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Slay the Spire 2 Ancients Guide — All 8 Ancients Explained

What Are Ancients?

Ancients are mysterious entities that appear at the start of each Act — before you enter the map. Each Ancient presents a set of choices and rewards you with powerful Ancient Relics.

There are two types of Ancient encounters:

Type Description
Choice Select one option from multiple choices. No combat involved.
Combat Fight the Ancient directly. Win to claim an Ancient Relic.

Ancient encounters are pivotal moments that shape the direction of your entire run. The Ancient Relic you choose directly influences your deck-building path for the rest of the Act.

What Are Ancient Relics?

Ancient Relics are a special tier of relics more powerful than standard relics. They sometimes include upgraded versions of each character's Starter Relic (such as Black Blood or Ring of the Drake). Since Ancients are the only way to obtain them, they are exceptionally rare and valuable.


All 8 Ancients — Full Breakdown

Act 1

Neow

  • Appears: Start of Act 1 (guaranteed encounter on every run)
  • Type: Choice
  • Mechanic: Choose one benefit from 3–4 options

Neow is the first Ancient every character encounters. The options vary each run, but they fall into recognizable categories:

Common Options:

  • Upgrade a card in your deck (often a Starter Card)
  • Increase your max HP
  • Gain a standard Relic
  • Gain Gold
  • Trade: Reduce max HP in exchange for a powerful Ancient Relic or large Gold reward

Strategic Notes:

  • Max HP reduction trades are worth taking when you have strong healing access or a naturally tanky build
  • Card upgrades are most valuable when the card in question is a core engine piece
  • Ancient Relic trades are almost always a strong pick — the power gain typically outweighs the HP cost

Act 2 (Hive)

Act 2 takes place in the Hive biome. Multiple Ancients may appear across this Act.

Orobas

  • Appears: Start of Act 2
  • Type: Choice
  • Mechanic: Choose 1 of 3 Ancient Relics

Orobas presents three Ancient Relics and asks you to select one. This is one of the most consequential decisions of the run.

Decision Framework:

  • Prioritize relics that reinforce what your deck already does well
  • Avoid picking relics that require a completely different playstyle
  • Proactive picks (offensive relics that close out fights quickly) are generally safer than reactive ones

Pael

  • Appears: Mid-Act 2
  • Type: Trade / Exchange
  • Mechanic: Give up a card or relic in exchange for an Ancient Relic or powerful reward

Pael demands something in return for its gifts.

Decision Framework:

  • Trading a weak card is almost always a net positive — you get deck compression and an Ancient Relic simultaneously
  • Never trade a keystone card or relic that the run depends on
  • Evaluate the item you're giving up honestly; it's easy to overvalue cards mid-run

Tezcatara

  • Appears: Late Act 2
  • Type: Combat or Trade (varies by run)
  • Mechanic: Fight the Ancient or pay a cost; reward is a powerful Ancient Relic

When Tezcatara is in combat form, defeating it requires meaningful damage output. The relic reward is strong enough to justify significant HP expenditure.

Combat Tips:

  • Always check Intent before deciding your first-turn play
  • If Tezcatara's opening turn is defensive, prioritize dealing damage early
  • When in trade form, assess whether the cost (HP, card, relic) falls within acceptable limits

Darv

  • Appears: Act 2 or Act 3 (varies by run)
  • Type: Choice with Cost
  • Mechanic: Selecting an Ancient Relic requires paying a cost (card removal, HP loss, etc.)

Darv pairs every choice with a penalty.

Decision Framework:

  • Card removal costs are often a disguised bonus — removing a weak card while gaining an Ancient Relic is a double win
  • HP costs must be evaluated against your current HP total and recovery options ahead
  • When Darv appears in Act 3, prioritize HP management for the final boss

Act 3 (Glory)

Act 3 unfolds in the Glory biome. Ancients encountered here provide final upgrades directly relevant to the final boss fight.

Nonupeipe

  • Appears: Early Act 3
  • Type: Choice
  • Mechanic: Choose 1 of 3 Ancient Relics

Nonupeipe is encountered right as Act 3 begins. At this stage, your deck should be largely formed, making this a final tuning decision.

Decision Framework:

  • Choose with the final boss in mind (Doormaker vs. The Queen have very different requirements)
  • Prefer relics that shore up your deck's weaknesses over those that double down on existing strengths
  • If your deck is already strong, prioritize relics that increase consistency

Tanx

  • Appears: Mid-Act 3
  • Type: Combat
  • Mechanic: Defeat Tanx to earn a powerful Ancient Relic

Tanx is a combat Ancient with Act 3-level threat. At this point in the run, your deck should be strong enough to handle it — the relic reward justifies the HP expenditure.

Combat Tips:

  • Enter with at least 50% max HP remaining if possible
  • Tanx has enough damage output to punish passive play — apply pressure early
  • The relic gain is worth the fight even with moderate HP loss heading into the final boss

Vakuu

  • Appears: Late Act 3 (immediately before the final boss)
  • Type: Choice
  • Mechanic: Provides final boons before the final boss

Vakuu is the last Ancient you'll encounter. Every choice here is a final-boss preparation tool.

Decision Framework:

  • Know your final boss before making this choice — Doormaker punishes long fights, The Queen stacks debuffs heavily
  • If HP is an option, seriously consider it — entering the final boss with full HP is a significant advantage
  • Fill any remaining gap in your deck (Block generation, damage ceiling, key synergy)

Combat Ancient Strategy Guide

Pre-Combat Checklist

  1. Current HP: Entering above 60% max HP makes most Ancient fights manageable
  2. Potion Stock: Confirm available Potions and plan when to use them
  3. Deck Output: Know your approximate Block generation and damage per turn

During Combat

  • Always read Intent: Your strategy changes dramatically based on whether the Ancient is attacking or buffing
  • Assess tempo: If the opening Intent is low-damage, prioritize establishing your engine before spending resources on Block
  • Potion timing: Don't wait until you're at 10% HP — use Potions when they can change the outcome, not just delay death

Evaluating Ancient Relics

Upgraded Starter Relics

Upgraded Starter Relics represent the highest tier of Ancient Relic. Each character's upgrade dramatically amplifies their core identity:

Character Starter Relic Upgraded Version
Ironclad Burning Blood Black Blood (significantly more HP restored)
Silent Ring of the Snake Ring of the Drake (draws additional cards)
Defect Cracked Core Nuclear Battery (improved energy efficiency)
Necrobinder Dead Branch variant Enhanced death trigger effects
Regent Unique Starter Unique upgraded version

General Ancient Relic Tier Framework

High Priority (Take Almost Always):

  • Relics that directly improve run stability
  • Relics that resolve a critical deck weakness
  • Relics with broad multi-synergy potential

Medium Priority (Context Dependent):

  • Relics that become powerful with specific card types your deck already runs
  • Scaling relics that reward long-game survival

Situational (Evaluate Carefully):

  • Relics that don't synergize with the current deck but could become valuable later
  • Relics that are powerful in theory but require setup your deck doesn't support

Decision Framework by Act

Act 1 (Neow): Early-game trades feel risky but pay off long-term. Max HP reduction trades are especially valuable when healing Relics or Rest Sites can recover the difference. Ancient Relics from Neow are almost always worth taking if the HP cost is 7 or fewer.

Act 2 (Hive Ancients): By Act 2, your deck strategy is taking shape. Stick to relics that deepen existing synergies. This is also when exchange-type Ancients (Pael) reward careful hand management — know which cards in your deck are dispensable.

Act 3 (Glory Ancients): Every decision here has the final boss as context. Doormaker requires burst damage and short fight duration; The Queen requires Debuff resistance and high sustained Block. Pick relics that address these specific demands.


Summary

Ancient encounters are among the most impactful moments in any Slay the Spire 2 run. Ancient Relics can single-handedly shift a mediocre run into a winning one — or lock in a strong run's dominant strategy.

Keep these four principles in mind at every Ancient encounter:

  1. Know your deck's current identity and strengths
  2. Distinguish between immediate impact and long-term scaling
  3. Accurately assess whether any cost (HP, cards, relics) is acceptable
  4. Always make decisions with the final boss in mind