![]() ![]() Certain cards will generate M antra, and when your character builds up 10 Mantra they enter this Stance. The D ivinity Stance, on the other hand, is a little harder to get into. Both Wrath and Calm have multiple cards that either enter the Stances or do something different if you're already in that Stance. ![]() Calm, meanwhile, grants two extra energy when you leave the stance, either by switching to another Stance or using a card that exits the current Stance. Wrath doubles all attack damage dealt and taken, so it can be an incredibly high-risk high-reward offensive tool. The most notable mechanic by far is the Stances they can enter and switch between. The two main Stances the Watcher uses are W rath and C alm. The corruption and resulting Spireblight might be something that happened to the Spire, and so Neow's quest against the Spire is perhaps not entirely selfish.As with all characters in Slay the Spire, the Watcher has a plethora of cards and relics to make them unique. The Corrupt Heart, as it is called, seems to be the actual life-force of the Spire, because, after defeating the Corrupt Heart, Neow says "Has it been done? The Spire sleeps and so shall I." This suggests that the Spire is in some way sentient, but also that it was not always something corrupt or evil. The final boss does reveal more about Slay the Spire's lore, however. The other monsters, elites and bosses are of such a large variety, including one enemy that is literally just a giant head, that it's hard to deduce much from their inclusion, other than perhaps the Spire has spanned ages and vast areas during its existence. There are a variety of enemies in Slay the Spire, from tiny, low-level slimes to massive, horrifying bosses. Though little can be determined from most of these enemies, the presence of slavers suggests that the Spire's function as some sort of prison is not too far-fetched. Whatever their original aims, it seems as though each of these characters has since become trapped in Neow's desire for revenge against the Spire. Like the Watcher, she too has been sent to the Spire, however as part of some sort of ritual or test rather than to simply observe. Lastly, Silent, a rogue of sorts who uses poisons and agility to eliminate her foes. An ancient combat automaton that has somehow become self-aware, Defect's desire to enforce balance seems to have been influenced by Neow towards her own ends. Defect is very different from the others. From the Watcher's memories, she seems to be devoid of emotion, simplying follows her assignments. Watcher is a monk-type character, a blind ascetic who has come to assess the Spire. ![]() From the fragments of memory revealed by the Sensory Stone, these two things seem to be related, as the demons are suggested to have been the ones who killed off the rest of Ironclad's tribe. Ironclad is a warrior who made a deal with demons to become powerful. We do know a few things about Slay the Spire's playable characters. Over and over again, they die and are reborn, all apparently as part of Neow's bid to finally destroy the Spire. One excerpt within the game says that, "Those resurrected by Neow remember only fragments of their past selves, cursed to fight for eternity." This explains why players know so little about the Ironclad, Watcher, Defect and Silent, as these playable characters know so little about themselves. Then, she uses her powers of resurrection to bring them back to life and send them up once more. Neow sends adventurers up the Spire to try and settle this grudge for her, often to their deaths. Whether Neow was exiled from higher up the Spire or somewhere entirely different is unknown, however she seems to hold a personal hatred for the Spire, perhaps because it is her prison. A pale, whale-like creature with three yellow eyes, Neow is not your ordinary quest-giver. Described as an Ancient, which could mean one of the first gods or magical creatures of the world of Slay the Spire, it is said that Neow was exiled to the bottom of the Spire. ![]()
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