systems
Attack damage: Strength, multipliers and rounding
Compare Heavy Blade and Sword Boomerang, follow an attack through Weak, Vulnerable and Block, and see why Dexterity comes before Frail.
IMechanics
systems
Compare Heavy Blade and Sword Boomerang, follow an attack through Weak, Vulnerable and Block, and see why Dexterity comes before Frail.
Isystems
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.
I·IIsystems
Events trade in HP, deck quality and gold at rates the game hardcodes per option. The outcome census, the ascension gates, and what Spire 2's afflictions charge instead of curses.
I·IIsystems
Card rarity rolls, gold curves, chest tiers, potion pity, boss relic draws — the constants behind every post-combat screen, side by side for both Spires.
I·IIsystems
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.
I·IIsystems
StS2's Spireborn lich runs a two-body economy: Osty on the board, Souls in the exhaust pile. The pool's keyword counts price the deck's three engines exactly.
IIsystems
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.
IIsystems
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.
IIsystems
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.
I·IIarchaeology
Unregistered cards, an achievement with no unlock path, a fully scaffolded unreleased character — every layer of both clients carries finished work no code path reaches.
I·IIcomparison
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.
I·IIcomparison
Every starting deck, HP total and signature relic in both games, verbatim from the clients. Gold is frozen at 99 for every kit; decks keep one skeleton.
I·IIsystems
StS1 always climbs the same four acts. StS2 draws its three act slots from a discoverable pool — Overgrowth, Underdocks, Hive, Glory — that shrinks as you go deeper.
I·IIcomparison
StS1 prices blessings in drawbacks; StS2 prices them in pool breadth. Both opening screens fully enumerated from the clients, rarity roll included.
I·IIsystems
Rare potions really are rarer from rewards, and nowhere else. Both games' potion draws fully enumerated: the 65/25/10 roll, the uniform pool, StS2's flat 20/20/20.
I·IIsystems
More than half of StS2 relic acquisitions are event-scoped. Both games' pool memberships enumerated: six StS1 tiers, StS2's shared/event ocean, and the lock filter.
I·IIcomparison
The first five StS2 ascension levels mirror StS1's beats one-for-one. Both ladders' per-monster numbers are served as data on every bestiary page.
I·II