Mysterious Knight
MonsterEvent fightHealth
101/108 HPAlways 101. 108 from Ascension 8.
Gold
1511 goldAny amount from 10 to 20, rolled when the fight ends. 7 to 15 from Ascension 3.Any amount from 7 to 15, rolled when the fight ends. 10 to 20 below Ascension 3.
Found in
HiveEvent fight, alone, reached through The Lantern Key.

15/17
101/101/108/108Mysterious Knight
6
6
15/17
3Strength
/
9/10×2
15/17
6
6
9
5
9
4
9
3
12
2
12
1
12
15
6
6
6
5
6
4
9
3
9
2
9
1
12
12
1st Encounter ·Turn 1
How to beat Mysterious Knight
Elite sized fight: with 6 Strength on turn one, Flail is already 30 (32) across two hits, and every War Chant adds 6 more to a Flail turn.
Weak: the best tool here, since it cuts a large Strength number.
Block: single big Block cards beat many small ones, since both hits land in one turn.
Take it or not: only fight if the deck can absorb 30 damage turns in a row, otherwise hand the key back.
HP: 101 (108 at Ascension 8+). Plating is thickest early, so damage lands better once it has ticked down.
Notes
- Only found through the Lantern Key event in Hive, when you choose to keep the key.
- Winning grants the Lantern Key, an unplayable quest card that opens a special event in the next act; returning the key instead pays 100 Gold.
- Moves, HP and Ascension values are the Flail Knight's; only the two starting powers are new.
Changes by version
- Fixed death quotes for dying to Punch Off and Mysterious Knight encounters
- Fixed not being able to navigate from the relic inventory back to the combat in the Mysterious Knight fight on controller
- Fixed blackscreen when loading a game saved at the rewards from the Mysterious Knight combat
All 5 patch notes2 older
- Fight: Strength and Plating increased from 5 to 6
- Adjusted hitbox and position
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today

If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.

