Mechanics

Guides

systems

Reading the fork: what the map generator owes you

Every node count on the map is a formula: 15 rows of 7, percentages per room type, an ? room that decays into fights, and elites that are rarer early than they look. The constants, cited.

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systems

Ironclad: three decks hiding in one pool

75 red cards, three real archetypes — Strength scaling, Exhaust-for-value, and the block engine — plus what Spire 2's 87-card pool adds and what multiplayer locks away.

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systems

Two blades, one spire: how co-op changes the math

StS2 co-op scales enemy HP by players × an act factor (1.1 → 1.3), shortens maps by a room, and splits the card pool along a 21-card multiplayer-only seam. The scaling is linear; your deck's job description is not.

II

systems

The enchantment slot: what can enchant what, and why

StS2's 22 enchantments (one deprecated) attach at runtime under a single rule: base exclusions deny Status/Curse/Quest, and nine enchantments narrow their targets further. The override census, verbatim.

II

systems

Thirteen dice: what your seed decided before turn one

StS1 runs thirteen named RNG streams off one seed; Neow gets a fourteenth that touches nothing else. StS2 rebuilt the registry around upfront generation and per-player streams. Knowing the seed buys the map, not the run.

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comparison

The two economies: how a run pays its way

Gold enters from combats and leaves through shops; events quote the same purchases in HP. Both games price power three ways, and only one has a price tag.

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