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Poradnik mechanikZweryfikowano March 17, 2026

Poradnik kart Misji

Karty Misji to rzadkie karty z warunkami i nagrodami. Dowiedz sie kiedy je brac i kiedy pomijac.

Karty Misji to jeden z najbardziej unikalnych nowych typow kart w STS2. Kazda ma warunek do spelnienia i nagrode po jego ukonczeniu — ale koszt to slot w talii i opozniona wartosc.

Uwaga weryfikacyjna

Na podstawie oficjalnego ujawnienia kart Misji z marca 2025 i danych ze spolecznosci.

Szybkie podsumowanie

Ten przewodnik skupia się na jednym konkretnym pytaniu, abyś mógł z niego korzystać w trakcie runu, zamiast przekopywać się przez ogólny przegląd.

Jeśli odpowiedź zależy od mechaniki, systemu postaci lub niedawnej łatki, powiązane linki pokażą, co sprawdzić dalej.

Używaj jako szybkiej referencji w trakcie runu, nie jako encyklopedii.

Jeśli decyzja dotyczy mechaniki lub systemu postaci, sprawdź też powiązane strony.

Zmiany balansu mogą wpłynąć na rekomendacje — sprawdź strony aktualizacji.

How quest cards work

Quest Cards share three properties. First, they are Unplayable: when drawn, they sit in your hand and cannot be used for anything. They discard at end of turn like any other card and shuffle back into your draw pile. Second, they are obtained exclusively from Unknown room events (the "?" nodes on the map). Third, completing a quest always removes the Quest Card from your deck and replaces it with the reward.

The fundamental tradeoff is deck pollution. Adding an Unplayable card to a 20-card deck means roughly 1 in 20 draws produces nothing. In a tight 12-card deck built for consistency, that ratio jumps to 1 in 12 — a meaningful loss. The question for every quest is whether the reward justifies carrying dead weight for the completion window.

  • Quest Cards cannot be upgraded, transformed, or removed at shops. The only way to get rid of one is to complete the quest or use Exhaust effects (, ) to banish it during combat.
  • Drawing a Quest Card does not cost energy, but it does consume a draw. In fights where draw is your bottleneck, that missing card matters.
  • Quest Cards are colorless — any character can receive them from events.
  • All three quests can appear in the same run, though the odds of seeing all three events are low.

Byrdonis Egg — hatch at a Rest Site for a 0-cost 14-damage attack

The Byrdonis Egg quest begins at the Byrdonis Nest event, found in Unknown rooms. The event presents two choices: take the egg (adding Byrdonis Egg to your deck) or eat the egg (gain +7 Max HP immediately). Taking the egg starts the quest.

To complete the quest, visit any Rest Site and select the Hatch option that appears alongside Rest and Smith. Hatching removes Byrdonis Egg from your deck and adds Byrd Swoop — a colorless 0-cost Attack that deals 14 damage (18 upgraded). You also gain a Byrd companion for the rest of the run.

  • Byrd Swoop is one of the strongest 0-cost attacks in the game. For comparison, a basic Strike deals 6 damage for 1 energy. Byrd Swoop deals more than double that for zero energy.
  • Upgraded Byrd Swoop (18 damage) outperforms most Common attack cards at any energy cost.
  • The opportunity cost is one Rest Site action. You sacrifice a Rest (heal 30% HP) or Smith (upgrade a card) to hatch the egg. If you are healthy entering the Rest Site, this cost is trivial.
  • Byrd Swoop synergizes with Akabeko (+8 damage on first Attack per combat = 22 total), Shuriken/Kunai (counts toward the 3-Attack trigger), and any relic or card that benefits from 0-cost plays.
  • This is the easiest quest to complete. Rest Sites appear on every map, and you control when to visit them. The completion window is entirely under your control.
  • The +7 Max HP alternative is decent in Act 1 when survivability matters, but Byrd Swoop provides more long-term value in almost every deck.

Spoils Map — carry through an act for 600 gold

The Spoils Map quest begins at The Legends Were True event, found in Unknown rooms. The event offers you a treasure map. Selecting "Nab the Map" adds the Spoils Map card to your deck.

To complete the quest, carry the Spoils Map through the remainder of the current act and into the next act. When the next act's map loads, one node will be marked with a red X. Every route in that act converges on the treasure node, so you reach it regardless of pathing. Arriving at the marked node automatically awards 600 gold and removes Spoils Map from your deck.

  • 600 gold is an enormous payout. A typical elite fight rewards 30-40 gold. The Spoils Map equals roughly 15-20 elite fights worth of gold in a single event.
  • The dead-draw window is longer than Byrdonis Egg — you carry the Spoils Map for the rest of the current act plus the early portion of the next act. If you find the event late in Act 1, the carry time is short. If you find it early, you hold dead weight for many more fights.
  • Spend the 600 gold quickly after collecting it. Several Act 2 enemies can steal gold with their attacks. Hit a shop node on your path and convert gold into relics, card removals, or potions before enemies take it.
  • There is a known Early Access bug: saving and quitting while carrying the Spoils Map can cause the next act's map to reset, making the treasure node disappear. Avoid save-quitting mid-quest if possible.
  • The Spoils Map is best when found in late Act 1 (fewer fights to carry dead weight) and worst when found early in Act 1 (maximum dead-draw exposure).

Lantern Key — fight for a relic or loot chest in Act 3

The Lantern Key quest is the most complex of the three. It spans two separate events across two acts and requires winning a combat encounter.

Step 1: Find the Mysterious Knight event in an Act 2 Unknown room. You discover a faintly glowing key on the ground. A knight demands you return it. You have two choices: surrender the key for 100 gold, or fight the Flail Knight to keep it. Defeating the Flail Knight adds the Lantern Key card to your deck.

  • The Flail Knight is roughly elite-tier difficulty. The fight is manageable for most Act 2 decks but dangerous if you enter with low HP. The knight attacks aggressively every turn.
  • Step 2: Carry the Lantern Key into Act 3. At the first Unknown room event, you encounter the War Historian Repy — an academic trapped inside a hanging cage. Two choices appear:
  • Option A — Unlock the cage: Frees Repy, consumes the Lantern Key, and rewards the History Course relic. Effect: at the start of each turn, play a copy of the last Attack or Skill you played on the previous turn. This is free — it costs no energy and does not consume a card draw.
  • Option B — Unlock the chest: Consumes the Lantern Key and rewards 2 random potions + 2 random relics. Immediate value, but no guaranteed quality.
  • History Course is one of the strongest relics in the game. It effectively doubles the impact of your best card every turn. In infinite or high-damage builds, replaying a Limit Break, Catalyst, or Heavy Blade for free each turn is game-winning.
  • The chest option (2 relics + 2 potions) provides safe, immediate value. If your deck does not have a single dominant card to replay, or if you need relics to survive Act 3, the chest is the pragmatic choice.
  • Recommended choice: History Course in most runs. The relic provides compounding value across every remaining fight. Take the chest only if your deck has no clear replay target or you are desperately short on relics.

Priority ranking: which quests to accept

Not every quest is worth the dead draw in every situation. The value depends on your deck size, the current act, and how many fights remain before completion.

  • Rank 1: Byrdonis Egg. Easiest to complete (next Rest Site), shortest dead-draw window, and Byrd Swoop is a permanent deck upgrade. Accept in almost every run.
  • Rank 2: Lantern Key. History Course is one of the best relics in the game, but the quest requires winning a combat and carrying dead weight across two acts. Accept if your deck can handle the Flail Knight fight and the dead draw through Act 3.
  • Rank 3: Spoils Map. 600 gold is powerful but temporary (you spend it once). The dead-draw window is moderate, and the gold is vulnerable to theft. Accept when found late in an act (shorter carry time) or when you need gold for specific shop purchases.
  • Skip any quest if your deck is already at 10 or fewer cards and built for consistency. A dead draw in a 10-card deck is a 10% miss rate — too high for decks that need every draw to count.
  • In co-op, quest rewards benefit only the player who completes them. Coordinate with your partner to ensure the player with the most to gain takes the quest.

Quest card interactions with deck strategies

Quest Cards interact with several common deck mechanics in ways that can mitigate or amplify their cost.

  • Exhaust synergy: Cards like (Exhaust a card, draw 2) and (gain Block, Exhaust a random card) can remove Quest Cards from combat temporarily. Ironclad and Necrobinder decks with Exhaust engines barely feel the dead draw.
  • Draw-heavy decks: Decks that draw 8-10 cards per turn (Silent with Acrobatics, Defect with card draw) can absorb a dead draw without losing meaningful output.
  • Small decks and infinite builds: Quest Cards are most dangerous here. A 5-card infinite loop that draws a Quest Card breaks the cycle. Avoid quests entirely if pursuing an infinite combo.
  • Scrying and deck manipulation: Cards that let you look at and discard from your draw pile can bury Quest Cards before they reach your hand.
  • Byrd Swoop after completion fits perfectly into 0-cost and multi-Attack strategies. It counts toward Shuriken, Kunai, and Ornamental Fan triggers.
  • History Course (from Lantern Key) is strongest in decks with one dominant card. Ironclad with Heavy Blade, Silent with Catalyst, and Regent with high-Star finishers all gain enormous value from the free replay.

FAQ

Czy poczatkujacy powinni zawsze brac karty Misji?

Nie. To karty o opoznionej wartosci. Jesli talia ledwo przezywa nastepne kilka walk, prostsza natychmiastowa karta jest czesto bezpieczniejszym wyborem.