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.
Ascension List
Section titled “Ascension List”| Level | Name | Effect |
|---|---|---|
| A1 | Swarming Elites | Elites spawn more often |
| A2 | Weary Traveler | Ancients only heal 80% of your missing HP |
| A3 | Poverty | Enemies and Treasure Chests drop 25% less Gold |
| A4 | Tight Belt | Start each run with 1 less potion slot |
| A5 | Ascender’s Bane | Start each run Cursed |
| A6 | Inflation | Removing cards from your deck at the Merchant is more expensive |
| A7 | Scarcity | Rare and Upgraded cards appear less often |
| A8 | Tough Enemies | All enemies are harder to kill |
| A9 | Deadly Enemies | All enemies have deadlier attacks |
| A10 | Double Boss | Fight two bosses at the end of Act 3 |
Level Details
Section titled “Level Details”A1: Swarming Elites
Section titled “A1: Swarming Elites”The number of Elite combat nodes generated on the map increases.
| Stat | Normal | A1+ |
|---|---|---|
| Elite count | 5 | 8 |
A2: Weary Traveler
Section titled “A2: Weary Traveler”The HP healing performed by Ancients at the start of each Act is reduced from 100% to 80% of missing HP.
| Stat | Normal | A2+ |
|---|---|---|
| Ancient healing | 100% of missing HP | 80% of missing HP |
For the first Ancient (Neow), HP starts at 0, so you heal 80% of your max HP.
A3: Poverty
Section titled “A3: Poverty”Gold rewards from defeating enemies and from treasure chests are reduced by 25%.
Combat gold ranges:
| Room Type | Normal | A3+ |
|---|---|---|
| Normal Combat | 10–20 | 7–15 |
| Elite | 35–45 | 26–33 |
| Boss | 100 | 75 |
Treasure chest gold:
| Stat | Normal | A3+ |
|---|---|---|
| Chest gold | 42–52 | 31–39 |
A4: Tight Belt
Section titled “A4: Tight Belt”The number of potion slots at the start of a run is reduced by 1.
| Stat | Normal | A4+ |
|---|---|---|
| Starting potion slots | 3 | 2 |
A5: Ascender’s Bane
Section titled “A5: Ascender’s Bane”A curse card “Ascender’s Bane” is added to your deck at the start of the run.
Ascender’s Bane card properties:
| Property | Effect |
|---|---|
| Card type | Curse |
| Cost | Unplayable |
| Keywords | Eternal (cannot be removed), Unplayable, Ethereal (exhausts at end of turn) |
| Upgrade | Cannot 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.
A6: Inflation
Section titled “A6: Inflation”Removing cards from your deck at the Merchant is more expensive. The base cost increases and the price escalation per removal is doubled.
| Stat | Normal | A6+ |
|---|---|---|
| Base removal cost | 75 Gold | 100 Gold |
| Price increase per removal | +25 Gold | +50 Gold |
A7: Scarcity
Section titled “A7: Scarcity”Card reward rarity distribution changes, reducing the appearance rate of Rare and Upgraded cards.
Normal combat card rarity:
| Rarity | Normal | A7+ |
|---|---|---|
| Common | 60.0% | 61.5% |
| Uncommon | 37.0% | 37.0% |
| Rare | 3.0% | 1.49% |
Elite combat card rarity:
| Rarity | Normal | A7+ |
|---|---|---|
| Common | 50.0% | 54.9% |
| Uncommon | 40.0% | 40.0% |
| Rare | 10.0% | 5.0% |
Shop card rarity:
| Rarity | Normal | A7+ |
|---|---|---|
| Common | 54.0% | 58.5% |
| Uncommon | 37.0% | 37.0% |
| Rare | 9.0% | 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):
| Stat | Normal | A7+ |
|---|---|---|
| Growth rate | +1.0%/roll | +0.5%/roll |
Upgraded card appearance rate Act scaling:
| Stat | Normal | A7+ |
|---|---|---|
| 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.
A8: Tough Enemies
Section titled “A8: Tough Enemies”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.
A9: Deadly Enemies
Section titled “A9: Deadly Enemies”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.
A10: Double Boss
Section titled “A10: Double Boss”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.
| Stat | Normal | A10+ |
|---|---|---|
| Act 3 bosses | 1 | 2 (different bosses) |