Act 1
Slay the Spire · Atlas
Acts & encounters
Rooms
Room chance
Room chance
| Merchant | 0.05 |
| Rest | 0.12 |
| Event | 0.22 |
| Elite | 0.08 |
| Treasure | 0.00 |
How paths form
How paths form
- On a standard map, six paths climb a 7-wide, 15-row grid, starting from below the bottom row. The first two start on different columns.
- Each step rises one row and moves at most one column sideways.
- A proposed merge fewer than 3 rows after a shared ancestor is rerolled.
- If a new step would cross a neighbor's edge, it snaps onto that neighbor's destination instead.
- The first row is all Enemy rooms. The ninth row is all Treasure. The last row is all Rest. Random Rest and Elite rooms never land in the first five rows. Random Rest rooms never land in the top two rows.
- Rest, Treasure, Merchant, and Elite rooms never sit directly after a parent of the same type. Rest, Enemy, Event, Elite, and Merchant rooms never match a sibling of the same type.
Emerald Key · When the final act is unlocked and you do not yet hold the Emerald Key, one random Elite in the act is marked. That fight rolls one of four boosts: Strength equal to the act number plus 1, 25% more max HP, Metallicize equal to twice the act number plus 2, or Regenerate equal to 1 plus twice the act number.