| name | act2 |
| description | Use this at the start of Act 2 and for Act 2 route, reward, elite, boss, and survival decisions. Trigger it when Act 2 begins, whenever Act 2 pathing changes, before Act 2 elite commitments, and when documenting new Act 2 encounters. |
Act 2
Use this as the Act 2 operating note. The goal is to turn an Act 1 winner into a deck that can survive repeated high-pressure turns without drifting into fake safety.
Required Reading
Read these before acting in Act 2:
/home/igorw/Work/STS2/.agents/skills/act2/references/core-plan.md
/home/igorw/Work/STS2/.agents/skills/act2/references/pathing-and-thresholds.md
- the current character skill for the run
- the live run log under
/home/igorw/Work/STS2/vault/runs
- the relevant file under
/home/igorw/Work/STS2/.agents/skills/act2/elites/ or /home/igorw/Work/STS2/.agents/skills/act2/bosses/ if the encounter is known
If the path is committing into an elite or the boss right now, also read:
/home/igorw/Work/STS2/.agents/skills/boss-and-elite-fights/SKILL.md
Core Doctrine
- Act 2 tests whether the deck's defense and scaling are real, not whether it had one good Act 1 damage package.
- Frontload still matters, but many Act 2 losses come from failing to convert low-pressure turns into the right kind of future position.
- Elites are not earned by HP alone. They are earned by concrete answers to large multi-attacks, defend-plus-buff cycles, and awkward redraws.
- Potion capacity matters more in Act 2 because the fights are much more likely to hinge on one breakpoint defensive or lethal turn.
- Shops, fires, and route branches should be judged through the next hard check, not through generic value.
Workflow
- Confirm the boss, current floor, and immediate route chunk.