
Tezcatara's Ember
Card costs 0 and gains Eternal
Rating: B-
Tezcatara has kind of a mixed bag of choices, to be honest, and this is another one. It can only be applied on your strikes, and now they are eternal too. Maybe this would be good with a strike focused deck? Its nice because it lets you ignore your strikes, but by this point if I'm worried about deck size I've usually cut a couple out, so it isn't as impactful.
B- because it can provide an easier transition, but probably not taken super often.
Vigorous
Conclusion
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Tome of Talis is a tactical roguelite about leading armies of dice to battle against ever stronger enemy commanders. Leverage powerful relics, spells, and dice to prove your worth to Commander Talis.
Speaking of which, I should probably stop binging Slay the Spire and get back to work...
Anyways, thanks for reading!