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Enchantments and Their Ratings

StrongholdheroStrongholdhero
Mar 21 @ 3:46am2,1296
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

Cards attack damage is doubled

Rating: A?

I've never seen this in the game, but apparently it exists. Is an easy A, maybe S tier unless the way to earn it is nasty.
Glam
Card has Replay once per combat

Rating: B

The primary way you acquire Glam is from Nonupeipe, who can make all future card rewards have Glam. It can be really good, especially on power cards, but I personally don't really like to hedge that a good card with glam on it will pop up so late in a run.
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


Decrease the cost of this card by one

Rating: A

Any way to improve energy economy is always welcome, and Tanx lets you stick it on three attacks! It is a pretty great enchantment for the majority of decks, and is great on energy heavy ironclad runs.
Momentum


Increase this card's attack by X this combat when played

Rating: B

Works great in cycle decks with cheap cards, so your mileage varies by your card count. Not much else to say about this one.
Nimble

Increases Block gained from this card by X

Rating: B

Extra block is always great, and nimble provides it. In my opinion, it is best used on cards that don't already give block, since you could just smith those to be better.
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

Card has innate and retain

Rating: A

I'm actually not a huge fan of retain usually, but putting this on your super strong power/attack that is a bit more situational is pretty sweet. There are a million times I've drawn demon form at the wrong time, and this enchantment fixes that.
Sharp

Increases damage on this card by X

Rating: B

This is only okay on most cards, but if you happen to have a card that hits multiple times per use, it can be pretty crazy. Rated B since it is a little underwhelming if you don't have something like that.
Slither

When you draw this card, Randomize its cost from 0 to 3

Rating: B+

Pretty much a no brainer on any 3 cost cards you have, and usually decent on 2 costs. Gets a B+ because it isn't that great if you don't have expensive cards when you pick this enchantment up.
Slumbering Essence


If this card is in your hand at the end of turn, reduce its cost by one until it is played.

Rating: B-

Works best with retain cards, which I personally don't use much. I could see there being a good niche use case, but unfortunately it remains niche imo.
Soul's Power

This card loses Exhaust


Rank: S

Man, if you have the right card, or even just a good card, this one is a game changer. If anyone knows all the ways you can get this, let me know.
Sown

The first time you play this card each combat, gain one energy

Rating: A-

More energy is always nice. Gets an A- because a decent number of times I don't have enough cards to use all the energy I get, and it only works once, so it can feel like a waste.
Spiral

This card gains replay 1

Rating: A*

Replay is naturally crazy good. That being said, I pretty much only ever get to put it on attacks or defends, which is neat, but not game changing.
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


The first time you play this card, draw X cards

Rating: B+

More card draw is great, although I wish it wasn't just the first time you play a card. I feel like of all the enchantments this one is the most "B+" tier, as it is nice, but I can't think of any specific moment where it really wowed me.
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


Gives X bonus damage when card is first played

Rating: B

Given its one time effect and straightforward mechanics, its not bad, but not really anything exciting. Personally I prefer to stick it on 0 cost cards like claw.
Conclusion
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