Ember and Blade splits progression in two. Inside a run you build from Blessings and Arcana; between runs you build from the Grace of the Arbor and relics. The mistake that costs the most time is treating the between-run systems as a way to win a run you have not learned yet.

The four systems

  • Blessings — granted by five angels, slotted onto light attack, heavy attack or dash. Run-scoped.
  • Arcana — cards that rewrite rules rather than add numbers. Run-scoped, and the layer that changes how stamina behaves.
  • Relics — crafted in the Workshop from Claynite, and slotted before a run. Three starters are available from the beginning; more unlock through play.
  • Grace of the Arbor — a permanent node tree fed by Amber. This is the only progression that survives death.

The five currencies

Every currency has exactly one job, and the game never lets you convert between them. That makes the shopping decision simpler than it first looks.

CurrencyComes fromSpent on
AmberBosses, Arbor purificationGrace of the Arbor nodes
DewTreasure monsters, Arbor purificationUnlocking and recharging Artifacts
ClayniteBought from a vendorCrafting relics in the Workshop
ShardsMonsters, breakable props, purificationChoosing a Blessing on level-up
Blood CrystsBossesEnhancing weapons at the Forge

Run versus save

Blessings and Arcana reset. Relics and Grace nodes do not.

That split tells you where to spend attention first: the permanent systems raise the floor of every future attempt, while the run-scoped systems only pay off if the attempt reaches the boss. A player who dies at the first elite should be buying survival nodes, not damage.

What the demo actually contains

The demo includes all four systems in some form — Blessings and Arcana in full, relics and the Grace tree partially — because Demo 2.0 rebuilt the whole chain around the new combat core. What it does not include is the rest of the progression content that arrives with Acts 2 to 5.

A dark screen titled Grace of the Arbor showing a branching node map in gold, with a character portrait on the leftOfficial media
The Arbor tree in its map view. Nodes unlock outward from the centre.

The order worth following

  1. Learn what a Blessing does when you link it to a dash. That is free and it changes every run.
  2. Put the first Amber into stamina recovery, not damage.
  3. Craft a relic only when you know which slot you are trying to fill.
  4. Leave the weapon Forge alone until you can reach the Act 1 boss consistently.

Nothing here is a build guide

Damage multipliers, drop rates and enemy resistances are not published, and the demo's balance has changed with every patch. What follows on each page is how the systems behave, not which combination wins.