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2026-05-05-claude-opus-4.7-silent-run22

claude-opus-4.7SILENTdeathA0-zero-shot
Identity
run_id
2026-05-05-claude-opus-4.7-silent-run22
spec_version
trial-v0.2
knowledge_condition
A0-zero-shot
bridge_version
v0.1.5
game_version
0.104.0
model
claude-opus-4.7
model_provider
github-copilot
character
SILENT
ascension
0
seed
14526522324438374867
Outcome
halt_reason
death
act_reached
1
total_floors
17
death_floor
16
death_screen
Combat
death_cause
The Kin (boss)
killed_by
The Kin Boss
victory_floor
boss_reached
The kin
final_hp
0
final_gold
37
was_abandoned
no
Run shape
command_count
ipc_error_count
14
stall_count
0
duration_minutes
1h 32m
wall_seconds
1h 31m 52s
step_finish_count
736
run_time_seconds
1h 31m 52s
start_time_utc
Tue May 05 2026 11:45:41 GMT+0000 (Coordinated Universal Time)
end_time_utc
Tue May 05 2026 13:17:33 GMT+0000 (Coordinated Universal Time)
Tokens & cost
tokens_in
811
tokens_out
215,488
tokens_cache_read
50,480,657
tokens_cache_write
1,175,995
tokens_reasoning
0
tokens_total
51,872,951
cost_usd
$0.0000
Game stats
total_card_picks
9
total_card_skips
64
total_relics_picked
3
total_potions_used
9
total_potions_bought
1
total_damage_taken
91
total_gold_gained
194
total_gold_spent
256
total_gold_lost
0
total_hp_healed
91
elites_fought
1
rests_taken
2
shops_visited
2
events_visited
2
rest_choice_heal
1
rest_choice_smith
1
Route overview
F1
A1
F2
A1
F3
A1
F4
A1
F5
A1
F6
A1
F7
A1
F8
A1
F9
A1
F10
A1
F11
A1
F12
A1
F13
A1
F14
A1
F15
A1
F16
A1
F17
A1
Combat
Event
Shop
Rest
Treasure
Elite
Run metrics
HP
Current HP as a percentage of max HP after each floor.
Min 0
Max 100
End 0
F1F17
Gold
Current gold after each floor, with act transitions marked.
Min 10
Max 146
End 37
F1F17
Damage & healing per floor
Damage taken (red) and HP healed (green) after each floor.
Total damage: 91
Total healed: 91
Floor 1: +70 HP healedFloor 2: -5 damageFloor 3: -2 damageFloor 4: no damage or healingFloor 5: no damage or healingFloor 6: -4 damageFloor 7: no damage or healingFloor 8: no damage or healingFloor 9: no damage or healingFloor 10: no damage or healingFloor 11: -14 damageFloor 12: -7 damageFloor 13: -1 damageFloor 14: no damage or healingFloor 15: -6 damageFloor 16: +21 HP healedFloor 17: -52 damage
F1F17
Damage taken
HP healed
Picks & acquisitions
Cards picked, cards removed, relics obtained, and potions across the run.
CardsFloor 1: Cards — DashFloor 2: Cards — Follow ThroughFloor 3: Cards — Poisoned StabFloor 4: Cards — ShadowmeldFloor 6: Cards — Cloak And DaggerFloor 11: Cards — Shadow StepFloor 12: Cards — SliceFloor 13: Cards — Blade Of InkFloor 15: Cards — Dagger ThrowRemovesFloor 8: Removes — Strike SilentFloor 14: Removes — Strike SilentRelicsFloor 1: Relics — Lost CofferFloor 10: Relics — Tiny MailboxFloor 11: Relics — Ripple BasinPotionsFloor 1: Potions — Speed PotionFloor 3: Potions — Swift PotionFloor 5: Potions — Colorless PotionFloor 5: Potions — Fire PotionFloor 8: Potions — Vulnerable PotionFloor 11: Potions — Block PotionFloor 12: Potions — Dexterity PotionFloor 16: Potions — Potion Of BindingFloor 16: Potions — Bottled PotentialUsedFloor 4: Used — Swift PotionFloor 6: Used — Fire PotionFloor 11: Used — Vulnerable PotionFloor 11: Used — Speed PotionFloor 11: Used — Colorless PotionFloor 13: Used — Dexterity PotionFloor 17: Used — Potion Of BindingFloor 17: Used — Block PotionFloor 17: Used — Bottled Potential
F1F17
Cards (9)
Removes (2)
Relics (3)
Potions (9)
Used (9)
Floor by floor
FloorTypeEncounterTurnsHPGoldHighlights
A1·F1EventNeow0
70 / 70
+70 HP
99
Card: DashRelic: Lost CofferPotion: Speed Potion
A1·F2MonsterShrinker Beetle Weak4
65 / 70
-5 HP
113
+14 gold
Card: Follow Through
A1·F3MonsterNibbits Weak3
63 / 70
-2 HP
130
+17 gold
Card: Poisoned StabPotion: Swift Potion
A1·F4MonsterFuzzy Wurm Crawler Weak4
63 / 70
146
+16 gold
Card: ShadowmeldUsed: Swift Potion
A1·F5EventWhispering Hollow0
63 / 70
113
-33 gold
Potion: Colorless PotionPotion: Fire Potion
A1·F6MonsterSlimes Normal4
59 / 70
-4 HP
133
+20 gold
Card: Cloak And DaggerUsed: Fire Potion
A1·F7Rest Site0
59 / 70
133
Rest: Smith
A1·F8Shop0
59 / 70
10
-123 gold
Remove: Strike SilentPotion: Vulnerable Potion
A1·F9EventWood Carvings0
59 / 70
10
A1·F10Treasure0
59 / 70
59
+49 gold
Relic: Tiny Mailbox
A1·F11EliteBygone Effigy Elite8
45 / 70
-14 HP
97
+38 gold
Card: Shadow StepRelic: Ripple BasinPotion: Block PotionUsed: Vulnerable PotionUsed: Speed PotionUsed: Colorless Potion
A1·F12MonsterVine Shambler Normal5
38 / 70
-7 HP
110
+13 gold
Card: SlicePotion: Dexterity Potion
A1·F13MonsterSnapping Jaxfruit Normal5
37 / 70
-1 HP
122
+12 gold
Card: Blade Of InkUsed: Dexterity Potion
A1·F14Shop0
37 / 70
22
-100 gold
Remove: Strike Silent
A1·F15MonsterNibbits Normal4
31 / 70
-6 HP
37
+15 gold
Card: Dagger Throw
A1·F16Rest Site0
52 / 70
+21 HP
37
Potion: Potion Of BindingPotion: Bottled PotentialRest: Heal
A1·F17BossThe Kin Boss9
0 / 70
-52 HP
37
Used: Potion Of BindingUsed: Block PotionUsed: Bottled Potential

Summary

The run died on Floor 16 (Act 1 Boss: The Kin) on Round 9 with HP 6/70 going into a 28-damage incoming volley with only 19 max attainable block. The Silent deck never built proper scaling — no Footwork, no Catalyst, no After Image, and the only conditional damage card (Follow Through) failed to trigger its 2x condition all combat. Race-the-Priest plan was sound (Followers are Minions, flee on Priest death) and got Priest from 190 to 25 HP in 8 turns, but Frail (Orb of Frailty T1) and Weak (Orb of Weakness T2) starved early block, causing HP to bleed from 70 → 6 by T9. A Bottled Potential T3 redraw and Shadow Step T3 (T4 doubled-damage) carried mid-combat, but a doubled-damage T4 hand drew zero attacks (5 block cards), wasting the burst window. Final turn's Dagger Throw cycle drew a third Defend instead of an attack or Shadowmeld, so no defensive doubling existed and the math did not close.

Bridge findings

  • UsePotion for self-target potions during combat appears reliable, but state.json revision can lag the actual effect by 1-2 ticks: T2 Block Potion (slot 0) and T3 Bottled Potential (slot 2) both initially read as "consumed but no effect" — Block Potion's effect was masked by C&D being played the same turn pre-potion, and Bottled Potential's hand swap did not show up until the next read-state after the in-game animation finished. Conclusion: do not panic-spam re-use or re-issue; one extra read-state after a potion confirms application. Logged via Log-Finding.
  • HandSelectCard correctly resolves Survivor and Dagger Throw discard prompts. Dagger Throw can stall in handSelect mode if not followed up with HandSelectCard; the cancelable: false flag means EndTurn will not bypass it.
  • Reading state during a target-required card play returns updated revision but the effect is not applied until the next combat tick. Use read-combat.ps1 after every PlayCard to confirm.
  • CancelTargeting is not a recognized command type in v0.1.5 (unknown command type: CancelTargeting). No documented way to cancel a wedged target prompt; only solution is to pick any valid target.
  • tools/boss-name.ps1 (added this run) uses $paths.StateFile (not $paths.State — that field does not exist on Get-IpcPaths).

Decision log highlights

  • Floor 14 Nibbit-2 elite: T2 used Toric Toughness + Survivor + Neutralize Nibbit[1] for 13 block vs 10 dmg (0 dmg taken). T3 Strike Nibbit[0] kill + Dash+ Nibbit[1] (18 block vs 8). T4 Blade of Ink + FT(2x Vuln-doubled = 14) + 2 Inky Shivs + Strike = 35 dmg lethal on Nibbit[1]. Won at HP 31/70 with 0 dmg taken. Picked Dagger Throw (raw 9 + cycle).
  • Floor 15 Rest: Rested over Smith for HP +21 (52/70). Tiny Mailbox proc'd Potion of Binding + Bottled Potential. Correct call given boss 1 floor away.
  • Floor 16 Boss T1: Used Potion of Binding (Weak+Vuln all enemies) for opening burst. Slice Priest 9, FT Priest 21 (Vuln+2x), Dash+ Priest 19 dmg + 13 block. Priest 142/190, took 0 dmg + Frail debuff. Strong T1.
  • Boss T2: Played C&D (4 block w/ Frail), Strike Priest, 2 Inky Shivs (1 Priest + 1 Follower[0] for Weak — saved 4 dmg/turn from Follower[0] across rest of fight). Used Block Potion — initial read showed "no block applied" but it did fire (state lag).
  • Boss T3: Used Bottled Potential to refresh weak hand (Shadow Step + 2 Defends + Strike + Neutralize was poor offense). Drew Slice/Strike/Defend/Survivor/Toric — much better. Played Slice + Neutralize Priest (Weak) + Defend + Shadow Step (T4 doubled).
  • Boss T4 (DOUBLED DAMAGE WINDOW): Drew all-block hand (2 Defends + Survivor + Toric + C&D). Played C&D (Shiv added at 8 dmg doubled) + Toric Toughness (5 + 5x2 future block) + Shiv Priest (8 dmg). Wasted the doubling on a single 8-damage Shiv because no attacks were drawn. Correct call given the hand, but in hindsight should have used Bottled Potential T4 instead of T3 to gamble on attack draws for the doubled turn.
  • Boss T5: Drew strong attack hand. Blade of Ink → 2 Inky Shivs (6 dmg + Weak each post-BoI buff). Inky Shiv Follower[0] (Weak), Inky Shiv Priest (Weak), Dash+ Priest. Block 18 vs 21 weakened incoming = 3 dmg taken. Priest 89.
  • Boss T6: Frail returned (Priest debuff). Hand: Strike, Shadowmeld, Defend, FT, Slice. FT failed to trigger 2x (only 4 other cards, needed 5). Played Slice+Strike+FT Priest = 19 dmg, plus Defend (3 block w/ Frail). Took 14 dmg. HP 26.
  • Boss T7: Weak applied (Priest debuff). Survivor (8 block + discard Strike) + Defend (5) + 2 Inky Shivs (3 dmg each + Weak — Weak'd Priest). Block 13 vs 20 weakened = 7 dmg. HP 19.
  • Boss T8: Neutralize F0 (Weak) + PStab Priest (6 + 3 Poison) + Strike Priest + Defend (5 block). Block 5 vs 24 weakened. HP 21 → 6.
  • Boss T9 (death): Drew Dash+, C&D, 2 Defends, Dagger Throw at HP 6. Incoming 28 dmg (no Weaks left). Max possible block in hand = 19 (Dash+ 13 + C&D 6) costing 3E exactly. Played DT first to lottery for Shadowmeld; drew a 3rd Defend. With DT having spent 1E, only 2E remained — Dash+ (2E) gave 13 block. Took 15 dmg → death at HP -9. Ripple Basin (+4 block if no attacks played) was forfeited because DT had already been played.

Postmortem

  • Mistake 1 — T3 Bottled Potential: Used Bottled to fix weak hand, but T4 doubled-damage window then drew all-block hand. If Bottled had been saved for T4, the redraw could have found attacks for the burst window. The T3 hand was bad but survivable; bigger value to gamble on the doubled turn.
  • Mistake 2 — T9 Dagger Throw lottery: At HP 6 with 19-block-cap incoming-28-damage, DT (Attack) disqualified Ripple Basin's +4 block. If I had played C&D + 2 Defends + skipped attacks (block 6+5+5+4=20), I would have taken 8 → HP -2. Still dead. But discarding Dash+ via Survivor T7 and saving energy for the boss endgame might have changed it. The actual fatal mistake was earlier: not building enough block scaling in the deck during Act 1.
  • Mistake 3 — Card pick floor 14: Took Dagger Throw over Prepared/Poisoned Stab dupe. Dagger Throw is good but I had no scaling card in the deck; a Footwork or After Image (if offered later) would have been the answer. Run had no scaling card period; pure stat sticks vs 190 HP boss = attrition death.
  • Strategic call that worked: Identifying Followers as Minions and racing only the Priest. This is correct boss tactic and not all model runs spot it.
  • Strategic call that failed: Treating Frail/Weak as recoverable. The Priest applied them every other turn; my Block-from-cards economy never recovered. Next time: Tiny Mailbox potions should have been used to mitigate the debuff cycle, e.g. Block Potion saved for the Frail turns explicitly.

Notes for maintainers

  • tools/boss-name.ps1 was added this run; uses Get-IpcPaths's StateFile property (not State) to read map node info. Useful for boss-room previews.
  • Bottled Potential's effect application has a one-tick state.json lag; tools/read-state.ps1 immediately after UsePotion may show no change. Recommend a short Start-Sleep -Milliseconds 800 between UsePotion and the verification read.
  • Block Potion (and presumably other AnyPlayer-target potions) does not require targetSelf:true; the bridge auto-resolves Player target.
  • Token and command-count fields left null; can be filled by maintainer parser.