Drag and drop your whole 'run' folder, 'character' folder or individual runs anywhere on the site.
To find your files: In your Steam library, right click on "Slay the Spire" and navigate to Properties > Local Files > Browse Local Files.
Introducing the new SpireSpy
We've redesigned SpireSpy to make browsing faster and items better organised
power
Fasting
2
B
Gain 3 Strength.
Gain 3 Dexterity.
Gain 1 less at the start of each turn.
power
Fasting+
2
B
Gain 4 Strength.
Gain 4 Dexterity.
Gain 1 less at the start of each turn.
Fasting is a very niche power that is only usually taken in decks that can negate the energy loss. orange pellets are capable of removing the debuff, and artifact also blocks the debuff from being applied. I definitely would not recommend taking fasting without at least one energy relic or means of negating the debuff. The strength and dexterity are nice but typically having one extra energy what do the same thing, whilst allowing you to be more flexible with your turns. Note that sources of strength are rare for the watcher since wrath and divinity benefit from this multiple times.
power
Fasting
2
B
Gain 3 Strength.
Gain 3 Dexterity.
Gain 1 less at the start of each turn.
skill
Panacea
0
B-
Gain 1 Artifact.
Exhaust.
Relic Supersynergies are fixed!
Orange Pellets
shop
Whenever you play a Power, Attack, and Skill in the same turn, remove all of your Debuffs.
D
D+
D
D
Clockwork Souvenir
shop
At the start of each combat, gain 1 Artifact.
B
B
B
B
skill
Collect
X
D+
Put Miracle+ into your hand at the start of your next X turns.
Exhaust.
power
Deva Form
3
C
Ethereal.
At the start of your turn, gain and increase this gain by 1.
attack
Follow-Up
1
C-
Deal 7 damage.
If the last card played this combat was an Attack, gain .
attack
Just Lucky
0
C-
Scry 1.
Gain 2 Block.
Deal 3 damage.
skill
Pray
1
D+
Gain 3 Mantra.
Shuffle an Insight into your draw pile.
skill
Miracle
0
A
Retain.
Gain .
Exhaust.
skill
Panic Button
0
C+
Gain 30 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.
Ancient Tea Set
common
Whenever you enter a Rest Site, start the next combat with 2 Energy.
C
C-
C-
C-
Art of War
common
If you do not play any Attacks during your turn, gain an extra Energy next turn.
D
C
C+
C+
Happy Flower
common
Every 3 turns, gain 1 Energy.
C
C
C
C
Lantern
common
Gain 1 Energy on the first turn of each combat.
B+
B+
B+
B
Frozen Egg
uncommon
Whenever you add a Power card to your deck, Upgrade it.
B+
B+
B+
B+
Gremlin Horn
uncommon
Whenever an enemy dies, gain 1 Energy and draw 1 card.
B+
D+
D+
B+
Mummified Hand
uncommon
Whenever you play a Power, a random card in your hand costs 0 for the turn.
B-
B-
A-
B-
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D
D-
D-
D-
Bird-Faced Urn
rare
Whenever you play a Power, heal 2 HP.
B-
B+
A-
B+
Gambling Chip
rare
At the start of each combat, discard any number of cards then draw that many.
A-
A
A-
A
Sundial
rare
Every 3 times you shuffle your deck, gain 2 Energy.
D+
C
C-
C
Ectoplasm
boss
Gain 1 Energy at the start of each turn. You can no longer gain Gold.
A-
A-
A-
A-
Philosopher's Stone
boss
Gain 1 Energy at the start of each turn. ALL enemies start with 1 Strength.
B
B
B
B
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
A-
A-
A-
Sozu
boss
Gain 1 Energy at the start of each turn. You can no longer use potions.
A
A
A
A
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A
A-
A
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+
A+
A+
A+
Fusion Hammer
boss
Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.
A
A
A
A
Coffee Dripper
boss
Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.
B+
B
B
B
Nunchaku
rare
Every time you play 10 Attacks, gain 1 Energy.
B-
B+
B-
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+
C-
C-
C-
Mark of Pain
boss
Gain 1 Energy at the start of each turn. Start combats with 2 Wounds in your draw pile.
A+
Hovering Kite
boss
The first time you discard a card each turn, gain [energy].
B+
Pure Water
starter
At the start of each combat, add a Miracle into your hand.
B-
Holy Water
boss
Replaces Pure Water. At the start of each combat, add 3 Miracles into your hand.
A-
Violet Lotus
boss
Whenever you exit Calm, gain an additional [energy].
A
Slaver's Collar
boss
During Boss and Elite combats, gain [energy] at the start of your turn.
B-
B-
B-
B-
curse
Regret
Unplayable.
At the end of your turn, lose 1 HP for each card in your hand.
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
B-
C-
B-
This is a work in progress tool. We welcome feedback as there will most likely be something we've missed