Updated for Early Access patch 0.104.0
Run start

Ancients & run-start boons

Ancients are the decision points at the start of a run and the start of acts — bundles of boons and tradeoffs (extra HP, economy spikes, card packages, or cursed greed) that set the terms for what follows. The choice is rarely “biggest number wins.” It's a question of what your deck needs to survive its first real test. This is an evergreen framework for making that call.

# The concept

Most roguelike deckbuilders open a run with a choice that shapes the whole climb — a starting boon, a relic-like package, or a risk/reward bargain. Ancients fill that role in STS2: framed as offerings you accept at the run start (and at act starts), trading something now for an advantage, or accepting a downside for a bigger upside. Because they apply before you've drafted much, they're a bet on the run you intend to build, not the one you already have.

# Early Access caveat

# Boon categories

Whatever the exact wording, run-start boons tend to fall into a few recognisable buckets. Knowing the bucket tells you when the offer is strong:

Survivability

Extra HP or defensive padding. Strongest when you expect a slow start, plan to fight elites, or are climbing high difficulty where HP is scarce.

Economy

Gold or value spikes. Strong when there's an early shop to spend at — gold converts into removes, relics, and cards, but only if you can use it.

Card / deck package

Cards or upgrades added to your deck. Great when they fit your plan; a trap when they bloat your deck with off-plan filler.

Greed / cursed

A strong upside attached to a curse, HP loss, or other downside. Correct only when the upside directly fixes a problem and you can neutralise the cost.

# An evaluation framework

Run any Ancient through these questions before committing. They turn a gut feeling into a defensible choice.

  1. 1

    What does my deck need most right now?

    Survival, consistency, scaling, or economy. The best boon answers your biggest current weakness, not the flashiest number.

  2. 2

    Can I actually use it this act?

    Gold needs a shop; a card package needs to fit a plan; HP only matters if you'd otherwise lose it. Value you can't convert is dead value.

  3. 3

    What's the real cost?

    A curse clogs draws and a deck add dilutes them. Weigh the downside against how easily you can remove or play around it.

  4. 4

    Does it lock me into a plan?

    Some boons strongly suggest an archetype. Take them when you're happy committing early; skip them when you want to stay flexible.

# The first-elite timeline

The single most useful lens: evaluate every Ancient against how it affects your first real test — typically the first elite or the act boss. Run-start choices that don't help you reach and clear that checkpoint in good shape are usually overrated.

Helps the timeline

  • HP that lets you take an early elite safely.
  • Economy that buys a remove or relic before the elite.
  • A card that meaningfully raises your early damage or block.

Hurts the timeline

  • A curse that clogs your opening hands before you can purge it.
  • Off-plan cards that dilute an already-loose early deck.
  • Upside that only pays off long after the act is decided.

# When greed & curses are right

Strong players take cursed boons more often than beginners — but only deliberately. A curse is acceptable when its upside directly fixes a weakness and you have a concrete plan to neutralise the downside.

Conversely, a curse with no removal in sight, on a deck that's already inconsistent, is one of the fastest ways to lose a run before it starts. Greed is correct when it buys tempo or fixes a hole — not as a default.

# Quick checklist

  1. 1.Read the actual offer text and numbers in-game — don't assume.
  2. 2.Identify the category: survivability, economy, package, or greed.
  3. 3.Match it to your deck's biggest current need.
  4. 4.Confirm you can use the value before the first elite/boss.
  5. 5.If there's a cost, name exactly how you'll pay it off.
  6. 6.Prefer flexibility early unless a boon clearly accelerates a plan.

Turn boons into a plan

Once you've chosen an Ancient, draft toward it with a real deckbuilding framework.