| name | act1 |
| description | Use this at the start of Act 1 and for Act 1 route, reward, elite, boss, and survival decisions. Trigger it on new runs, whenever Act 1 pathing changes, before Act 1 elite or boss commitments, and when documenting new Act 1 encounters. |
Act 1
Use this as the Act 1 operating note. The goal is to turn the opening floors into a coherent deck and a route the run has actually earned.
Required Reading
Read these before acting in Act 1:
/home/igorw/Work/STS2/.agents/skills/act1/references/core-plan.md
/home/igorw/Work/STS2/.agents/skills/act1/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/act1/elites/ or /home/igorw/Work/STS2/.agents/skills/act1/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 1 is where the run earns permission.
- Prioritize frontload, vulnerable, draw smoothing, and enough block to survive bad opens.
- Do not route into elites because the icon is there. Route into elites because the current deck, potions, and path recovery justify them.
- Hallway damage matters. Act 1 losses often begin in “easy” fights that quietly tax away elite or boss margin.
- Shops and events should sharpen the opening deck, not make the route greedier than the reward actually earned.
- Boss preparation starts immediately because the Act 1 boss often demands a specific fight texture, not generic good cards.
Workflow
- Confirm the boss and current floor.