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Ascension

Ascension is a system that progressively increases the game’s difficulty. There are 10 levels (1–10), and effects are cumulative — selecting a level activates all Ascension effects at or below that level. For example, choosing A5 enables all effects from A1 through A5.


LevelNameEffect
A1Swarming ElitesElites spawn more often
A2Weary TravelerAncients only heal 80% of your missing HP
A3PovertyEnemies and Treasure Chests drop 25% less Gold
A4Tight BeltStart each run with 1 less potion slot
A5Ascender’s BaneStart each run Cursed
A6InflationRemoving cards from your deck at the Merchant is more expensive
A7ScarcityRare and Upgraded cards appear less often
A8Tough EnemiesAll enemies are harder to kill
A9Deadly EnemiesAll enemies have deadlier attacks
A10Double BossFight two bosses at the end of Act 3

The number of Elite combat nodes generated on the map increases.

StatNormalA1+
Elite count58

The HP healing performed by Ancients at the start of each Act is reduced from 100% to 80% of missing HP.

StatNormalA2+
Ancient healing100% of missing HP80% of missing HP

For the first Ancient (Neow), HP starts at 0, so you heal 80% of your max HP.


Gold rewards from defeating enemies and from treasure chests are reduced by 25%.

Combat gold ranges:

Room TypeNormalA3+
Normal Combat10–207–15
Elite35–4526–33
Boss10075

Treasure chest gold:

StatNormalA3+
Chest gold42–5231–39

The number of potion slots at the start of a run is reduced by 1.

StatNormalA4+
Starting potion slots32

A curse card “Ascender’s Bane” is added to your deck at the start of the run.

Ascender’s Bane card properties:

PropertyEffect
Card typeCurse
CostUnplayable
KeywordsEternal (cannot be removed), Unplayable, Ethereal (exhausts at end of turn)
UpgradeCannot be upgraded

The Eternal keyword prevents removal from the deck by normal means. Ethereal causes it to exhaust if it remains in hand at end of turn, but it is not removed from the deck.


Removing cards from your deck at the Merchant is more expensive. The base cost increases and the price escalation per removal is doubled.

StatNormalA6+
Base removal cost75 Gold100 Gold
Price increase per removal+25 Gold+50 Gold

Card reward rarity distribution changes, reducing the appearance rate of Rare and Upgraded cards.

Normal combat card rarity:

RarityNormalA7+
Common60.0%61.5%
Uncommon37.0%37.0%
Rare3.0%1.49%

Elite combat card rarity:

RarityNormalA7+
Common50.0%54.9%
Uncommon40.0%40.0%
Rare10.0%5.0%

Shop card rarity:

RarityNormalA7+
Common54.0%58.5%
Uncommon37.0%37.0%
Rare9.0%4.5%

Boss combat card rarity: No change (always 100% Rare)

Rarity growth rate (how much Rare probability increases each time you don’t get a Rare):

StatNormalA7+
Growth rate+1.0%/roll+0.5%/roll

Upgraded card appearance rate Act scaling:

StatNormalA7+
Upgrade chance increase per Act+25.0%/Act+12.5%/Act

In Act 1, there is normally a 25% chance (12.5% at A7+) for reward cards to appear upgraded (additive per Act). This scaling does not apply to Rare cards.


All enemy monsters have increased stats. While HP and Block increases are most common, some monsters also receive damage increases at this level. The specific changes are individually set for each monster.


On top of A8, all enemy monsters receive additional stat increases — primarily to damage and debuff amounts. However, not every monster has A9-specific changes; some have all their adjustments applied at A8. The specific changes are individually set for each monster.


In the final Act (Act 3: Glory), you fight a second boss in addition to the first. The second boss is randomly selected from the same Act’s boss pool, different from the first.

StatNormalA10+
Act 3 bosses12 (different bosses)