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Introducing the new SpireSpy
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Ice Cream
rare
Energy is now conserved between turns.
B-
B+
A-
B+
skill
Seeing Red
1
B
Gain
.
Exhaust.
skill
Concentrate
0
E
Discard 3 cards.
Gain
.
power
Berserk
0
A-
Gain 2 vulnerable.
At the start of your turn, gain 1 .
skill
Bloodletting
0
B-
Lose 3 HP.
Gain
.
power
Corruption
3
A+
Skills cost 0.
Whenever you play a Skill, Exhaust it.
skill
Offering
0
A+
Lose 6 HP.
Gain
.
Draw 3 cards.
Exhaust.
skill
Adrenaline
0
S+
Gain .
Draw 2 cards.
Exhaust.
skill
Doppelganger
X
D+
Next turn, draw X cards and gain X Energy.
attack
Flying Knee
1
B-
Deal 8 damage.
Next turn gain .
attack
Heel Hook
1
D
Deal 5 damage.
If the enemy has Weak, Gain and draw 1 card.
skill
Outmaneuver
1
D+
Next turn gain
.
skill
Tactician
E+
Unplayable.
If this card is discarded from your hand, gain .
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.
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
TURBO
0
B+
Gain
.
Add a Void into your discard pile.
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 .
skill
Pray
1
D+
Gain 3 Mantra.
Shuffle an Insight into 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
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
Gremlin Horn
uncommon
Whenever an enemy dies, gain 1 Energy and draw 1 card.
B+
D+
D+
B+
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D
D-
D-
D-
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
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
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-
This is a work in progress tool. We welcome feedback as there will most likely be something we've missed