Slay the Spire all vanilla relics nerfed!
At the end of combat, heal 6 HP.- If you lost HP during combat, at the end of combat, heal 6 HP.
At the start of each combat, draw 2 additional cards.- The first 2 turns of each combat, draw 1 additional card.
At the start of each combat, Channel 1 Lightning.- When you play a card, add a charge to Cracked Core. Once per combat, at 7 charges evoke your next Orb and channel 1 Lightning.
At the start of each combat, add a Miracle to your hand.- Once per combat, if you end your turn with unspent energy, add a Miracle to your hand.
Your first attack each combat deals 8 additional damage.- Your first attack each combat deals 4 additional damage.
Start each combat with 10 Block.- Start each combat with 5 Block.
Whenever you enter a Rest Site, start the next combat with 2 extra Energy.- Whenever you enter a Rest Site, start the next combat with 1 extra Energy.
If you do not play any Attacks during your turn, gain an extra Energy next turn.- If you do not play any Attacks or Powers during your turn, gain an extra Energy next turn.
At the start of each combat, apply 1 Vulnerable to ALL enemies.- At the start of each combat start with 1 Vulnerable, apply 1 Vulnerable to ALL enemies.
At the start of each combat, draw 2 additional cards.- At the start of each combat, draw 1 additional card.
At the start of each combat, heal 2 HP.- At the start of each combat, heal 1 HP.
Start each combat with 3 Thorns.- Start each combat with 1 Thorns.
The first time you lose HP each combat, draw 3 cards.- The first time you lose HP each combat, draw 1 card.
Whenever you add a card to your deck, gain 9 gold.- Whenever you add a card to your deck, gain 5 gold.
Whenever you Rest, you may add a card into your deck.- Whenever you Rest, you may add a card into your deck. If you do, take 5 damage.
Every 3 turns, gain 1 Energy.- Every 5 turns, gain 1 Energy.
Normal enemy combats are no longer encountered in ? rooms.- Normal enemy combats are no longer encountered in ? rooms. When you would avoid an encounter, lose 10 gold.
Start combat with an additional Energy.- If you are below 50% HP, start combat with an additional Energy.
Whenever you climb a floor, gain 12 Gold. No longer works when you spend any Gold at the shop.- Whenever you climb a floor, gain 6 Gold. No longer works when you spend any Gold at the shop.
Whenever you enter a shop room, heal 15 HP.- Whenever you enter a shop room, heal 7 HP.
Every time you play 10 Attacks, gain 1 Energy.- Every time you play 15 Attacks, gain 1 Energy.
Start combat with 1 Dexterity.- If you are below 50% HP, start combat with 1 Dexterity.
Negate the next 2 Curses you obtain.- Negate the next Curse you obtain.
If you end your turn without Block, gain 6 Block.- If you end your turn without Block, gain 3 Block.
Every 10th Attack you play deals double damage.- Every 15th Attack you play deals double damage.
Upon pick up, gain 2 potion slots.- Upon pick up, gain 1 potion slot.
Enemies in Elite rooms have 25% less HP.- Enemies in Elite rooms have 10% less HP.
Heal an additional 15 HP when you Rest.- Heal an additional 7 HP when you Rest.
The merchant's card removal service now always costs 50 Gold.- The merchant's card removal service now always costs 75 Gold.
Upon pickup, raise your Max HP by 7.- Upon pickup, raise your Max HP by 3.
Whenever you would deal 4 or less unblocked Attack damage, increase it to 5.- Whenever you would deal 3 or less unblocked Attack damage, increase it to 4.
Every 4th ? room is a Treasure room.- Every 6th ? room is a Treasure room.
Whenever you use a potion, heal 5 HP.- Whenever you use a potion, heal 3 HP.
Start each combat with 1 Strength.- Start each combat with 1 Strength and lose 1 HP.
Upon pick up, Upgrade 2 random Skills.- Upon pick up, Upgrade 1 random Skill.
Upon pick up, Upgrade 2 random Attacks.- Upon pick up, Upgrade 1 random Attack.