Ancients
Powerful entities offering transformative boons. Each Ancient presents unique options that can define your entire run.
Obtain a random rare card.
Draw 2 extra cards at the start of elite fights.
Upgrade a card.
Gain 150 gold.
Choose 1 of 2 colorless cards.
Transform 1 card.
Remove 1 card.
Gain a card reward and a potion.
Gain 11 max HP. Half as likely.
Whenever you rest, gain 5 max HP. Half as likely.
Act 1 boss drops 2 relics. Half as likely.
Get a random relic. Half as likely.
Add Greed curse to deck. Get 333 gold.
Get 2 random relics. Add a Strike and Defend to deck.
Lose 10 max HP. Transform a Strike and Defend.
Take 13 damage. Remove 2 cards.
Lose all gold. Choose 1 of 2 packs of 3 cards.
First 3 card rewards are upgraded. First chest is empty. Singleplayer only.
Get an upgraded Ancient card for your character. 50% chance of appearing.
Transform 3 cards and upgrade them.
Elites drop an additional relic.
Add Curse of the Bell to deck. Get 3 relics.
Remove 2 cards.
Hand is not discarded at end of turn.
Draw 2 extra cards per turn. Start each combat Confused. Card costs randomized 0-3.
Gain 1 energy per turn. Cannot gain gold. Act 2 only.
Gain 1 energy per turn. Cannot get potions. Act 2 only.
Gain 1 energy per turn. Can play at most 6 cards per turn. Act 3 only.
Enchant 3 cards with Swift 3. First time played each combat, draw X cards.
Gain 1 energy per turn. Shuffle 3 Dazed into draw pile at combat start.
The 5th card you play each turn costs 0.
At combat start, fill all empty potion slots with random potions.
Playing at most 2 cards in a turn halves enemy attack damage.
Marks 7 random combats. Enemies in those rooms have 1 HP.
Card rewards enchanted with Glam. First time played, replay it.
Add Apotheosis to deck. 2 cost Innate: Upgrade all cards. Exhaust.
Gain 31 max HP.
Gain 999 gold.
Enchant a skill with Imbued. Auto-played at combat start.
Get 2 common, 2 uncommon, 1 rare card reward.
Gain 1 energy per turn. Card rewards can include other character cards.
Upgrade 6 random cards.
See 5 cards at each rarity from another character, choose any to add.
Get 4 potion slots filled with random potions.
Card rewards can be rerolled once.
At combat start, add Luminesce to hand. 0 cost Retain: Gain 2 energy. Exhaust.
Replace a starter card with an Ancient version. Upgrades preserved.
Replace starter relic with an Ancient version.
Gain 1 energy every turn starting from turn 3.
Add 2 Relax to deck. 3 cost: Gain 15 block. Next turn draw 2 and get 2 energy. Exhaust.
If you end turn with unspent energy, gain 2 energy next turn.
Enchant all Defends with Goopy. Gains Exhaust, permanently +1 block when played.
Enchant a card with Clone. Duplicate Clone cards at rest sites.
Choose 5 cards to remove. After each combat, randomly get 1 back upgraded.
Sacrifice card rewards to Pael. Every 2 sacrifices grants a random relic.
Draw 1 extra card at the start of your turn.
First time each combat you end turn without playing: exhaust hand and take extra turn.
When gaining block from a card, double the gain. Affects 1 card every 2 turns.
Transform up to 6 cards into Maul. 1 cost: Deal 5 damage twice. All Mauls deal +1 this combat.
At start of your turn, add a random 0-cost Attack from your character to hand.
Every 4 cards you play, draw 1.
Cook at rest sites: Remove 2 cards, gain 9 max HP.
Gain 7 block every turn.
Gain 1 energy per turn. Powers cost 1 more energy.
The first card you play each combat is played again.
Enchant 3 attacks with Instinct. This card costs 1 less.
When you kill an elite, randomly upgrade 4 cards.
Gain 4 energy on turn 1.
Upgrade 4 cards.
Lose 5 gold and gain 1 energy per turn.
Add Brightest Flame to deck. 0 cost: Gain 2 energy. Draw 2 cards. Lose 1 max HP.
At start of your turn, exhaust top card of draw pile and gain 1 Strength.
Replace the map with a fixed route through the act.
Gain 1 energy per turn. Disabled after reaching next act.
Obtain 4 relics as wax relics. Every 3 combats, leftmost wax relic is removed.
Gain 1 energy per turn. Add Enthralled to deck. 2 cost Curse: Must be played first if in hand. Eternal.
At the start of each turn, draw 2 extra cards. You can no longer draw cards during your turn.
Gain 1 energy per turn. Vakuu plays your first turn automatically.
Lose 9 max HP. Add 3 Apparitions to deck. 1 cost Ethereal: Gain 1 Intangible. Exhaust.
Remove 5 cards. Add Folly to deck. Curse: Unplayable. Innate. Eternal.
Add 2 random curses and 3 Wishes to deck. Wish: 0 cost: Choose a card from draw pile to add to hand. Exhaust.
At combat start, pick 1 of 5 random cards to add to hand with Retain.
At combat start, put a random power from draw pile into hand for free.
Creates an Ethereal copy of the first attack you play each turn.