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STS 2: GUIDE TO EVERYTHING - ANCIENTS

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Mar 7 @ 11:36pm9,23469
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0 - Index
Other Volumes:
Relics: https://steamcommunity.com/sharedfiles/filedetails/?id=3679325258
Potions: [TBD]
Events: [TBD]

This Guide
0 - Index
1 - Neow
2 - Orobas
3 - Pael
4 - Tezcatara
5 - Nonupeipe
6 - Tanx
7 - Vakuu
8 - Darv
1 - Neow

Found in act 1, Neow is inevitable and offers smaller bonuses than other ancients with a much larger relic pool.



Arcane Scroll - Gain random rare card.

Booming Conch - Start elite combats drawing 2.

Cursed Pearl - Gain 333 gold, Cursed: Greed.

Golden Pearl - Gain 150 gold.

Large Capsule - Gain 2 random relics and strike/defend.

Lava Rock - Defeat act 1 boss for 2 relics.

Lead Paperweight - Gain 1 of 2 colorless cards.

Leafy Poultice - Transform 1 strike & defend for 10 Max HP.

Lost Coffer - Gain 1 card reward and potion.

Massive Scroll - Gain 1 of 3 multiplayer colourless cards.

Neow's Torment - Gain Neow's Fury: 10(14)d, draw 2 from discard pile.

New Leaf - Transform 1 card.

Nutritious Oyster - Gain 11 Max HP.

Pomander - Upgrade a card.

Precarious Shears - Remove 2 cards for 13 HP.

Precise Scissors - Remove a card.

Scroll Boxes - Lose all gold for 1 of 2 packs of 3 cards.

Silver Crucible - First 3 card rewards are upgraded, but lose first treasure chest.

Small Capsule - Gain a random relic.

Stone Humidifier - Resting gives 5 max hp.

2 - Orobas

After being unlocked Orobas is found at the start of act 2 and offers relics related to obtaining cards from other classes or improving aspects of your own. Relic pools is quite strong with a few standouts.



Alchemical Coffer - Gain 4 potion slots and potions.

Archaic Tooth - A starter card becomes a more powerful version.

Driftwood - Each card reward may be rerolled once.

Electric Shrymp - Skill Enchant: Played for free start of combat.

Glass Eye - Obtain 2 common, uncommon and 1 rare card.

Prismatic Gem - 1 Energy per turn and card rewards are of any colour.

Radiant Pearl - Start combat with luminesce: Gain 2 energy (0 cost) Exhaust.

Sand Castle - Upgrade 6 random cards.

Sea Glass - Choose any cards from 15 of other classes.

Touch of Orobas - Upgrade your starting relic.

3 - Pael

Available by default, Pael is found at the start of act 2 and offers parts of his melting form to be taken up the spire. Whle none of the relics are outwardly harmful they do vary quite drastically in power with half of the pool being mediocre and half of the pool being extraordinarily powerful.



Pael's Blood - Increase per turn draw by 1.

Pael's Claw - All defends gain exhaust and permanently increase block by 1 when played.

Pael's Eye - First combat turn 0 cards played exhausts hand and gives another turn.

Pael's Flesh - Gain 1 more per turn energy from turn 3.

Pael's Growth - A chosen card can be duplicated at rest sites.

Pael's Horn - Add 2 relax to deck: 15b, 2(3) cards and energy next turn (3 cost) Exhaust.

Pael's Legion - Doubles block from a card. Cooldown: 2 turns.

Pael's Tears - If you have leftover energy, gain 2 next turn.

Pael's Tooth - Choose and remove 5 cards. Get random one back upgraded after combat.

Pael's Wing - You can sacrifice card rewards. Gain a relic every second time.

4 - Tezcatara

Found at the start of act 2, Tezcatara offers fleeting power, relics that in some way expire or are limited by a resource cost. The relics found here are on average a little on the weak side as many of them do not last into the third act.



Biiig Hug - Remove 4 cards. On shuffle add soot to draw pile: Unplayable status.

Golden Compass - Replace map with a 2 chest, campfire, elite and shop path.

Nutritious Soup - Strikes and defends cost 0 but cant be removed.

Pumpkin Candle - Gain energy per turn for the next act.

Seal of Gold - Spend 5 gold each turn, if you do gain energy.

Storybook - Add Brightest Flame to deck: draw 2(3) and 2(3) energy, lose 1 Max HP.

Toasty Mittens - Each turn exhaust top card to gain 1 Strength.

Toy Box - Gain 4 wax relics that melt left first after every 3rd combat.

Very Hot Cocoa - Start combat with 4 more energy.

Yummy Cookie - Upgrade 4 cards.

5 - Nonupeipe

Also known as nonopepe, this act 3 ancient has a large selection of extremely powerful relics that focus on acceleration, making things in combat happen faster.



Beautiful Bracelet - 3 cards draw 3 the first time they are played each combat.

Blessed Antler - Gain 1 energy per turn but start combat with 3 dazed in the draw pile.

Brilliant Scarf - The 5th card each turn is free.

Delicate Frond - Start combat filling all empty potion slots.

Diamond Diadem - Playing 2 or less cards during a turn halves attack damage received.

Fur Coat - 7 combat rooms this act will have 1 HP enemies.

Glitter - Cards in rewards are played twice once per combat.

Jewelry Box - Obtain Apotheosis. Innate upgrade ALL cards (2(1) cost) Exhaust.

Looming Fruit - Gain 31 Max HP.

Signet Ring - Gain 999 Gold.

6 - Tanx

A combat focused act 3 ancient with a selection of items that interact with dealing damage or encouraging the use of attacks or in general playing aggressively. Relics are among the best though the throwing axe exists.



Claws - Transform up to 6 attacks into Maul: 5(6)x2d. Mauls do 1(2) more d this combat. (1 Cost).

Crossbow - Per turn add a random attack to hand, it costs 0 this turn.

Iron Club - Every 4th card played draws 1.

Meat Cleaver - Add Cook to campfires: Remove 2 cards and gain 9 Max HP.

Sai - Gain 7 block each turn.

Spiked Gauntlets - Gain 1 energy per turn but powers cost 1 more.

Tanx's Whistle - Obtain Whistle: 33(44)d. Stun. (3 Cost) Exhaust.

Throwing Axe - The first card each combat is played twice.

Tri-Boomerang - Choose 3 attacks. They cost 1 less.

War Hammer - Defeating an elite upgrades 4 random cards.

7 - Vakuu

Behold the spire's resident trolling expert, a silly goober with relics that are not particularly helpful and a face that upon seeing in act 3 will quickly become about as annoying as opening up the map to time eater in the first game. The average relic he offers is terrible though 3/10 are very good.



Blood-Soaked Rose - Gain Enthralled and 1 energy per turn: Must be played first and cannot be removed. (2 Cost).

Choices Paradox - Start combat with 1 of 5 cards that gain retain.

Distinguished Cape - Lose 9 Max HP and gain 3 Apparitions. )Ethereal( 1 Intangible (1 Cost). Exhaust.

Fiddle - Draw 2 more cards each turn but draw no cards after that during the turn.

Jeweled Mask - Start combat fetching a random power and making it free.

Lord's Parasol - Entering a shop instantly obtains EVERYTHING for free.

Music Box - Create an ethereal copy of the first attack played each turn.

Preserved Fog - Remove 5 cards but obtain Folly. Unplayable. Innate. Cannot be removed.

Sere Talon - Gain two random curses and 3 Wishes: (Retain) Put a card from draw pile into hand. (1 cost) Exhaust.

Whispering Earring - Gain 1 energy per turn but autoplay your first turn from left to right.

8 - Darv

The obligatory nostalgia baiting ancient who has items from the first game that aged poorly in many cases. He can appear rarely in act 2 or act 3 and has differing stock for both acts as some relics cannot appear in both acts. Suffers from powercreep and terrible relic choices.



Astrolabe - Transform and upgrade 3 cards.

Black Star - Elites drop another relic.

Calling Bell - Unplayable/removable curse for 3 random relics of fixed rarities (Common/Uncommon/Rare).

Dusty Tome - Obtain an ancient card related to your character.

Ectoplasm - Gain no gold but 1 energy per turn.

Empty Cage - Remove 2 cards.

Pandora's Box - Transform ALL strikes and defends.

Philosopher's Stone - Gain 1 energy per turn but ALL enemies start with 1 extra strength.

Runic Pyramid - No longer discard your hand at the end of turn.

Snecko Eye - Draw 2 more cards each turn but start combat confused.

Sozu - Gain 1 energy per turn but you cannot obtain potions.

Velvet Choker - Play at most 6 cards per turn but gain 1 energy.

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