✨ Enchantment System Complete Guide: How Enchanted Cards Work in STS2
📅 Updated Jun 3, 2026 · ⏱️ 12 min read · 🏷️ Mechanics v0.106.1
What Are Enchantments?
Enchantments are permanent modifier effects applied to individual cards. Once a card is enchanted, the effect persists for the entire run — even through card upgrades. You can enchant any card in your deck, and multiple enchantments can stack on the same card.
Sources of enchantments:
- 🛕 Enchantment Shrines (new ? room, ~15% spawn rate)
- 🏪 Enchantment Merchant (new shop slot, 100-200g per enchant)
- 🎁 Enchantment Relics (Enchanter's Stone, Runic Quill, Arcane Prism)
- 👹 Ancient Boss rewards (guaranteed enchant drop on kill)
All Enchantment Types (Ranked)
| Enchantment | Effect | Tier | Best On |
|---|---|---|---|
| ⚡ Energized | Playing this card gives +1 Energy next turn | S | 0-cost cards, setup cards |
| 🛡️ Fortified | Card also grants 5(8) Block | S | Attack cards, Powers |
| 💪 Empowered | Card deals 50% more damage | S | High-damage cards (Starfall, Bludgeon) |
| 🔄 Echoing | Card is played twice (once per combat) | S | Powers, Catalyst, Limit Break |
| 💰 Gilded | Gain 15(25) gold when played | A | Cards you play every fight |
| ❤️ Vital | Heal 3(5) HP when played | A | Block cards, 0-cost cards |
| 🔮 Arcane | Draw 1 card when played | A | Any card — effectively reduces deck size by 1 |
| 🔥 Scorching | Apply 1(2) Vulnerable to all enemies | B | AOE cards, multi-hit attacks |
| ❄️ Chilling | Apply 1(2) Weak to all enemies | B | Block cards, AOE cards |
| ✨ Glimmering | Gain 1 temporary Focus/Strength/Dexterity | B | Powers, cards you play multiple times |
| 🗑️ Cursed | Add a random curse to draw pile | D | Never willingly take this |
Best Enchanted Card Combos (Per Character)
Ironclad
- Corruption + Echoing: Play Corruption twice → skills cost 0 AND exhaust for double block. Absolutely broken. Highest win-rate single enchant in the game.
- Whirlwind + Empowered: 50% more damage on AOE attacks. Clears hallways in one card.
- Limit Break + Echoing: Doubles Strength twice. 4 Strength → 8 → 16 in one turn.
Silent
- Catalyst + Echoing: Triples Poison → Triples again. Functional one-shot on any boss.
- Calculated Gamble + Arcane: Discard hand, draw new hand, then draw 1 extra. Infinite cycle enabler.
- After Image + Fortified: 1 Block per card + 5(8) Block. Massive defensive spike.
Defect
- Biased Cognition + Echoing: 8-10 Focus instantly. Frost orbs become impenetrable in one turn.
- Glacier + Fortified: Channel 2 Frost + 7 Block + 5 Enchantment Block = 12 Block. Best single-card defense.
- Echo Form + Energized: 3-cost card that pays back 1 energy next turn. Smoother setup.
Necrobinder
- Grave Titan + Echoing: Summon two massive minions for the price of one. Board flood.
- Bone Wall + Fortified: Block scaling on top of minion-based block. Unkillable.
Regent
- Starfall + Empowered: 50% more Star-to-damage conversion. One-shots Act 3 bosses at 25+ Stars.
- Royal Decree + Arcane: Generate Sly + draw 2 + draw 1. Sly engine at light speed.
Enchantment Strategy: What to Enchant & When
Priority 1: Win-Condition Cards
Always enchant the card that will carry your run. Echoing on Corruption, Empowered on Starfall, Echoing on Catalyst. One enchant on your build's core card is worth more than enchants on 3 mediocre cards.
Priority 2: Cards You Play Every Fight
Vital (healing) and Gilded (gold) enchantments generate value only if the card is played frequently. Put these on 0-cost skills or defensive staples you use in every combat.
Priority 3: Energy Economy
Energized on a 1-cost card effectively makes it 0-cost after the first cycle. Put it on setup Powers or draw cards.
Never Enchant:
- Cards you plan to remove (Strikes, Defends)
- Situational cards you only play in specific fights
- Cards you might transform at events