Ancient Blessings replace the old boss relic system. At the start of each act, you choose from three Blessings offered by an Ancient being. The pool changes per act, and the right choice depends on your character, your deck, and the challenges ahead. This guide gives character-specific recommendations.
Act 1 Blessings — setting the foundation
For Ironclad: prioritize damage or energy. Blessings that give +1 Energy at start of combat or +Strength on specific turns are excellent. Ironclad needs to secure Act 1 elites, and energy accelerates early damage output.
For Silent: block or draw. Silent's starter deck is more defensive, so blessings that improve block consistency or draw power help smooth out the early game. Avoid damage-only blessings unless the run is already struggling for output.
For Defect: focus or orb generation. Any blessing that accelerates orb setup — start with a channeled orb, extra focus — is strong. Defect needs the engine running fast.
For Regent: star or forge generation. Blessings that provide resources over time are ideal. Regent's power comes from sustained resource loops.
For Necrobinder: summon or soul generation. Early blessings that provide summon value or Soul card density accelerate Necrobinder's game plan significantly.
Act 2 Blessings — addressing weaknesses
By Act 2, your deck has an identity. Choose a blessing that addresses what your deck struggles with most. If you are lacking AoE, pick a blessing that provides AOE damage. If block is thin, pick the +Block or defensive blessing.
Health and sustain blessings are stronger in Act 2 than Act 1 — the enemies hit harder, and you need more margin for error. Max HP +15 or healing-per-fight blessings are safety nets.
Specialized blessings (scaling per combat, draw enhancements) become more valuable now that your deck has established a direction. A blessing that doubles down on your build's strength is often the best choice.
Act 3 Blessings — consistency for the endgame
Act 3 blessings should eliminate risk. Pick blessings that make your deck consistent — extra draw, energy stability, or a backup plan for bad draws.
Boss-specific blessings (those that mention the Heart or specific final bosses) are high-value if you know who you are facing. If the Act 3 boss is known, there may be a blessing that directly counters it.
Survival blessings (extra life, prevent first death, thick block) are never bad in Act 3. One bad draw can end a 90-minute run. Insurance is worth it.