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Ascension

The Ascension starts a new life of your character at level 1. You can ascend from level 50 in Foundation Establishment, on the summit of the Mountain of Fate. Everything you carry, and all your Gold, waits for you in the Ascension Vault; soul points make every later life stronger.

From level 40 the Ascension tab shows a checklist of what is still missing. You need:

The tab also shows how many soul points you would get and what stays, what goes into the vault and what is lost. In one of your lives the story asks you to finish something on the mountain first; the checklist then names the quest.

You confirm by typing your family name. Then a short scene plays, and you choose who awakens: first name, race, gender and look of your new life. Your family name stays. You wake up in the Forest of Beginnings at level 1 with a Rusty Knife, the usual starting items and a Memory Fragment.

What happens
Family name stays
First name, race, gender, look chosen anew
Level, EXP, attribute points back to level 1
Class and element affinity reset; you choose again (the class you held becomes a class legacy)
Cultivation back to the first stage of Qi Condensation
Professions keep 50% of their EXP
Skill mastery keeps 50% of its uses
Equipped gear, both bags, your active Auction House listings into the Ascension Vault
All your Gold into the Ascension Vault
Family vault at the Soul Shrine stays as it is
Quest items stay with you; The Abbot's Staff is lost
Collection book, achievements, skins, milestones stay
Soul points, Soul Tree ranks stay
Cooldowns and today’s dungeon entries stay

The world forgets you: the people greet you as a stranger, and the story chapters and zone quests can be done again. See Story and NPC quests.

The Ascension Vault keeps everything you carried when you ascended, and all your Gold. It belongs to your family and grows with every Ascension; the vault shows which life each item comes from.

  • Take things out at any time, from anywhere, except during a fight or a dungeon run. An item needs room in its bag; “take as much as fits” fills your bags and leaves the rest.
  • Take Gold in any amount, or all of it at once.
  • Nothing goes back in. The vault only fills up at an Ascension.
  • Items keep everything: rarity, affixes, upgrade level, durability, imprint, maker’s name, lock and binding. Once taken out, they behave like any other item: you can sell, trade or craft with them.
  • There is no limit on how much the vault holds. You can discard what you no longer need.

The family vault at the Soul Shrine is a different place: you store and take items there yourself, it starts with 20 slots, and an Ascension leaves it untouched.

Soul points come from three parts, added up and rounded down:

  • your level: (level ÷ 10) to the power of 1.5,
  • your realm: 5 for each realm above Qi Condensation,
  • bosses: 2 for each different boss you defeated in this life, up to 20 points. Beating the same boss again does not count extra.

Example: ascending at level 50 in Foundation Establishment after defeating 7 different bosses gives 30 soul points. Staying longer helps a little; a higher realm and more bosses help more.

The Soul Tree at the Soul Shrine in Dawnmere Village turns soul points into permanent bonuses for all your lives. Ranks you buy stay forever. Once per life, below level 10, you can reset the tree for free and spend the points again.

Soul Tree nodes
NodeBranchRanksRequiresSoul points per rankAll ranks
Soul Insight+8 % character EXP per rank (multiplies).Swiftness25—4 · 4 · 5 · 5 · 5 · 6 · 7 · 7 · 7 · 7 · 8 · 9 · 10 · 10 · 12 · 16 · 24 · 26 · 26 · 26 · 26 · 26 · 26 · 26 · 26354
Artisan's Memory+15 % profession EXP per rank (multiplies).Swiftness5Soul Insight 23 · 5 · 6 · 8 · 1133
Qi Heritage+15 % Qi per rank (multiplies).Swiftness5Soul Insight 23 · 5 · 6 · 8 · 1133
Remembered ProvisionsStart each life with supplies: tools and potions, then a leather set, then a spear and fishing rod.Legacy3—3 · 5 · 816
Early CallingFace the class trial from level 10.Legacy1Remembered Provisions 166
Deeper Vault+10 family vault slots per rank.Legacy3Remembered Provisions 14 · 6 · 919
Deep Pack+10 slots in both bags per rank.Legacy3Remembered Provisions 14 · 6 · 919
Enduring Blood+3 % max HP per rank (multiplies).Bloodline3—5 · 7 · 1022
Elemental Blood+5 % elemental damage per rank.Bloodline3Enduring Blood 15 · 7 · 1022
Fortune's Blood+4 % gold from monsters and chests per rank (multiplies).Bloodline3Enduring Blood 15 · 7 · 1022
Data from game version 0.3.0 · f8531c1 (2026-10-01)

Your character’s lives are counted: “Life 2”, “Life 3” and so on. The Soul Shrine lists your former lives with their name, level and how long each one lasted. The class you held when you ascended stays with your soul as a small permanent class legacy.

Echo of a Former Life is the opponent of the class trial, a memory of who you were. See Classes.

At a few moments of the story a story card appears: a short text about what your character notices, for example when you wake up in a new life or reach a new place for the first time. Each card shows once for your family; you close it with Continue.

  • No need to empty your bags. Everything goes into the vault, nothing is destroyed. Selling what you don’t want to keep still keeps the vault tidy.
  • Defeat the bosses on your way up. Each different boss adds soul points; the Ascension tab shows which ones you still have to beat in this life.
  • Spend soul points right away. Soul Insight makes every later life faster; Early Calling opens the class trial earlier.
  • Take only what your level can use. Gear from the vault keeps its level requirement; leave the rest in the vault until you need it.