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Powers Persist
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Powers Persist

작성자: NowlinAutomationv1.0

**Buffs and debuffs on the player carry over from one combat to the next.** A faithful port of the popular [Slay the Spire 1 mod of the same name](https://steamcommunity.com/sharedfiles/filedetails/?id=3630689909) to Slay the Spire 2. ##

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2026년 5월 2일

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2026년 5월 2일

Nexus Mods에서 보기

설명

이 모드 설명은 제작자가 Nexus Mods에 영어로 작성한 내용입니다.
## Description

**Powers Persist** makes buffs and debuffs on the player carry over from one combat to the next, instead of disappearing the moment the fight ends. Built up six stacks of Strength and a fat Demon Form? You'll start the next encounter with all of it. The Vulnerable an enemy slapped on you also carries — though there's a toggle if you'd rather skip that.

This is a faithful port of the popular [Slay the Spire 1 mod of the same name](https://steamcommunity.com/sharedfiles/filedetails/?id=3630689909) to Slay the Spire 2. Same core idea, same in-memory persistence model, with a couple of extra quality-of-life toggles built in.

**Save and quit clears all the persisted powers** — by design, matching the original. Treat closing the game as a free "rest" if things get out of hand.

## Main features

- **Persistent buffs.** Strength, Dexterity, Inflame stacks, Demon Form, Metallicize block, Energized — all of it sticks around for the next fight.
- **Persistent debuffs.** Vulnerable, Weak, Frail, Hex, Confused, Poison, etc. carry across combats too.
- **Three optional toggles** for tuning the experience to your taste, found under `Settings → Mod Configuration → Powers Persist`. All default OFF so out-of-the-box behavior exactly matches the original STS1 mod:
  - **Remove power cards from deck on play** — power cards are permanently removed from your deck after you play them, so you don't draw them again. Pairs naturally with the persistence: the buff stays, the card doesn't.
  - **Skip persisting debuff powers** — debuffs and inverted-stat powers (e.g. `Strength = -1` from Shrink) are dropped at end of combat instead of carried over.
  - **Skip persisting powers from non-combat events** — powers granted by events that fire outside an active combat are dropped at end of combat instead of carried over.
- **No save file changes.** Persistence lives entirely in memory and dies with the game process. Uninstalling the mod cannot corrupt your save.

## Installation

### Vortex / mod manager

1. Install **BaseLib** (see Requirements) if you don't have it already.
2. Click the "Mod Manager Download" button on this page and let Vortex handle it.
3. Launch Slay the Spire 2.
4. From the main menu: `Settings` → scroll to the bottom and toggle both `BaseLib` and `Powers Persist` **on**.
5. Restart the game so the mods load.

### Manual install

1. Install BaseLib first.
2. Download the main file from the **Files** tab.
3. Extract the zip so you end up with this folder structure:
  - **Windows:** `C:\Program Files (x86)\Steam\steamapps\common\Slay the Spire 2\mods\PowersPersist\`
  - **macOS:** `~/Library/Application Support/Steam/steamapps/common/Slay the Spire 2/SlayTheSpire2.app/Contents/MacOS/mods/PowersPersist/`
  - **Linux:** `~/.local/share/Steam/steamapps/common/Slay the Spire 2/mods/PowersPersist/`
4. Launch the game, enable both `BaseLib` and `Powers Persist` in `Settings`, then restart.

To configure the optional toggles, open `Settings → Mod Configuration → Powers Persist` from the main menu. The mod is fully usable without touching anything in there.

## Requirements

- **(https://www.nexusmods.com/slaythespire2/mods/103)** by Alchyr — required. Powers Persist will not load without it. This mod is built against BaseLib **3.0.9** specifically; if BaseLib publishes a new major version, wait for a Powers Persist update before upgrading.
- **Slay the Spire 2** v0.103.x or later. Built and tested on v0.103.2.
- **Multiplayer:** marked as gameplay-affecting, so every player in a co-op lobby needs both this mod and BaseLib at matching versions, or the game won't let you connect. **Single-player is the recommended way to play this mod** — see Known Issues below.

## Known issues

- **Multiplayer power duplication.** The original STS1 mod had a known bug where powers could exponentially duplicate in multiplayer. That bug is *not* fixed in this port — it's the same architectural issue. Stick to single-player to avoid it.
- **Save and quit clears your powers** — by design, matching the original mod. Persistence is in-memory only, not saved to disk.
- **Power-card removal happens at end of play, not instantly.** When `Remove power cards from deck on play` is on, the deck-purge triggers right after the card finishes resolving. You may briefly see the card animate before it's removed for good.

## Source code

Open source under MIT — [github.com/PeytonNowlin/PowersPersist](https://github.com/PeytonNowlin/PowersPersist). Bug reports and pull requests welcome.

## Shout outs

- The original Slay the Spire 1 [Powers Persist](https://steamcommunity.com/sharedfiles/filedetails/?id=3630689909) Workshop mod author — all the design credit for the concept goes to them. This port exists because that mod was great and STS2 felt empty without it.
- **Alchyr** for (https://www.nexusmods.com/slaythespire2/mods/103) and the [STS2 mod template](https://github.com/Alchyr/ModTemplate-StS2). The STS2 modding scene wouldn't exist in any meaningful form without their work.
- **HarmonyX** maintainers — the runtime patching library that lets every C# game mod in existence actually function.
- The Slay the Spire 2 modding Discord community for hook-finding tips and decompile-spelunking moral support.