Slay the Spire 2: Complete List of Events and Choices

Slay the Spire 2: Complete List of Events and Choices

I froze at the crossroads on floor two, the cursor hovering over a choice that could break my run. You’ve felt that tight second where a single click changes the rest of the climb. I’ve pressed the button that cost me a heart and won the entire act—and I’ll show you how to make those seconds count.

I write this as someone who has tested stubborn samurai runs and sloppy experiments in the Steam beta, and you’ll get my practical reads on which events are worth your time. Events are random, usually offer two or three distinct outcomes, and reward risk in ways that become clearer when you’re trying to squeeze value out of every relic and card.

How do all events work in Slay the Spire 2

A vending machine with three buttons forces quick math in the real world; in Slay the Spire 2, events do the same. Events appear across acts, each with branching choices—some remove cards, some hand you relics, some demand HP or gold. Act 3 events are still being added, so what follows covers Shared, Act 1 (Overgrowth and Underdocks) and Act 2 (Hive) events.

What are the most profitable events to chase?

If you want cold, repeatable value, prioritize events that remove weak cards, give relics, or hand out upgraded cards. On Steam and the official Discord, players flag Whispering Hollow and Sunken Treasury as swingy gold-and-upgrade sites—take them when your HP and deck shape can stomach the trade.

Shared events

Think of a roadside stall where you can trade odd trinkets; shared events are the stalls that show up across acts. These encounters offer general-purpose trades—cards, potions, relics, HP—so they’re the safest bets for flexible builds. Events are a set of small economies: you trade gold, HP, or deck space for cards and buffs.

Event Choice 1 Choice 2 Choice 3
Brain Leech Share Knowledge: Choose 1 of 5 random cards to add to your Deck Rip the Leech Off: Lose 5 HP. Gain a Colorless card reward. N/A
Crystal Sphere Uncover Future: Pay 56 Gold. Divine 3 times. Payment Plant: Gain a Debt. Divine 6 times. N/A
Potion Courier Grab Potions: Procure 3 Foul Potions. Ransack: Procure 1 random Uncommon Potion. N/A
Self-Help Book Read the Back: Choose an Attack to Enchant with Sharp 2 Read a Random Passage: Choose a Skill to Enchant with Nimble 2 Choose a Power to Enchant with Swift 2
Slippery Bridge Palue Blue Dot+ is removed from your Deck Lose 3 HP. The card in choice 1 is randomized N/A
Symbiote Enchant an attack with Corrupted Choose a card to Transform N/A
The Future of Potions? Lose Dexterity Potion. Obtain an Upgraded Common Skill. Lose Block Potion. Obtain an Upgraded Common Skill. N/A
The Legends Were True Receive the Spoils Map Lose 8 HP. Procure 1 random Potion. N/A
This or That? Lose 6 HP. Gain 66 Gold. Add Clumsy to your Deck. Obtain a random Relic. N/A

Play these like careful investments: if your deck is bloated, prefer removals; if you need options, grab a card or potion. The Crystal Sphere can double your dividends if you can spare Gold; check the in-game shop math first.

Act 1a: Overgrowth

A neighborhood garden where every bench hides a choice—Overgrowth is floral risk and reward. Act 1 events swing between healing, upgrades, transforms, and card removal; they shape your deck early and often decide whether you can reach Act 2 with a clean engine. Early-game greed-for-gold trades (Jungle Maze Adventure) are great if you can stomach the HP cost.

Event Choice 1 Choice 2 Choice 3
Aroma of Chaos Transform a card in your Deck Upgrade a card in your Deck N/A
Byrdonis Nest Gain 7 Max HP Add Byrdonis Egg to your Deck N/A
Dense Vegetation Remove a card from your Deck. Lose 11 HP. Heal 25 HP. Fight some enemies. N/A
Jungle Maze Adventure Gain 140 Gold. Lose 18 HP. Gain 42 Gold. N/A
Morphic Grove Lose 100 Gold. Transform 2 cards. Gain 5 Max HP. N/A
Room Full of Cheese Choose 2 of 8 random Common cards to add to your Deck. Lose 14 HP. Obtain the Chosen Cheese. N/A
Sapphire Seed Heal 9 HP. Upgrade a card in your Deck. Enchant a card with Sown. N/A
Tablet of Truth Lose 3 Max HP. Upgrade a random card. Heal 20 HP N/A
The Sunken Statue Obtain the Sword of Stone. Gain 113 Gold. Lose 7 HP. N/A
Wellspring Procure 1 random Potion. Remove 1 card from your deck. Add 1 Guilty to your Deck. N/A
Whispering Hollow Lose 50 Gold. Procure 2 random Potions. Lose 9 HP. Choose a card to Transform. N/A
Wood Carvings Choose 1 starter card to Transform into Peck. Enchant 1 card with Slither Choose 1 starter card to Transform into Toric Toughness

If you plan to play long games or want to set up a relic-heavy run, prioritize upgrades and removals early. The Sunken Statue’s guaranteed relic can swing a fragile build into something that survives the late game.

Act 1b: Underdocks

A dockside trading post smells of salt and opportunity—Underdocks trades are blunt and profitable. These events skew toward larger single-payoffs: big HP for max HP, or a treasure chest with strings attached. Choose based on whether your deck already has a plan or needs a foundational push.

Event Choice 1 Choice 2 Choice 3
Abyssal Baths (two versions) Gain 2 Max HP. Take 3/4 damage. Heal 10 HP/Exit Baths
Doors of Light and Dark Upgrade 2 random cards. Remove 1 card from your Deck
Sunken Treasury Gain 63 Gold. Gain 306 Gold. Receive Greed.

How do events affect your deck-building strategy?

Events that remove cards should influence your buys at shops and Smith choices; events that grant upgrades or transform cards often replace the need for Smithing a card in the early shop. I use Reddit threads and a simple Google Sheet to track which events I’ll take based on class and relics.

Act 2: Hive Events

A humming industrial greenhouse where stakes rise with every choice—Hive events push for mid-game decisions. These encounters often offer bigger relics, stronger upgrades, or permanent stat changes; they’re where you either consolidate a winning build or gamble for a comeback. Choices here reward specialization.

Event Choice 1 Choice 2 Choice 3
Colossal Flower (Three versions) Gain 35/75/135 Gold. Enter even deeper. Lose 5/6 HP/Lose 7 HP. Obtain Pollinous Core. N/A
Doll Room (Two versions) Obtain a random Doll Relic/Daughter of the Wing Lose 5 HP. Choose 1 of 2 Doll Relics/Receive Mr. Struggles Lose 15 HP. Choose 1 of 3 Doll Relics/Receive Bing Bong
Field of Man-Sized Holes Remove 2 cards from your Deck. Add Normality to your deck. Enchant a card with Perfect Fit. N/A
Infested Automaton Obtain a random Power Obtain a random 0-cost card. N/A
Mysterious Knight Gain 100 Gold Obtain and keep a key. N/A
Stone of All Time Lose Flex Potion. Gain 10 Max HP. Lose 6 HP. Enchant an Attack with Vigorous 8. N/A
Tea Master Pay 50 Gold. At the start of the next combat, upgrade your starting hand. Pay 150 Gold. At the start of the next 5 combats, gain 2 Strength. At the start of the next combat, shuffle 2 Dazed into your Draw Pile.
The Lost Wisp Add Decay to your Deck. Obtain the Lost Wing. Gain 75 Gold N/A
Welcome to Wongo’s Pay 100 Gold. Obtain 1 random Common Relic. Pay 200 Gold. Obtain Frozen Egg. Pay 300 Gold. Obtain 3 random Relics after 5 combats.
Zen Weaver Pay 50 Gold. Add 2 Enlightenment to your Deck Pay 125 Gold. Remove 1 card from your Deck. Pay 250 Gold. Remove 2 cards from your Deck.

Act 2 is where relics and enchantments compound. If you’ve built around a theme, prioritize the options that reinforce it. I treat Tea Master as a small investment: 50 Gold buys a reliable hand upgrade; if you’re low on cash, that choice becomes harder to justify.

Events are tarot cards shuffled into the tower—each pull tells a story and carries weight. Choices land like a stage magician’s surprise; they can defuse a tight spot or create a new one. Which event made you change your entire run last week?