
The Calm
The Blight stopped consuming.
The ground, dry and brittle- begins to moisten. The clouds around the Spire douse the lands. The sunlight pierces through newly formed cracks in the clouds.
It has been done. Someone had slain the Spire.
The ground, dry and brittle- begins to moisten. The clouds around the Spire douse the lands. The sunlight pierces through newly formed cracks in the clouds.
It has been done. Someone had slain the Spire.
Requirement
Fill the 7th barFill the 7th score bar (1,600 points). Every run adds its score, win or lose
Era
FlourishYear 1,800
Story
The ReopeningChapter 1 of 6
Opened by
What it unlocks
Three shared potions
- It adds three shared potions.
Powdered Demise (uncommon) makes an enemy lose 9 HP at the end of each of its turns for the rest of the fight, strong in a long boss fight.
Ship in a Bottle (rare) gives 10 Block now and 10 more next turn.
Touch of Insanity (uncommon) makes one card in your hand free for the whole combat, best on an expensive Power.- Chapter 1 of 6 in The Reopening, opening the Flourish era (year 1,800).
How to unlock The Calm
The Calm unlocks from the score bar as the seventh score epoch, at 1600 points.
Each Standard run adds its score to one bar that carries between runs; overflow past 1600 rolls into the next bar (1700 for Somewhere), one epoch per run. Its slot is revealed by Underdocks.
Opening The Calm reveals three slots: Somewhere, Traitors and Civilization, which are score bars 8 through 10.
The Timeline expands

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



