Slay the Spire

Slay the Spire

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Bundles: Quest boss wiki
By SandTag
A guide to all things quest boss, including the challenge score, the order of unlocks and even the rewards (in spoilers).
   
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Bundles Index
The full list of quest bosses available in the current update, any bosses that are unlocked will have their relic name in spoilers.

Bundle of Food
1: Delicious Donu
2: Delicious Deca

Bundle of Potions
3: Temporal Timepiece
4: Brand of the collector

Bundlecore
5: Crow's Calling
12: Nothing Happens (Weird Crown)
14: Bronze Gyroscope

Bundle of Peglin
6: Peglinero's Pendant

Bundle of Content
7: A little letter

Bundle of Terra
8: Plantera's Seedling
9: Cursedfish
10: Golden fishing rod (Truffle Worm)

Bundle of Energy
11: Gellomax
13: Gilded Sword

The Trials
15: The Red Shard
16: The Green Shard
17: The Blue Shard
18: The Purple Shard

The Realisation
19: Haunted Shield

The Ending
20: Eggplant?
20-b: The Adventurer's Notes
20-c: Battle Plans
21: Stolen Alchemy Kit

Quest relics appear randomly, but you wont see ones that you have completed on the current ascension (A0-19 / A20) again until all of them have been cleared.

Trials are unlocked in one of three ways:
> Complete quest #5
> Complete quest #12
> Complete any 10 unique quests on any ascension.
> After completing all trials, quest #19 becomes available.

The Realisation becomes available after completing all 4 trial relics.

The Ending will be available in a later update, but will be obtained by Upgrading all keys before the act 2 boss chest, having NOT taken a quest relic in act 1.

Unlike normal relics, it is possible to encounter the same relic twice in one run if you see a quest relic in act 2.
1: Delicious Donu

Requirements: Bundle of Food
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2883637756
Difficulty: Medium



The classic quest relic, originally incepted as a joke relic akin to the infamous "random nob generator" from aspiration, this spicy green donut is out to cause as much trouble as possible.

Effect - Energy relic, however elites are invaded by a small donu that can buff the other enemies in the combat and deal damage, it becomes stronger with each act.



Donulet stats:
[Stats are notated as "Low Ascension(Ascension 20 only)"[/i]

HP -
Act 2: 43-60(65-91)hp
Act 3: 81-99(117-135)hp
Hp is higher later in the act.

Moveset:
1 - Buff: All enemies gain 1 Strength (now and next turn).
2 - Attack: Deal 5 damage 2 times. Attacks one more time in act 3.
Attack deals 1 more damage per act.
Repeats from 1.



The relic's keybane is a slimed, you will get this as soon as you collect the last key piece, as a general strategy you may want to do this earlier in the run so you can remove it at a shop or event.

Elites are very dangerous, trying to collect the green key before picking up this relic is a good strategy, as is avoiding elites and prioritising events instead, but be aware of the events with elite combats in them like Colosseum!

Once you arrive at act 4 you will be faced with donu, the fight is very similar to the heart, donu alternates between attacking and buffing/debuffing you, so your deck wont need to adjust much, but be aware that the SPEAR will still be there! a relic like lemon float or a swift potion will really go the extra mile on turn 2.

Boss 1: Wide Daddy Donu the Omega.


Donu

With 1,000hp, donu is a bit chunkier than the heart.
The general strategy is not much different to the heart fight, but you should be aware that you are losing stats each turn!, access to artefact will be incredibly valuable and your strategy should revolve around something that can deal with the stat loss, things like shivs will not fare well in this fight.

The spear is present on ascension 20, otherwise both elites will despawn, depending on the boss some of the other ones may keep one or both, but less spawn on ascensions below 20 where quest bosses get their harder movesets.

Speaking of movesets:

Low Ascension
1 - Almighty Blight: Apply 2 weak and shuffle a slimed into the draw and discard pile.
All even turns: Attacks for 10*4 base damage.
3 - Almighty Compression: Gain time warp.
5 - Almighty Mind Bloom: Gain 10 regeneration and 1 curiosity.
7 - Almighty Anger: Gain Envenom equal to 1/8th of your max hp.
9 - Almighty Darkness: Gain 1 demon form and ritual.
11 - Almighty Hex: Gain 1 malleable and apply 1 weak, frail and hexxed (Chosen).
13 - Almighty Ending: Instantly kill the player at the end of their next turn, even if they could revive.
When defeated: The run ends and you gain the low ascension rewards.

High Ascension (A20)
1 - Almighty Blight: Apply 2 weak and shuffle a slimed into the draw and discard pile.
Apply 1 Dexterity, Focus and Strength per turn loss.
All even turns: Attacks for 10*4 base damage.
3 - Almighty Compression: Gain time warp and shuffle a slimed into the discard pile.
5 - Almighty Mind Bloom: Gain 25 regeneration and 2 curiosity.
7 - Almighty Anger: Gain Envenom equal to 1/8th of your max hp. Gain 1 anger (Gremlin Nob) and Shifting (Transient).
9 - Almighty Darkness: Gain 3 demon form and ritual.
11 - Almighty Hex: Gain 5 malleable and apply 99 weak, frail and 2 hexxed (Chosen).
13 - Almighty Ending: Instantly kill the player at the end of their next turn, even if they could revive.
When defeated: The run ends and you gain both low and high ascension rewards.
2: Delicious Deca

The second quest boss added, Deca follows on from Donu and is an almost perfect opposite to it.

Requirements: You have defeated "Wide Daddy Donu" in a previous run.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2883637756
Difficulty: Easy.

Deca's relic is also an energy relic, but it makes the enemies get tankier over time, your deck will need to have multi hitting attacks or many attacks, think of things like shivs or sword boomerang to cut through the enemy plated armour.

This however could lead you to believe the goal of the quest is simply to whack things again and that's the twist, it couldn't be further from it! Deca's instruction is to "LIVE" and everyone must survive, the enemies are not even allowed to drop below half health, this deckbuilding juxtaposition makes it very hard not to defeat Deca, but build a deck that can get to him without getting buried in plated armour.

The easiest way to complete this quest is either to go really big, make a deck with something like demon form to reach Deca, or ignore the enemy block entirely with pressure points or poison, just don't try to build an infinite...
Boss 2: Wide Daddy Deca the Beta


Deca

HP - 4,320 on low ascension, decreases to 2,430 on ascension 20.
Note: You will fail the quest if any enemies health drops below 40%.

Buffs -
Low Ascension
2 artefact, barricade and 5 plated armour.
YOU get a 75 second physical time warp. (Your turn ends after 60s).

High Ascension (A20)
4 artefact, barricade, 2 buffer, 32 regen and 10 thorns.
YOU get a 40 second physical time warp.

Moveset:
Low Ascension
Odd turns - Attacks for 4*2 base damage.

All even turns - Uses pulse immediately after its move.

Pulse - ALL allied creatures gain 1 thorns, plated armour and barricade. Increase plated armour by 1 this combat and thorns by 0.5. ALL creatures gain 12 block, increased by 4 this combat.

2 - Fortifying Diamond: The player is given 1 strength, dexterity, focus and barricade. ALL enemies gain 1 strength, buffer and curiosity.

4 - Shaman's Diamond: All allied creatures gain 1 ritual and thorns.

6 - Hedgehog's Diamond: All allied creatures gain 4 thorns and 1 buffer.

8 - Intensifying Diamond: All allied creatures gain 20 metal, 1 ritual, 1 focus and shifting.

10 - Intensifying Diamond: All allied creatures gain 1 ritual, 3 metal and 3 thorns.

12 - Diamond Break: All allied creatures gain metal equal to 2x their strength. Player gets 1 weak, frail, vulnerable and 9 shackled.

14 - If no enemy is below 40% hp, when Deca would take its turn, you win the run, otherwise...
14b - Final Prism - Instantly kill the player at the end of their next turn, you can no longer complete the quest.

High Ascension (A20)
Odd turns - Attacks for 7*2 base damage.

All even turns - Uses pulse immediately after its move.

Pulse - ALL allied creatures gain 1 thorns, plated armour and barricade. Increase plated armour by 1 this combat and thorns by 0.5. ALL creatures gain 12 block, increased by 4 this combat.

2 - Fortifying Diamond: The player is given 1 strength, dexterity, focus and barricade. ALL allied creatures gain 2 strength, 1 buffer, 1 curiosity and painful stabs.

4 - Shaman's Diamond: All allied creatures gain 1 ritual and 3 thorns.

6 - Hedgehog's Diamond: All allied creatures gain 7 thorns.

8 - Intensifying Diamond: All allied creatures gain 25 metal, 1 ritual, 1 focus and shifting.

10 - Intensifying Diamond: All allied creatures gain 2 ritual, 5 metal and 5 thorns.

12 - Diamond Break: All allied creatures gain metal equal to 2x their strength. All allied creatures DOUBLE their strength. Player gets 1 weak, frail, vulnerable, 9 shackled and 1 hex.

14 - If no enemy is below 40% hp, when Deca would take its turn, you win the run, otherwise...
14b - Final Prism - Instantly kill the player at the end of their next turn, you can no longer complete the quest.

3: Temporal Timepiece


Requirements: Bundle of Potions
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2889885168
Difficulty: Medium

Temporal Timepiece is contrary to the previous relic, you know the limitation long in advance of the final fight against the clock muncher. Its like two velvet chokers stapled together and thats not a good thing, this relic's lows on the way to the boss can be really awful, especially in combats like byrds and slavers.

The fight itself is all about scaling and consistency, you either want to play 6 or 12 cards per turn and the numbers must go up to keep up with the old man.

The goal is also relatively simple, just tire him out by killing spear and shield over and over, if his health gets low his strength also gets reset.
Boss 3: Titanic Time Eater The Tocking


The clock munching gremlin is here and bigger than ever, the goal isn't to slay the snail though, instead tire him out by killing his minions. After 12 spears and/or shields have been defeated, the run will end when he goes to take another turn reviving.

The fight is L O N G, it can often push past turn 20 or even 25, and you should be cleaning your deck out throughout the fight, an easy way to lose is simply to forget to bring a character that can Exhaust cards.

He has 3,500 hp and 4,000 on ascension 20.

Moveset:

Low Ascension
If spear or shield are dead, use REVIVE next turn.

Revive - Spear and Shield are revived if they are dead, use Regrow. If 10+ creatures have been revived, all allied creatures gain 12 ritual, plated armour, metallicize, 1 barricade and 1 buffer. If 12+ creatures have been revived, the combat ends and you complete the quest.
After reviving, all other allied creatures get strength equal to the number of revived creatures.

If hp is below 65% or 40%, use HEAL 1 or 2 respectively.

Heal 1 - Remove all strength, shackled and ritual. Heal to full. Gain 2 ritual for every 12 strength lost, at least 2.

Heal 2 - Remove all strength, shackled and ritual. Heal to full. Gain 2 + 2 ritual for every 12 strength lost, at least 4.

Otherwise randomly roll one of these moves, which cannot be the same as last turn:

Activated by other moves: Regrow - Gain 1 Regen and 1 more for each creature revived this combat.
(45%) Temporal Shockwave: Deal 5 base damage 3 times. and use regrow immediately.
(35%) Big Smash: Deal 27 base damage. Player draws 1 less next turn.
(20%) Hindering Dilation: Apply 1 weak and vulnerable.

High Ascension (A20)
If spear or shield are dead, use REVIVE next turn.

Revive - Spear and Shield are revived if they are dead, use Regrow. If 10+ creatures have been revived, all allied creatures gain 12 ritual, plated armour, metallicize, 1 barricade and 1 buffer. If 12+ creatures have been revived, the combat ends and you complete the quest.
After reviving, all other allied creatures get strength equal to the number of revived creatures, Gain 78 block and use regrow immediately.

If hp is below 65% or 40%, use HEAL 1 or 2 respectively if not reviving.

Heal 1 - Remove all strength, shackled and ritual. Heal to full. Gain 2 ritual for every 10 strength lost, at least 3. Gain 78 block and use regrow immediately.

Heal 2 - Remove all strength, shackled and ritual. Heal to full. Gain 2 + 2 ritual for every 10 strength lost, at least 5. Gain 78 block and use regrow immediately.

Otherwise randomly roll one of these moves, which cannot be the same as last turn:

Activated by other moves: Regrow - Gain 1 Regen and 1 more for each creature revived this combat.
(45%) Temporal Shockwave: Deal 7 base damage 3 times, and use regrow immediately.
(35%) Big Smash: Deal 31 base damage. Player draws 1 less next turn. Shuffle 2 slimed into discard pile.
(20%) Hindering Dilation: Apply 1 weak, vulnerable and frail, and use regrow immediately.
4: Brand of the Collector


Requirement: Bundle of Potions and you have defeated Titanic Time Eater on a previous run.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2889885168
Difficulty: Very High.

Simply put turn 1 sucks, like really bad. If you have access to good innate cards your going to need them, also prioritise buying things like bag of prep and lantern, its really that much of an issue.

Act 2 elites are also a danger zone, slavers will just blow you up.
It really heats up in bosses too, the brazier is itself a miniature quest boss and it shows up in both act 3 fights on ascension 20.



Brazier

A full fat boss that will ruin your day.
The brazier supports the boss that you are fighting with buffs and can apply some quite nasty debuffs.

HP: 100-110(115-125)

Moveset ->(A20)<-:
Randomly selects one of these moves, equal chance for each.
On ascension 20 you cannot see what the enemy is doing.
1 - Inferno Impact - Deal 8(13) damage and gain 1(2) strength.
2 - Blasting Bash - Deal 7(12) damage and apply 1 vulnerable (and gain 1 strength).
3 - Superheated Slash - Deal 6(11) damage and apply 1 weak (and frail).
4 - Furious Flare - Deal 5(10) damage and add a burn (upgraded burn) to the discard pile.
5 - Rigorous Reforge: Gain 6 plated and 1 strength. (Gain 10 block.)

Boss 4: Kublai the Collector


Who needs a chair when you can just float... right?

Kublai has been collecting relics and potions for a long time, and has plenty to throw at you, with each attack mirroring real potions from either basegame or bundle of potions...

She will swap between calling forth braziers and throwing these potions, with that in mind you need to bring AOE cards like whirlwind, electrodynamics and consecrate, if you don't have many, or any, this fight is an uphill battle as Kublai is extremely durable and spawns very high hp minions.
Your decks targeted attacks should be big and efficient, try to avoid small hits like shivs and flurry as Kublai will gain malleable pretty early in the fight.

Hp: 1,140 (1,560)

Moveset:

Low Ascension
Even turns 2, 4, 6 & 8: Spawn 1 brazier and increase by 1 until using Soulrending Salsa.

[1]: Heartbeat, Thonkerbottle & Regen pot - Gain 2 metal, 2 curiosity and 10 regen.
[3]: SnakeT & Foxy Shot - Gain 5 malleable, 2 blur, 2 after image and 2 dexterity.
[5]: Pickle Juice & Garlic Bottle - Reduce player strength by 3 and apply 1 weak.
[7]: Omega Extract & Impostor Extract - Gain 20 omega, 1 intangible and 1 phantasmal.
[9]: Sticky Tar Jar & Bunker in a bottle - Gain 34 block and apply 2 slow.
[10]: Reaper bottle & Tossable smoke bomb - Instantly kill the player if they are intangible, otherwise apply 1 weak, frail, vulnerable and 5 poison.
[12] Soulrending Salsa - Deal 49 damage 5 times. Next turn become stunned.
[13+] Stunned - Skip your turn and then go back to the first brazier spawn on turn 2.

High Ascension (A20)
Even turns 2, 4, 6 & 8: Spawn 1 brazier and increase by 1 until using Soulrending Salsa.

[1]: Heartbeat, Thonkerbottle & Regen pot - Gain 2 beat of death, 3 curiosity and 20 regenerate.
[3]: SnakeT & Foxy Shot - Gain 8 malleable, 3 blur, 3 after image and 3 dexterity.
[5]: Pickle Juice & Garlic Bottle - Reduce player strength by 6 and apply 3 weak.
[7]: Omega Extract & Impostor Extract - Gain 30 omega, 1 intangible and 1 phantasmal.
[9]: Sticky Tar Jar & Bunker in a bottle - Gain 99 block and apply 2 slow.
[10]: Reaper bottle & Tossable smoke bomb - Instantly kill the player if they are intangible, otherwise apply 99 weak, frail, vulnerable, 1 suffocation and 5 poison.
[12] Soulrending Salsa - Deal 99 damage 13 times. Next turn become stunned.
[13+] Stunned - Skip your turn and then go back to the first brazier spawn on turn 2.

The quest is completed when kublai dies.
5: Crow's Calling


Requirements: Befriend Deca OR defeat Kublai.
Difficulty: Good Luck

The first manifestation relic, it offers a far more insane challenge than the smaller elite replacing kind.
As soon as you take the relic, its downside becomes obvious, you get 3 void statuses and will likely spend the rest of the run trying to remove them, though this relic is uniquely strong for a quest relic act 2 is really going to hurt as drawing many voids at once will hurt.

Your deck needs to be large and its going to need alot of powers ironically, the fight is going to last a while too.

Every time you kill Mazaleth, an entire copy of your deck will appear in the draw pile, be careful when drafting cards not to take too many unnecessary cards that will become dead weight later in the fight.

It is recommended to stick to characters with exhaust access, or at the very least not silent as you will simply end up with too much junk floating around later in the fight.
Boss 5: The Crow God, Mazaleth the Immortal


The god of crows, Mazaleth, an imposing foe that revives many times, using powers drawn from every basegame character before ascending to an apex form.

HP: 12,375(21,140) over 5 lives.
Life 0: 600(900)
Life 1: 900(1,350)
Life 2: 1,300(1,950)
Life 3: 1,850(2,775)
Life 4: 2,575(3,865)
Life 5: 5,150(10,300)

Due to the complexity of Mazaleth's moveset, it is shown as:
Low Ascension(High Ascension [A20]).

Buffs:
life 0 - 1 Ritual (, 1 Curiosity ) and 30(45) regenerate. Loses curiosity and ritual on death.
Life 1 - 2(3) Demon Form and 15(36) Metallicize. Loses Demon Form on death.
Life 2 - 3(7) After Image and 1(2) Noxious Fumes. Loses Fumes on death.
Life 3 - 1(2) Creative, 2(3) Curiosity and 10(20) Artefact. Loses Creative on death.
Life 4 - 1(2) Grand Ritual and 1(5) Malleable, which causes awakened one to enter Judgement at 12 feathers. Loses grand ritual on death.
Judgement: instantly kill the player.
Whenever Mazaleth dies, your entire master deck is placed in the discard pile.
Life 5 - Lose all buffs. Regain the base amount of every buff from every form, 30(60)s physical time warp and 9(13) strength.

Moveset:
Life 0:
25% chance for one of Blades from Beyond, Magic Strike, Heavy Blow or Impervious Feathers.
Life 1:
25% chance for one of Ruby Rage, Magic Strike, Heavy Blow or Impervious Feathers.
Life 2:
25% chance for one of Emerald Energy, Magic Strike, Heavy Blow or Impervious Feathers.
Life 3:
25% chance for one of Sapphire Sear, Magic Strike, Heavy Blow or Impervious Feathers.
Life 4:
25% chance for one of Amethyst Aura, Magic Strike, Heavy Blow or Impervious Feathers.
Life 5:
25% chance for one of opal opulence, wicked strike, megaton blow or immortal feathers.
From turn 40, all moves are 20% and can use crow's calamity.

Moves:
Blades from Beyond - Apply 1(2) frail for each dagger. Put 1(2) ritual daggers in the players discard pile.
Ruby rage - Gain 1 Strength (half as much demon form and strength) for each turn that has passed.
Emerald Energy: Gain 1(2) After image and buffer.
Sapphire Sear: Player loses 1(2) energy next turn and draws 1 less card.
Amethyst Aura - Gain 7(13) omega (and plated armour).
Opal Opulence - Use a small version of EVERY gemstone based move listed above at once.

Magic Strike: Deal 49+5n(55+10n) damage, and put a clumsy(pride) on top of the draw pile. Also,
Base form: Shuffle a void into discard (draw pile).
Life 1: Shuffle an anger into discard (draw pile).
Life 2: Shuffle a shiv into discard (draw pile).
Life 3: Shuffle a claw into discard (draw pile).
Life 4: Shuffle a smite into discard (draw pile).

Heavy Blow: Deal 10+1n(12+2n) damage three times. Also,
Base form: -1e next turn.
Life 1: 1(2) Vulnerable
Life 2: 1(2) Weak
Life 3: 1(2) Frail, -1 Focus.
Life 4: 1(2) Vulnerable, Weak and Frail.

Impervious Feathers - Gain 120 block, increased by 60 for every time this creature has revived. Also,
Base form: 5(10) Regen.
Life 1: 5(10) Metallicize.
Life 2: 1(2) After Image.
Life 3: 1(2) Buffer.
Life 4: 6(8) Plated 3(4) Strength.

Wicked Strike - Deal 100(144) damage, scales twice with both strength and focus. Shuffle 1 injury, clumsy, pain (, regret and pride) into the discard(draw) pile.

Megaton Blow - Deal 15(18) damage 5 times and shuffle a Curse of the Bell (Necromonicurses also) into the discard pile for each other (each hit, the new curses are the Necronomicurses) hit.

Immortal Feathers - Gain 333 block and 1(2) thorns, 10(20) Plated armour and 35(70) Dexterity. Gain every boon from the first 5 lives. Place a pride on top of the draw pile.

Crow's Calamity - Place 5 normality on top of the draw pile. If used already, instantly kill the player.
6: Peglinero's Pendant
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2905391790

Peglin's fountain of gold, so fun fact here i wanted to import one of the peglin bosses but nobody like maintains the community resources so i decided to turn the waterfall event into the theme for it instead and now its a Lagavulin xd.

The relic may look somewhat familiar and thats because its basically the quest relic equivalent of ectoplasm! The second worst boss relic...

Popping the keys as early as possible is key to getting paid, you can begin to sustain your gold loss and could even do a bit of naughty shopping, but don't get too caught up stalling, this quest boss moves fast and becomes overwhelming extremely quickly, you just want a heap of frontload.

Boss 6: Eldervullin


Eldervullin is really, really simple and really, REALLY nasty.

The fight takes place under physical time warp, but its quite lenient at 65(40)s, and there is pressure, though with the kind of deck that wins here you ideally wont be doing anything like this.

Hp: 750(900)

Moveset:
Note: If awoken early, move pattern changes to [4] after reinforcement, meaning Nihil will come out several turns sooner than normal.

Low Ascension
[1] - Crippling Claw: Deal 31 damage and apply 1 weak, frail and vulnerable.
[2] - Reinforcement: Gain 35 block, 3 Metallicize and 9 Plated Armour. Gain 1 Fatal Strike.
[3] - Fillet Frenzy: Deal 7 damage 3 times. Increase by 2 times for the rest of combat (Max 12).
[4] - Amythest Abyss: Reduce player's strength, dexterity and focus by 1. Increase amount by 1 for the rest of combat. Shuffle a clumsy into the discard pile.
(Replaces [4] after it is used 4 times.) [5] - Nihil: Add 2 voids to the draw pile and instantly kill the player at the end of their next turn.

High Ascension (A20+)
[1] - Crippling Claw: Deal 35 damage and apply 2 weak, frail and vulnerable.
[2] - Reinforcement: Gain 48 block, 5 Metallicize and 15 Plated Armour. Gain 1 Fatal Strike.
[3] - Fillet Frenzy: Deal 11 damage 3 times. Increase by 2 times for the rest of combat (Max 12).
[4] - Amythest Abyss: Reduce player's strength, dexterity and focus by 1 every turn and shuffle a pride into the discard pile. Increase amounts by 1 for the rest of combat.
(Replaces [4] after it is used 3 times.) [5] - Nihil: Add 3 voids to the top of the draw pile and instantly kill the player at the end of their next turn.
7: A Little Letter

Requirements: Bundle of Content
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3002490124
Difficulty: Medium

The classic guardian fight experience everywhere! enemies get a head start with some buffer and artefact, its not great and you should pack multi-hitting attacks to cleave through it.

The actual fight will require you to dish out a ton of damage in the opening turns, simply put your deck either needs an infinite, or to get jacked up on exhausting cards that make it go F A S T at the start, or you will simply get blown up by the gemstone cannon.

Boss 7: Gracedia the Guardian


Gracedia is sleeping, but she will wake up after a turn of rest, simply put you need to be ready to whack her really, really hard, or you will find out what the gemstone cannon is!

Hp: 1,200(1,800)
Mode Shift: 150(200)
Increment: 150(500)

Starting Buffs:
Low Ascension
1 Buffer
2 Artefact
Barricade
10 Plated Armor.

High Ascension (A20)
1 Buffer
3 Artefact
Barricade
20 Plated Armor
1 Malleable
1 Ritual

Moveset:

Low Ascension
After waking up, enter Standing [2].

Standing
[1] - Cataclysmic Cyclone: Deal 5 damage 5 times. Gain 1 buffer.
[2] - Bunker Brace: gain 19 block.
[3] - Almighty Ash Hammer: Deal 40 damage and gain 1 buffer.
[4] - Vile Ventilation: Apply 1 frail and vulnerable twice.
[5] - Gemstone Cannon: Deal 50 damage 18 times. Every hit reduces each core stat by 10. Go back to [1].

Ball Mode
[1] - Activate: Gain 7 sharp hide and 1 buffer.
[2] - Rolly Ripper: Deal 25 damage.
[3] - Double Drainer: Deal 19 damage twice, gain 1 ritual and reduce target dexterity by 1, then become Standing [1].

High Ascension
After waking up, enter Standing [2].

Standing
Polish - Gain 1 buffer and 5 Metallicize.
[1] - Cataclysmic Cyclone: Apply 1 weak, Deal 6 damage 6 times. Immediately use polish.
[2] - Bunker Brace: gain 19 block then immediately use polish.
[3] - Almighty Ash Hammer: Deal 48 damage then immediately use polish and reduce target strength by 1.
[4] - Vile Ventilation: Apply 1 frail and vulnerable three times, then reduce target strength by 1, then immediately use polish.
[5] - Gemstone Cannon: Deal 50 damage 18 times. Every hit reduces each core stat by 10. Go back to [1].

Ball Mode
[1] - Activate: Gain 12 sharp hide and 2 Artefact then use polish three times.
[2] - Rolly Ripper: Deal 44 damage and immediately use polish. Reduce target strength by 1.
[3] - Double Drainer: Deal 25 damage twice. The first hit reduces focus by 1 and the second reduces strength by 1. Both hits gain 1 ritual, afterwards the target loses 1 dexterity and gain 1 more ritual then become Standing [1].
8: Cursedfish

Requirements: Bundle of Terra
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3133446535
Difficulty: Extreme

This relic has a... reputation amongst the quest bosses, simply put this is the hardest regular quest boss relic, period.

The relic itself is also really, really strong, which could lead you to think the fight will be easy, its not! the relic gives you more draw and energy but you need to cycle the burns, oddly no vanilla character has a combination of discard and exhaust readily available, so i would actually encourage you to seek out a mod like downfall to try and complete this quest.

Out of the vanilla roster, ironclad is the only character with a good chance of victory, you simply cannot get rid of enough cards quickly enough on defect (without getting VERY lucky) and watcher/silent are abysmal matchups.

Getting to the boss though wont be... too hard, you get a bit less block turn 1 with that pesky in hand burn, but they keybane is purely an upside, giving you another burn to activate the fish with.
Boss 8: Megaghost


Megaghost is truly, without question, a wall. Megaghost will rest for a turn before using a larger, meaner version of the regular Hexaghost's opening attack, it will hit you for literally your entire health pool, so be ready to block.

Megaghost also makes use of buffs found from the Bundle of Terra mod, so its health pool is deceptively high, think of it as being at least twice the amount shown.

Hp: 800(1,100)
Actual HP: 1,100~(1,400~)

Starting Buffs
Low Ascension
1 luck (Tungsten rod)
1 Envenom

High Ascension (A20)
Barricade
1 Strength
1 Endurance (Takes 10% less damage)
1 Luck
1 Inferno Coating (Envenom+)

The Moveset is linear, it is shown as
Regular(Ascension 20+).

Moveset

[1] - Resting turn
[2] - Mega Divider: Deal round(hp/25)+1 damage 12 times and add 2 Injury(Decay) to the discard pile.
[3] - Spicy Sear: Deal 6 damage and add 1(2) Decay to the discard pile.
[4] - Flaming Tackle: Deal 3(5) damage twice and add 1(2) Decay to the discard pile.
[5] - Etherate: Deal 19(48) damage and add an Injury(Pain) to the discard pile.
[6] - Strengthen: Gain 38(66) block and 1(2) Strength, 10(20) Plated Armour and Metallicize. Activates a 35 second physical time warp.
[7] - Uses flaming tackle [4] again.
[8] - Penta Strike: Deal 32(55) damage. and shuffle a decay(pain) into the discard pile.
[9] - Outer inferno: Deal 10(13) damage 6 times and shuffle a Clumsy(Pride) into the discard pile.
[9] - Cursed Dance: Gain 1(2) luck, inferno coating, 1(3) ritual and apply 1(3) weak, frail and vulnerable.
[10] - Break Soul: Apply 1 negative Strength, Dexterity and Focus per turn (and lose 1 energy/draw next turn).
[11] - Absorb Phantoms: Instantly kill the player if they are intangible. Gain 1(2) buffer and reduce the players strength by 1(2).
[12] - Wrath of Spirits: Deal 32(55) damage and gain 12(25) Metallicize and Plated Armour. (And 1 Inferno Coating and Endurance.)
[13] - Everlasting Flame: Deal 32(55) damage and gain 32(55) block. (And 3 ritual).
[14] - Danse Macabre: Deal 10(13) damage 24 times. Each hit: Gain 1 artefact and buffer. (And inferno coating), then lower the players Strength(, dexterity and focus) by 1 each turn.
9: Plantera's Seedling

Requirements: Bundle of Terra.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3133446535
Difficulty: Depends on your average run duration.

Did you ever look at the vanilla speedrunning achievement and think "Man that's boring", well good news for you, this one is extreme!

You are swimming in resources and drowning in the damage being thrown at your face the entire run! you will get around a 20(10) minute head start on Plantera and gain 60(30) seconds each floor you progress, if Plantera gets within 2 minutes of you, the timer wont be able to go above that anymore.

When the timer runs out, well lets just say the boss fight comes to you... LITERALLY
In the middle of the act 3 bosses? Not anymore! your fighting a quest boss now, and if you get caught before the act 4 encounter starts, Plantera will be ANGY, with gremlin nob's buff, its pretty much unwinnable, so consider the timer your impending doom.

As for a deck, plan around thorns, make your deck full of big payoff cards and really make the most of the extra draw/energy on offer, cards like wallop may be tempting, but Plantera will get a defensive boon in the second half of the fight which makes this ineffective.
9: Plantera

Plantera is free! the bulb is rapidly approaching your location and the theme of bullet chess isnt fading any time soon because your in physical time warp!

Hp: 750[950](800[1200])
At half hp, gains 200(400) temporary hp and a special buff.

Buffs
Low Ascension

Physical Time Warp: 44s before act 4, 55s in act 4.
Before act 4: 2 Anger.
Before act 4: 5 Artefact, otherwise 1 artefact.
15 regenerate.
1 Thorns, Envenom and Malleable.
1 Ritual
Reactive - Intent is rerolled when damage is taken.
Gains 1 strength when splitting and applies 1 weak.

High Ascension(A20)
Before act 4: Many, Many buffs.
Physical time warp: 25s before act 4, 29s in act 4.
30 regenerate.
2 thorns, Envenom and Malleable.
1 Ritual.
Reactive - Intent is rerolled when damage is taken.
Gains 2 strength when splitting and applies 2 weak and frail.

Plantera has Reactive, its the same effect Writhing mass has access to and it means hitting Plantera can be used to avoid stacking effects you don't want.

Moveset:

Low Ascension
(1/3): Thorn Bullets - Deal 7 damage three times and gain 8 block three times.
(1/3): Poison Seeds - Deal 9 damage twice and gain 1 Envenom.
(1/3): Thorn Ball - Deal 10 damage and gain 3 Thorns.
After Splitting:
(2/3 Before turn 19): Plant Impact - Deal 15 damage and add a Wound and Clumsy to the discard pile.
(1/3): Spores - Deal 11 damage twice and gain 1 ritual twice.
(1/3 Turn 19+) - Plant Impact.
(1/3 Turn 19+): Tentacle Wrath - Deal 6 damage 6 times. Gain 1 strength after each hit.

High Ascension (A20)
(1/3): Thorn Bullets - Deal 8 damage four times and gain 11 block four times.
(1/3): Poison Seeds - Deal 10 damage twice and gain 2 Envenom.
(1/3): Thorn Ball - Deal 12 damage twice and gain 5 Thorns.
After Splitting:
(2/3 Before turn 12): Plant Impact - Deal 20 damage and add a Decay, Regret and Pain to the discard pile.
(1/3): Spores - Deal 13 damage three times and gain 1 ritual three times.
(1/3 Turn 12+) - Plant Impact.
(1/3 Turn 12+): Tentacle Wrath - Deal 12 damage [Turn Count] times. Gain 2 strength after each hit.
(Turn 19+): Always Tentacle Wrath.
10: Golden Fishing Rod

Requirements: Bundle of Terra
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3133446535
Difficulty: Easy/Medium

Time to cast a line and go fishing?

You lose an event node... at some point, and get a slightly shinier version of dark embrace as a permanent buff, your max hand size also becomes massive, it is, like the thing you put on the end of the rod, Bait however...

Duke Fishron has the good old time warp, so don't get mislead into thinking you can use the hand size for some endlessly looping fun, your also going to need to rely on making yourself stronger and not making the enemies weaker, as Fishron and his Sharknado's have a thick wall of artefact that is very hard to break through. Poison ironically can work here if you can last long enough to get it ticking as it is card efficient, though fumes is mandatory if you go this route.
Boss 10: Duke Fishron


A Fish and some Sharknadoes, affectionately referred to as pool noodles by some of the community.
The key here is to match their rate of growth, a large power heavy deck with good scaling is key to success, a spammy low or 0 cost deck will get steamrolled.

HP: 775(850)
Sharknadoes are indestructible on ascension 20.
Sharknadoes have 150 effective Max HP on low ascension.

Initial Buffs:
Low Ascension
1 Luck
Pressure
8 Artifact
1 Strength

High Ascension (A20)
1 Endurance
Time Warp
10 Artifact
1 Demon Form
1 Strength

Moveset:

Low Ascension
Sharknado:
Starts with 1 strength.
Deal 5 damage and gain 1 strength OR apply 1 weak.

Fishron:
(25%) - Toxic Bubble: Deal 12 damage and apply 2 poison.
(25%) - Debuff Bubble: Deal 10 damage and apply 1 weak and frail.
(25%) - Damage Bubble: Deal 30 damage.
(25%) - Buffing Bubble: Deal 14 damage and gain 1 Titan, Ritual and Fire Imbue.

High Ascension (A20)
Sharknado:
Starts with 1 ritual and strength.
Deal 7 damage and gain 1 strength OR apply 1 weak.

Fishron:
(25%) - Toxic Bubble: Deal 13 damage and apply 3 poison.
(25%) - Debuff Bubble: Deal 11 damage and apply 2 weak, frail and 1 vulnerable.
(25%) - Damage Bubble: Deal 35 damage.
(25%) - Buffing Bubble: Deal 16 damage and gain 2 Titan, Ritual and Fire Imbue.
11: Slimy Bowler Hat


Requirements: Bundle of Energy
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3437163868

Difficulty: Medium

Chonky boi with a mean splitting mechanic!

The relic itself is a take on busted crown, and you are most likely picking it in act 1's chest, this makes the quest naturally more difficult because its quite likely you will be carrying around several slimed throughout act 2 and 3, so you wont be able to visit as many elite nodes and your deck will be slower to get going, that's actually why the boss itself isn't super crazy.

The key here is a mix of AoE and single target, unlike slime boss you really dont want to split the middle stages at the same time, like ever, the final stage of the boss contains rapidly scaling gremlins that will rip through any potential stalling you had in mind.

Like with regular slime boss, debuff based decks will have difficulty as not only do the splits clear negative effects.
Boss 11: Gellomax


The new slime boss in town, Gellomax is bigger and more dangerous than the OG boss.
Your deck will benefit highly from cards that can get rid of slimes, whether it be exhausting them, discarding them or scrying through them, though destroying them will be helpful for phase 1 specifically.

Phase 1 should aim to split before turn 7 as the second Gooplone will almost certainly oneshot you, though if you have not removed many of the slimed cards from the boss relic, you may want to split on turn 4 or earlier instead.

With phase 2, decide which of the slimes is more annoying and try to split it first, the residues are more dangerous if split all at once.

In the final phase, leaving one slime on full hp will likely end in being buried in a sea of slimed status cards, try to finish the last two off at the same time.

Stats described as:
Normal (Ascension 20+).

HP: 1,000(1,500) - Splits at 70%.
Split slimes gain 200(300) more max HP.
Phase 2: Splits at 75% again.
Split slimes gain 150(275) more max HP.
Movesets change with each split!

Gellomax Moveset:
4 turn move cycle
[1] Goop Guard: Gain 8(12) malleable and 50(75) block. If Gellomax has malleable also gains 25(38) plated armour. Put 1(2) slimed in discard pile.
[2] Goop Bulk: Gain 5(7) strength and apply 1 vulnerable (and weak). Put 1(2) slimed in discard pile.
[3] Goop Lob: Deal 40(45) damage. Put 2(3) slimed in discard pile.
[4] Gooplone: Deal 5(7) damage 1 time and again for every slimed in play at the end of this monsters turn. 1(2) slimed in discard pile.
When health is reduced below 75%, instead split.
[5] Split: Gellomax will split into a Red and Blue Gellomid


Red and Blue Gellomid

Moveset:
4 turn cycle
[1] Goop Barrier: Red: All enemies gain 4(6) plated armour / Blue: 3(5) Metallicize and 30(40) block.
[2] Goop Together: Red: All enemies gain 2(3) strength (and 1 ritual) / Blue: 2(3) buffer. (and 5 thorns).
[3] (Red) Goopy Bonk: Deal 1 damage per 15(20) hp this creature had when it intended to do this move.
[3] (Blue) Consolidation: Heal ALL enemies for 140(220) hp.
[4] Rain of Goop (Both): Deal 4(5) damage 5 times. Put 1(2) slimed in the discard pile.
When health is reduced below 75%, instead split.
[5] Split: Both Gellomid's split into Gellomax Residue



Gellomax Residue
Moveset:
Move depends on turn count, number of enemies, buffs and whether or not they split this turn.

When newly split, the pair intends to use [2] and [3+]. If both Gellomids split on the same turn they will intend to use [1], [2], [2] and [3+]. If the entire other Gellomid was defeated first, the remaining two Residue will intend to use [1] and [2].

Number of enemies intents:
[3+, strength is less than 8(12)] Banner of Goop: Give ALL enemies 1(2) strength. Give ALL enemies 2 block per positive strength across ALL enemies at the start of this enemy turn +1.
[2 or 8(12)+ strength] Goopy Claw: Deal 3 damage 3(4) times. Each hit gives ALL enemies 1 strength next turn.
[1] Last Ditch Goop: Apply 2 poison and put 3(6) slimed in the discard pile.
[Turn 21+] GOOP FOR ONE!: Deal 41(59) damage, put a slimed in the draw and discard pile and give ALL enemies 30(50) strength.
12: Just an ordinary relic?


Requirements: Several bundles for unlock points such as Bundle of Energy. Or none on April 1st.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3437163868

Difficulty: Very High

Getting this relic to spawn is itself an enigma, however worry not! It is detailed below:

Requires 20 Completion Points to spawn.
You gain 1 point towards this relic for each of the first 11 quest bosses being defeated and one more for each win on Ascension 20.
Each key piece also adds 1 and 1 more on Ascension 20.
Having each key piece Doubles the amount of points you have towards this relic spawning.

On low ascension, defeat 7 or more unique quests and then collect every key in act 1, if the relic has not been conquered before it will be guaranteed to replace any quest that would normally spawn.

On high ascension you need 10 wins, but dont need every key, each key is equal to a win, or collect all of them and you only actually need Two quests completed!

If the quest has been completed before, its spawn rate drops to 51% with all keys or 1% otherwise if the score is met.

Alternatively, if you play on April 1st it is guaranteed to spawn even if you do not meet the requirements.

Boss 12: Something Happens?


There is no quest boss, because it is on your relic bar the entire time! Thats the joy of this april fools easteregg quest boss, it entirely inverts the quest formula.

The boss at the end is just the... corrupt heart?, defeating it with this relic will unlock its rewards.

While the boss does have some minor changes, the main focus is actually on how much trolling the relic will be doing.

The relic itself gets weaker if you have completed quests previously, so encountering it naturally is definitely the best way to finish it.

The "Sus Crown" is an energy relic, giving +1 max energy however it also gives you the "Muzzle" blight, which reduces your healing by 50% and prevents you from gaining Max HP.

When you play a card there is a chance for a negative effect to be rolled on a D100.

If the dice roll is 5 (A20: 8) or lower, there is a 50% chance for a powerful effect or for a coin flip roll.

If the number was Even flip the Curse or Buff coin.

If Curse was selected, flip again for:
Heads - Put a Pain in the discard pile.
Tails - A Wound {Mazaleth has been defeated - shuffled into the draw pile} on top of the draw pile.

If the Buff coin was rolled, flip a coin for:
Heads - All monsters gain 2 {Eldervullin defeated - 1} Strength.
Tails - All monsters gain 10 {Duke Fishon defeated - 5} Plated Armour.

If the number was Odd flip 3 coins, depending on the outcome:
0 Heads [12.5%] - Gain 3 {Megaghost defeated - 1} Weak
1 Heads [37.5%] - Gain 3 {Plantera defeated - 1} Frail
2 Heads [37.5%] - Gain 3 {Gracedia defeated - 1} Vulnerable
3 Heads [12.5%] - Flip the Blighted Coin.

The blighted coin has two outcomes which give a copy of a blight.
Heads - Augmentation: Future enemies have 1 Artefact, 10 Plated armour and 10 Regeneration.
Tails - Shield: Future enemies have 50% more max HP.



Ok so what about the "Quest boss"?

Its just the corrupt heart, its not normal though for a few reasons:
> You may have accrued some blights which make it stronger
> Its invincible is equal to 50%(25%) of its maximum hp. Halved (/3) if your challenge score is above 100.
> Its max health is twice as high.
> It has 10(15) Regeneration. This is doubled if your challenge score is at or above 100.
> On ascension 20 its buffs are advanced by one cycle and it has 30 plated armour.

Completing this quest unlocks a scrapped relic that was originally going to be the quest relic for Megaghost, it was going to be beehive themed and spawn/buff enemies instead of attacking.

Completing the relic on ascension 20 permanently unlocks the lucky charm, a permanent item that makes future runs very slightly more fortunate.
13: Gilded Sword


Requirements: Bundle of Energy
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3437163868

Difficulty: Low/Medium

The one and only CHAMPION is here!

The relic for this quest is basically a more balanced version of the "don't get resources turn 1" boss relic concept, being a stronger than normal quest relic you are expected to take elites aggressively and be very strong at the end of this run.

The key with this quest however is not quite your normal schtick, champ is a clean fighter and wont clog you up with a bunch of debuffs and junk cards, however he is EXTREMELY resistant to attack damage, as such you should take advantage of his natural weakness to non-attack damage instead.

Characters with unconventional methods of dealing damage like silent's poison, watcher's mark and defect's orbs are all excellent choices, while ironclad strength builds will quickly fall off and get beaten into the ground.

Your deck should focus on long term scaling through some sort of repeatable damage increase or scaling, and be able to dish out damage a few times per turn consistently, that consistency is very important!

Defect ends up being our best character choice, bring potions to help him break the champ's initial countdown and you are set.
Boss 13: The Original Champion


The one and only, hes big, hes red and hes ready to kick your ass... if you come unprepared that is*

The champion demands a constant battle, failing to deal enough damage during your turn will cause his focus to decrease, once he becomes tired of the battle he will stop holding back and unleash horrifying attacks and become extremely powerful. Think of the focus as a doomsday clock, once it hits -1 its over.

HP: 7,000(10,000)
Buffs
Low Ascension
3 Focus.
30 Champion's Focus.
20 Bulwark.

High Ascension (A20)
2 Focus.
40 Champion's Focus.
30 Bulwark.

Any Ascension
Champion's Honing - At the end of Champ's turn, his Champion's Focus will increase by 9(18) plus the turn count (2x the turn count).

The champion's focus requires The Champion to lose an equal amount of hp during his turn, otherwise he will Lose 1 focus. The single use move "Enrage" is added to his move que at the end of his turn after he has 0 focus. When his focus is negative at the end of his turn, Corrupted Blade is added to his move rotation and after reaching it, he will be locked into it for the rest of the battle.

Moves
Champion has a simple 4 turn move rotation.

Turn 1 - Rope-A-Dope: Gain 42(60) block, 21(42) Plated Armour, 7(14) Metallicize and 1(2) Strength.

Turn 2 - Slap 'N' Taunt: Deal 36(42) damage, target loses 1(2) strength and gain 1(3) Vulnerable, 1 Weak and Frail.

Turn 3 - Backstep: Gain 84(120) block, 5(10) Bulwark and 5(8) Strength.

Turn 4 - Fan of Knives: Deal 28(34) damage twice and lose 4(6) Strength.

Turn 4 [Alt] if at 0 focus and has used "Enrage" - Execution: Deal 30(33) damage 3 times and gain 126(180) block.

If this turn started with 0 focus, next intent is; Turn R - Enrage: Remove all debuffs and gain 4(6) Strength, 2(3) Ritual, Barricade, 1(2) Buffer and a 45(60) second Physical Time Warp.

If the previous move was "Rope-A-Dope" or "Backstep" and focus is negative or this move was used last - Corrupted Blade: Deal 200(800) damage and shuffle a pain into the discard pile. Increase the copies by 1 with each use. If 5 or more pain would be shuffled, instead place 10 pride on top of the draw pile.
14: Bronze Gyroscope


The Fourteenth Quest relic added, though due to update order, it was actually the 13th released. It features a humble request from the Architect to deal with his missing Automaton that seems to be littering the spire in Annoying bronze shapes...

Requirements: Complete any quest. Can be obtained earlier if you get all key pieces in act 1.
Difficulty: Very Hard.

Truly a relic that embodies the spirit of the boss, The gyroscope is a fair but frustrating relic that makes all rare cards behave as if they were Grave and begin in the discard pile.

The boss itself is an absolute factory of bronze toys, you will need prime AoE damage and a plan to scale up that damage rapidly in order to avoid being burried in brass.

The best characters for this quest are Defect and Ironclad as they both can work around the relic downside with Hologram and Headbutt respectively, which may even make it an upside with a bit of deck investment. Still you want frontloaded resources, don't shy away from Offering style cards.

Plan to deal as much area damage as possible, but remember your overall damage will still need to go quite high. Block is as important as your damage shortcomming, if you kill the minions each turn you dont need to block for the entire fight! If you are falling behind it adds up very quickly.
Boss 14: Titanium Overlord


The missing construct is here! But not all that glitters is bronze...

The Titanium Overlord is as the name suggests, a minion spamming machine with little interest in fighting on its own, it wont attack during the fight unless it runs out of minions to spawn, if it does, it will become enraged and begin charging a laser that for lack of a better words, stops whatever you are doing dead.

HP: 2000(2,750)
Buffs
Low Ascension
10 Blur.
9 Artifact.

High Ascension (A20)
Barricade
12 Artifact.
Starts two turns ahead on move pattern.

Any Ascension
Titanium Engine - Each turn and each time the Overlord spawns minions, the next set of minions will be Better having +25%(+50%) Max HP.

End of turn Polishing - ALL enemies gain:
> 1n Metallicize (2n Metallicize)
> 1n Plated Armor (2n+3 Plated Armor)
> 1/4n Strength (1/3n Strength)
> 1 ritual from turn 8 (turn 5)
> 1 Artifact from turn 11 (turn 8)
Additionally the Overlord blocks for:
> Move 0-2: 30(60)
> Move 3-5: 72(144)
> Move 6-8: 135(270)
> Move 9-12: 228(456)
> Move 13: 375(750)

Moves
Moveset starts at 0 (or 2) and goes up to 17. At 17 begins using special move instead.

Phase 1
0 - Eepy! Does nothing. Does not polish this turn.
1 - Spawns a Spheric Guardian. Does not polish this turn.
2 - Spawns an Orb Walker
3 - [+50%/75%]: Spawns two Bronze Orbs and an Exploder.
4 - [100%/150%]: Spawns a giant sentry with 275(420) Max HP.
5 - [150%/225%]: Spawns three Bronze Orbs and two Sentries.
6 - [200%/300%]: Spawns one Spiker, Repuslor, Exploder and Spheric Guardian
7 - [250%/375%]: Spawns four Bronze Orbs and three Spheric Guardians
8 - [300%/450%]: Spawns two Orb Walkers
9 - [350%/525%]: Does not spawn anything, but polishes twice.
10 - [450%/675%]: Spawns a giant head with 1/3rd of the bonus hp.
11 - [500%/750%]: Summons two Guardians.
12 - Does not spawn anything but polishes three times.

Phase 2
13 - Lose invincible, absorb ALL buffs from ALL enemies. Raise current and max hp by 100(175) for each enemy.
14 - Heals for 140(280)hp, gains 10 Strength and polishes itself.
15 - Gains 7(14) Malleable and 6(9) Buffer and polishes itself.
16 - Gain 1 Strength 7 times.
17+ - Deal 40(102) damage. Place a void (two voids) on top of the draw pile. From turn 20 these become two Regret (three) and finally on turn 23 these become four Normality (five). Each attack gives strength equal to the turn count, Seven times as much from turn 23 onwards.
15, 16, 17 & 18: The Colored Shards


Difficulty: High
Unlock Requirement: Defeat Mazaleth, Sus Crown or get 10 completion marks.

Ahh the trials, a wonderful collection of relics designed to give you a puzzle for each character, how will you overcome a buffed heart when you cant do that one thing you normally do with the basegame characters?

Ironclad's relic asks you to look for something else that gives block and damage while keeping the exhaust count low. Theres definetly something we can build thats a bit gimmicky but fills the spot.

Alternatively hold out for a tungsten rod and go to town.


Silent is asked to stop throwing her cards away, isnt that wonderful?

But you need poison to scale i hear? Maybe, maybe not, have you considered something else? Or just keeping the discard limited to a few copies of Acro?


Defect is asked to be as unoriginal as possible, no powers for you, otherwise you wont be able to focus on winning!

Make your memes become dreams, you know what kind of deck can go without focus, embrace it.


Watcher was told to stop changing stances every 5 seconds, therefore your options are limited to Clam with no Wrath or Divinity.

Given the very large heart at the end of the run, divinity is a bit of a stretch, it may be better to look for some sort of damage that increases itself.
15, 16, 17 & 18: Buffed Heart


Drawing power from the slayer's, the heart manifests their power within itself, gaining 30%(60%) more Max HP and two buffs based upon the talents of the character you brought here.

Extra Buffs
Red Shard:
> 10(20) Metallicize
> 1 Strength

Green Shard:
> 1(2) Thorns
> 1(2) After Image

Blue Shard:
> Defect's pursuit of balance makes the max hp bonus half as high.
> 1(2) Buffer
> 1 Hello - It gives you random common cards each turn!

Purple Shard:
> 12(24) Plated Armour
> 1 Battle Hymn - You get questionably useful smites each turn!

Each relic drops an incense on low ascension and completing all of them unlocks the final quest.
On high ascension you additionally get an energy relic and a diffuser.
Each relic has mechanics from the character that unlocks them.

19: Haunted Shield

Requirements: Complete all 4 Trails
Difficulty: Trivial.

This quest is a quiet relaxation, a bit of lore and exposition rather than another near impossible puzzle to beat your head against.

After completing the initial investigation and collecting the shards from the Trials, the heroes locate a final, rather familiar relic, its a shield, but one you have defeated before...

Defeating the possessed shield Permanently unlocks the option to Awaken key pieces, making this easy quest a very significant point in the modpack as it unlocks the endgame.

Strategies for this boss can be extremely varied, due to a lack of a multihit or oneshot attack, this quest's boss simply tries to stall for time until it can hit hard enough to get through your block, or hopes the spear can deal with you instead.

The relic itself is very unusual, it makes attack damage for both the player and enemies worse, while making non-attack damage sources like poison, orbs and sadistic increase in damage.

Your deck will be able to on average, play one less card to block per turn, that cost saving needs to be put back into whacking the enemies ideally with something that isn't attack damage, otherwise combat will simply last longer.

As for a build, this quest is best solved simply by having a self building deck, thus this is the time for the Creative AI defect build to shine... if not for those pesky lightning orbs...
Boss 19: The Bouncer


The Bouncer slowly scales its strength over time with the help of its companion spear, hoping to slowly beat you down rather than charging up a big one hit attack.

Once the wall of block begins to crumble, the boss rapidly falls apart, assuming you even try to use attack damage, going through the artefact and hitting it with debuff damage will make it fall over extremely quickly as it takes massively increased non attack damage.

While it is very painful to attack the spear, charging up or scaling up to kill it in one or two attacks is a great strategy as without the spear, Bouncer cannot threaten to generate statuses, or scale its strength anywhere near as fast.

Beware of directly applied debuffs though, things like Poison on the spear will cause you to be hit by Soul Constraint every time they do damage, this can quickly kill you, especially on high ascension.

HP: 495(750) | 825(1,500) vs Attack damage | 353(429) vs Non-Attack damage.
Takes 40%(50%) less attack damage.
Takes 60%(75%) more non attack damage.

Initial Buffs:
Low Ascension
5 Blur
50 Plated Armor
10 Artifact
3 Strength.
2 Ritual.
Applies 2 Soul Constraint - You lose 2 HP attacking things other than the shield.

High Ascension (A20)
Barricade
63 Plated Armor
20 Artifact
5 Ritual
Applies 4 Soul Constraint - You lose 5 HP attacking things other than the shield.
Damage is 5 due to the quest relic's non attack damage increase

Moveset is the same as a regular Spire Shield.
Challenge Score & Spawn Rates
Quests will scale with the mods you have loaded, if you have mods that make the game Harder, then you will find more quest relics, if you have many mods that make the game Easier then less quest relics will spawn.

You can view your current drop rates by hovering over the candle in the top right area. It changes colours at:
Blue: less than 0 score.
Yellow: 0-50
Red: 51-699
Black: 700+



Challenge Score
> Starts at 0
> Each ascension reduces the score by 3
> Some mods like Humility may reduce it further.
> Some mods which make the game easier, like Bossy Relics increase the score instead.

Drop rates in act 1 change when the score is over 50.
Drop rates in act 2 increase or decrease with any modifier.
Drop rates in act 2 also increase for every quest previously completed.



Act 1 formula
Base: 100%
Every point of positive score over 50 reduces drop rates by 0.1%.
Minimum drop rate is 35% at 700 score.

Examples
0 or less: 100%
100 score: 93.75%
250 score: 75%
520+: 35%



Act 2 formula
Base: 5%
Every previous quest completed on any ascension: +2%
Every previous quest completed on ascension 20: +2%
On ascension 20 or higher, both of the above are +3% instead.
Every point of Negative score: +0.75% until 60, then +1%
Every positive point of score: -1% upfront, then -1% per 25 score. (Max -28% at 700).

Examples
Ascension 20 with no quests completed: 35%
Ascension 20 with 5 quests completed on Ascension 20: 65%
The above with 100 challenge score: 24%
Ascension 20 with 10 quests completed on Ascension 20, but 600+ score: 34%



Simply put if you want to see the most quest relics, challenge score should be kept low, but enjoy the spire however you want :P
Specific Challenge Ratings
Below you will find a full list of the current modifiers for each mod.

Negative Mods
Each level of Ascension above 0: -4
Halation: -10
Humility: -40
Difficulty Sus: -40

Negative Characters
Defect: -5
Watcher: -7
Hermit: -7
Hexaghost from Downfall: -10
Slime boss from Downfall: -15
Hollow Knight: -40

Positive Mods
Any level of ascension Below 0: Disables quest relic spawning as no unlocks would drop.
Better Match: 2
Better Stone: 2
Better Note: 3
Better Third: 3
Better Lab: 3
Better Altar: 5
Conspire: 5
Trophy Hunter: 5
Balls: 5
Relic Tweaks: 10
Better Note: 10
Ten Relics: 10
Replay The Spire: 10
Aspiration: 10
Hubris: 10
Jedi Mod: 15
Botanica: 15
Spicy Spire: 20
Azoth's Reliquariam: 25
Puppy Relics: 25
League of Relics: 25
Spicy Shops: 25
Reroll the Relics: 30
InSpired: 30
Bossed Relics: 40
Risk of Relics: 40
Risk of Relics Returns: 40
Pans Trinkets: 40
Brotato: 40
One Hundred Relics: 40
Akd's More Relics: 40
Lobotomy extra: 40
Lobotomy: 50
Big Cards: 50
Shadowverse: 50
Library of Ruina: 50
Rumia Box: 70
Start with chosen boss relic: 80
Steam Merchant: 130
Project E, Better Rewards & VUPShion: 170
Infinite Spire, Hug You Relics, Risk of Relics & Bossy Relics: 260
One Relic, Artifact of Choice, YesRelic, Noob Mod & No boss relic downsides: 520
LoadoutMod: 1337

Positive Characters
Ferrothorn: 20
The Conductor: 20
Downfall's Automatron: 20
The Packmaster: 25
The Cursed: 30
The Prismatic: 35
Downfall's Collector: 35
The Necromancer: 40
Downfall's Gremlins: 40
Pokemon Master: 50
Any Librarian from Library of Ruina: 50
The Thorton: 50*
One Punch Man: 69420