🔥 Ascension Guide
Ascension adds cumulative difficulty modifiers. Each level stacks on top of all previous ones.
Elites are harder
Elite enemies deal more damage and have improved AI patterns.
Prepare stronger decks before engaging elites. Prioritize damage cards early.
Normal enemies are harder
Regular enemies deal more damage across all acts.
Block cards become more important. Don't neglect defense.
Elites gain additional abilities
Elite enemies gain new moves and improved patterns, making them significantly more dangerous.
Learn the new elite patterns. Some elites become much more threatening.
Bosses are harder
Boss enemies deal more damage and have improved patterns.
Ensure your deck has a win condition before boss fights. Scaling is essential.
Heal less at rest sites
Rest sites heal 75% of max HP instead of 100%.
Consider upgrading instead of resting more often. Healing relics gain value.
Ascender's Bane added to starting deck
Start with Ascender's Bane: an unplayable, Ethereal curse that cannot be removed. Clogs your draws permanently.
Card draw and exhaust effects help mitigate the dead draw. Thin your deck.
Bosses gain additional abilities
Bosses gain new moves and improved patterns, becoming significantly harder.
Study new boss patterns. Some fights require completely different strategies.
More monsters at ? nodes
Unknown (?) rooms have a higher chance of containing monster encounters instead of events.
Plan paths more carefully. ? rooms are no longer safe. Prioritize known safe routes.
Normal enemies are even harder
Another tier of damage increase for regular encounters.
Act 1 hallway fights can now be genuinely dangerous. Don't take unnecessary risks.
Rest site healing reduced further
Rest sites now only heal for a smaller amount, making sustain much harder.
Feed, Self Repair, and Burning Blood become crucial. Avoid unnecessary damage.
Boss HP increased by 10%
All bosses gain 10% more maximum HP, making fights longer.
Scaling damage is more important than burst. Ensure your damage can keep up over longer fights.
No healing after boss fights
You no longer heal after defeating a boss, entering the next act at your current HP.
End boss fights at high HP. Plan rest sites before bosses or bring healing cards.
Normal enemy HP increased
Regular enemies gain more maximum HP across all acts.
AoE damage becomes more valuable. Fights last longer, so front-loaded damage matters.
Boss HP increased further
Additional HP increase for all boss encounters.
You need a real scaling plan. Infinite loops, Poison, or massive Strength are essential.
Elite HP increased
Elite enemies gain more maximum HP.
Be more selective about which elites to fight. Only engage when your deck is ready.
Normal enemy HP increased further
Another HP increase for regular encounters.
Even basic fights drain resources. Efficiency in every fight matters.
Normal enemies deal more damage
Regular enemies' attack damage is increased.
Block consistency is critical. Ensure you can block reliably every turn.
Elite HP further increased, boss damage increased
Elites gain even more HP, and bosses deal increased damage.
Deck quality over quantity. Remove cards aggressively. Every card must earn its slot.
Boss damage increased further
Another damage increase for all boss encounters.
Consider Intangible sources (Wraith Form, Apparitions) as near-essential.
Bosses gain additional enhancements
The ultimate challenge. All previous modifiers stack. Bosses receive final enhancements to their stats and patterns.
Master every aspect: pathing, card selection, potion usage, deck thinning. Every decision counts at A20.