Ancients & Blessings
8 Ancients. 3 presented per run. Pick your blessings wisely.
Early Access — rankings will shift with patches.
How Ancients Work
You cannot choose "none." Darv can appear in Act 2 or Act 3.
Standout Picks by Act
General Decision Framework
- Run-defining power spike? (Arcane Scroll, Pandora's Box, Runic Pyramid) — take it
- Free/cheap deck thinning? (Precise Scissors, Empty Cage, Meat Cleaver) — usually take it
- Map context for economic blessings: Golden Pearl and Lord's Parasol are only top-tier when a shop is nearby
- Read your build: Snecko Eye, Claws, Fiddle, and Pael's Eye are high-power in the right deck and actively harmful in the wrong one
- Avoid tempo traps: Philosopher's Stone, Spiked Gauntlets, Scroll Boxes, and Signet Ring (Act 3) are usually traps
Neow
AlwaysPool of 20 blessings; 3 presented each run. Always your first Ancient.
Focus: Starting blessings — deck shaping, gold, relics, HP
| Tier | Blessing | Effect |
|---|---|---|
| S | Precise Scissors | Remove 1 card from deck |
| S | Arcane Scroll | Obtain a random Rare Card |
| A | Silver Crucible | First 3 card rewards are Upgraded; first chest is empty |
| A | Large Capsule | Obtain 2 random Relics + adds 1 Strike + 1 Defend |
| A | Lava Rock | Act 1 Boss drops 2 Relics instead of 1 |
| B | Precarious Shears | Remove 2 cards, take 13 damage |
| B | Golden Pearl | Gain 150 Gold |
| B | Small Capsule | Obtain a random Relic |
| B | Leafy Poultice | Transform 1 Strike + 1 Defend, lose 10 Max HP |
| C | Nutritious Oyster | Raise Max HP by 11 |
| C | Cursed Pearl | Gain 333 Gold + Greed curse |
| C | Pomander | Upgrade 1 card |
| C | New Leaf | Transform 1 card |
| C | Booming Conch | Draw 2 extra cards at start of Elite combats |
| C | Lost Coffer | Gain 1 card reward + 1 random potion |
| C | Lead Paperweight | Choose 1 of 2 Colorless Cards to add |
| C | Massive Scroll | Choose 1 of 3 "Multiplayer" Colorless Cards to add |
| C | Neow's Torment | Add Neow's Fury card to deck |
| D | Stone Humidifier | Gain 5 Max HP whenever you Rest |
| D | Scroll Boxes | Lose all Gold, choose 1 of 2 card packs |
| B | Hefty Tablet | Choose 1 of 3 Rare cards to add to your Deck. Add 1 Injury to your Deck. |
| C | Neow's Talisman | Upgrade 1 of your Strikes and 1 of your Defends. |
Golden Pearl Strategy
Golden Pearl is specifically strong when a shop appears on floor 1–2 of the map. 150 gold walks you into a shop with full budget: card removal (~75–100g) + a potion or relic. Without an early shop visible, prefer Precise Scissors, Silver Crucible, or Arcane Scroll.
Orobas
Act 2Offers cross-class card access and powerful upgrade options.
Focus: Card diversity, off-class access, upgrades, potion support
| Tier | Blessing | Effect |
|---|---|---|
| S | Prismatic Gem | +1 Energy/turn; card rewards include off-class cards |
| A | Sand Castle | Upgrade 6 random cards |
| A | Sea Glass | See 15 cards from another class; add any |
| B | Alchemical Coffer | Gain 4 potion slots filled with random potions |
| B | Touch of Orobas | Replace starter Relic with an Ancient version |
| B | Glass Eye | Obtain 2 Common, 2 Uncommon, 1 Rare card |
| C | Archaic Tooth | Transform a starter card with an "ancient version" |
| C | Electric Shrymp | Enchant a Skill with Imbued |
| C | Driftwood | Reroll each card reward once |
| C | Radiant Pearl | Add 1 Luminesce to Hand at combat start |
Pael
Act 2Rewards efficient play and building around sacrifice mechanics.
Focus: Card draw, energy efficiency, sacrifice mechanics, enchantments
| Tier | Blessing | Effect |
|---|---|---|
| S | Pael's Blood | Draw 1 additional card at start of turn |
| A | Pael's Tears | If you end turn with unspent Energy, gain 2 extra Energy next turn |
| A | Pael's Tooth | Remove 5 cards; after each combat, 1 returns Upgraded |
| B | Pael's Flesh | +1 Energy at start of 3rd turn and every turn after |
| B | Pael's Legion | Doubles Block from a card; then sleeps 2 turns |
| B | Pael's Wing | Sacrifice card rewards to Pael; gain a Relic every 2 sacrifices |
| C | Pael's Eye | First time you end turn having played 0 cards: Exhaust Hand, take extra turn |
| C | Pael's Claw | Enchant all Defends with Goopy |
| C | Pael's Growth | Enchant a card with Clone |
| C | Pael's Horn | Add 2 Relax cards to deck |
Tezcatara
Act 2Massive energy and fire-themed buffs. Hosts the best single Act 2 blessing.
Focus: Energy generation, fire enchantments, map manipulation
| Tier | Blessing | Effect |
|---|---|---|
| S | Very Hot Cocoa | Start each combat with 4 additional Energy |
| A | Pumpkin Candle | +1 Energy/turn (expires at start of Act 3) |
| A | Yummy Cookie | Upgrade 4 cards |
| B | Golden Compass | Replace Act 2 map with a curated path (2 chests, campfires, elites — no shops) |
| B | Toy Box | Obtain 4 Wax Relics; leftmost one melts every 3 combats |
| B | Storybook | Add 1 Brightest Flame card to deck |
| B | Nutritious Soup | Enchant all Strikes with Tezcatara's Ember |
| C | Toasty Mittens | At start of turn, Exhaust top card + gain Strength |
| C | Biiig Hug | Remove 4 cards; each shuffle adds a Soot to draw pile |
| C | Seal of Gold | Spend 5 Gold at start of turn to gain 1 Energy |
Darv
Act 2 or 3Largest pool (12 blessings). Most reliable Ancient overall. The STS1 veteran.
Focus: STS1 boss relic veterans — well-understood power levels
| Tier | Blessing | Effect |
|---|---|---|
| S | Runic Pyramid | At end of turn, no longer discard your hand |
| S | Pandora's Box | Transform ALL Strikes and Defends |
| S | Snecko Eye | Draw 2 extra cards/turn; start each combat Confused |
| A | Black Star | Elites drop an additional Relic |
| A | Empty Cage | Remove 2 cards from your deck |
| A | Astrolabe | Transform 3 cards, then Upgrade them |
| A | Dusty Tome | Obtain an Ancient card matching your class (Upgraded) |
| B | Ectoplasm | +1 Energy/turn; can no longer gain Gold |
| B | Sozu | +1 Energy/turn; can no longer gain Potions |
| B | Velvet Choker | +1 Energy/turn; cannot play more than 6 cards per turn |
| C | Calling Bell | Obtain Curse of the Bell + 3 Relics |
| D | Philosopher's Stone | +1 Energy/turn; all enemies start with +1 Strength |
Nonupeipe
Act 3Hosts one of the most powerful blessings in the game (Fur Coat).
Focus: Economic extremes, HP scaling, free cards, mark mechanics
| Tier | Blessing | Effect |
|---|---|---|
| S | Fur Coat | Mark 7 random combats; enemies in those rooms have 1 HP |
| A | Brilliant Scarf | The 5th card you play each turn is free |
| A | Jewelry Box | Add 1 Apotheosis to your deck |
| A | Looming Fruit | Raise Max HP by 31 |
| B | Beautiful Bracelet | Choose 3 cards; Enchant them with Swift 3 |
| B | Delicate Frond | Fill all empty potion slots at combat start |
| B | Choices Paradox | At combat start, add 1 of 5 random cards to Hand (Retain) |
| C | Glitter | Enchant all future card rewards with Glam |
| C | Diamond Diadem | If you play 2 or fewer cards in a turn, take half damage |
| C | Blessed Antler | +1 Energy/turn; start each combat with 3 Dazed |
| D | Signet Ring | Gain 999 Gold |
Tanx
Act 3Aggressive combat-focused blessings. Great for attack-heavy decks.
Focus: Attack-based aggression, card transformation, momentum
| Tier | Blessing | Effect |
|---|---|---|
| S | Throwing Axe | The first card you play each combat is played an extra time |
| A | Tri-Boomerang | Enchant 3 Attacks with Instinct |
| A | Sai | At start of each turn, gain 7 Block |
| A | Meat Cleaver | At Rest Sites, remove 2 cards + gain 9 Max HP |
| B | War Hammer | After defeating an Elite, Upgrade 4 random cards |
| B | Iron Club | Every 4 cards played, draw 1 card |
| B | Crossbow | Add a random Attack to Hand at start of each turn |
| C | Claws | Transform up to 6 cards into Maul |
| C | Tanx's Whistle | Add 1 Whistle card to deck |
| D | Spiked Gauntlets | +1 Energy/turn; Power cards cost 1 more |
Vakuu
Act 3Community rates about 3/10 options as genuinely good. Volatile pool with massive highs and brutal lows.
Focus: High-risk/high-reward — "the trolling expert"
| Tier | Blessing | Effect |
|---|---|---|
| S | Lord's Parasol | When you encounter a Merchant, get EVERYTHING for free |
| A | Jeweled Mask | At combat start, put a random Power from draw pile into Hand (free) |
| A | Music Box | Create an Ethereal copy of the first Attack you play each turn |
| B | Blood-Soaked Rose | Add 1 Enthralled to deck; +1 Energy/turn |
| B | Choices Paradox | At combat start, add 1 of 5 random cards to Hand (Retain) |
| C | Whispering Earring | +1 Energy/turn; Vakuu plays your first turn automatically |
| C | Fiddle | Draw 2 extra cards at start of turn; cannot draw cards during your turn |
| C | Sere Talon | Add 2 random Curses + 3 Wishes to deck |
| D | Distinguished Cape | Lose 9 Max HP; Add 3 Apparitions to deck |
| D | Preserved Fog | Remove 5 cards; Add Folly (unremovable curse) to deck |
Lord's Parasol Note
If a shop appears on your Act 3 map after taking Vakuu, Lord's Parasol is arguably the strongest single blessing in the game at that point — a fully-stocked Act 3 shop for free can include multiple rare relics and potions. The catch: you need a shop on your path, and Vakuu's pool is otherwise weak.