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attack
Sunder
3
C
Deal 24 damage.
If this kills the enemy, gain .
attack
Sunder+
3
C
Deal 32 damage.
If this kills the enemy, gain .
card
defect
attack
uncommon
This card is fairly easy to trigger in act one but gets increasingly more difficult to use effectively as enemy health totals increase. Do not pick up any copies after act 1 unless you have Necronomicon.
skill
Aggregate
1
D+
Gain for every 4 cards in your draw pile.
skill
Charge Battery
1
B-
Gain 7 Block.
Next turn gain 1 .
skill
Double Energy
1
C+
Double your Energy.
Exhaust.
power
Echo Form
3
A+
The first card you play each turn is played twice.
Ethereal.
skill
Fission
0
B-
Remove all of your Orbs.
Gain and draw 1 card for each Orb removed.
Exhaust.
skill
Recycle
1
C
Exhaust a card.
Gain equal to its cost.
skill
Seek
0
S
Put 1 card from your draw pile into your hand.
Exhaust.
skill
TURBO
0
B+
Gain .
Add a Void into your discard pile.
skill
Madness
1
C
Reduce the cost of a random card in your hand cost to 0 this combat.
Exhaust.
skill
Secret Weapon
0
A
Choose an Attack from your draw pile and place it into your hand.
Exhaust.
skill
Forethought
1
C-
Put a card from your hand on the bottom of your draw pile. It costs 0 until it is played.
power
Mayhem
2
D
At the start of your turn, play the top card of your draw pile.
skill
Miracle
0
A
Retain.
Gain .
Exhaust.
Ancient Tea Set
common
Whenever you enter a Rest Site, start the next combat with 2 Energy.
C-
Art of War
common
If you do not play any Attacks during your turn, gain an extra Energy next turn.
C+
Happy Flower
common
Every 3 turns, gain 1 Energy.
C
Lantern
common
Gain 1 Energy on the first turn of each combat.
B+
Pen Nib
common
Every 10th Attack you play deals double damage.
B
Gremlin Horn
uncommon
Whenever an enemy dies, gain 1 Energy and draw 1 card.
D+
Molten Egg
uncommon
Whenever you add an Attack card to your deck, it is Upgraded.
A-
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D-
Sundial
rare
Every 3 times you shuffle your deck, gain 2 Energy.
C-
Ectoplasm
boss
Gain 1 Energy at the start of each turn. You can no longer gain Gold.
A-
Philosopher's Stone
boss
Gain 1 Energy at the start of each turn. ALL enemies start with 1 Strength.
B
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A-
Sozu
boss
Gain 1 Energy at the start of each turn. You can no longer use potions.
A
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A
Busted Crown
boss
Gain 1 Energy at the start of each turn. On Card Reward screens, you have 2 fewer cards to choose from.
A+
Fusion Hammer
boss
Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.
A
Coffee Dripper
boss
Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.
B
Nunchaku
rare
Every time you play 10 Attacks, gain 1 Energy.
B-
Pocketwatch
rare
Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.
C-
Slaver's Collar
boss
During Boss and Elite combats, gain [energy] at the start of your turn.
B-