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Permanent progression

Ancients

Spend Gold between runs to grow three permanent paths and choose one Ancient power for each run.

Reviewed 9 October 2026Reference: Spirit Awakening 0.6.2
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What stays with you

Ancients are permanent upgrades bought with Gold between runs. They improve your long-term profile while the spells, levels, Parchments, seals, and other build choices inside a run remain temporary.

Open Ancients from Chapter Select to see available prerequisites, upgrade costs, milestone powers, and the power currently equipped for your next run.

Three paths

Path Focus
Offense Spell force and cadence.
Survival Protection and recovery.
Utility Movement, collection, and Altars.

Each path branches through regular Ancient nodes. Level the required node before moving farther along a branch. The Ancients screen shows the next prerequisite and the Gold cost before you commit an upgrade.

Upgrade prices and account readiness

The next purchased level costs 300 Gold + 150 Gold for each level already owned across all Ancient nodes, capped at 5,000 Gold. The first three purchases cost 300, 450, and 600 Gold. Switching paths does not reset the price, and milestone powers do not require a separate purchase.

For a server-linked account, Ancient purchases need verified Gold and Ancient ownership, synchronized rewards, and any earlier purchase resolved. Follow the screen’s online, synchronization, or recovery message before trying again. A verified saved economy can support ordinary offline play, but buying an Ancient requires the account economy to be ready online. An unavailable Store offer alone does not tell you whether Ancients are ready.

Ancients are paid for directly with Gold. If your Store has an available Gem-to-Gold offer, you can exchange Gems first; see Currencies and Store. That optional exchange is not required for Ancient progression.

Milestone powers

Milestone powers are earned free when their path reaches the required point. After unlocking a power, equip it from the Ancients screen. Only one Ancient power is carried into a run at a time.

Power Effect
Echoing Volley Every 12 Spell casts, repeats the last cast once. Continuous effects do not count.
Final Ember When a timed Spell ends, it strikes the nearest visible enemy for 50% of that cast’s current damage.
Last Ward Halves one incoming hit worth at least 20% of maximum health, then recharges after 60 played seconds.
Second Breath Below 25% health, restores 4% of maximum health each second for 5 played seconds, then recharges after 60 played seconds.
Soul Tide Pulls every live Soul Stone toward you every 60 played seconds.
First Insight Adds a fourth candidate to the first ordinary upgrade menu when at least four choices are valid.

You can enter a run with no Ancient power equipped, or replace your choice before the next run. The power choice changes the run’s options; it does not turn the run’s temporary build into permanent progress.