Relic Guide
Relics are passive items that provide powerful bonuses throughout your run. Learn which relics to prioritize and how to build around them.
Starter Relics
- 1Burning Blood (Ironclad): Heals 6 HP after combat. Reliable sustain that lets you take more risks in hallway fights.
- 2Ring of the Snake (Silent): Draw 2 extra cards on turn 1. Enables powerful opening plays and combos.
- 3Cracked Core (Defect): Channel 1 Lightning at the start of combat. Free passive damage every fight.
- 4Pure Water (Watcher): Adds a Miracle to your hand at the start of combat. Free energy for explosive first turns.
S-Tier Relics
- 1Dead Branch: Whenever you exhaust a card, add a random card to your hand. Insanely powerful with Corruption or any exhaust-heavy deck.
- 2Snecko Eye: Draw 2 additional cards each turn. Randomize card costs. Best with high-cost cards that can become free.
- 3Runic Pyramid: Cards are no longer discarded at end of turn. Enables massive hand-building and combo setups.
- 4Ice Cream: Energy is now conserved between turns. Save up for explosive multi-card plays.
- 5Pandora's Box: Transform all Strikes and Defends. High variance but often game-winning if you get key cards early.
Boss Relic Strategy
- 1Always consider swapping your starter relic at the Act 1 boss. The upside of boss relics usually outweighs starter relics.
- 2Energy relics (Fusion Hammer, Coffee Dripper, Ectoplasm, etc.) are almost always worth taking despite their downsides.
- 3Snecko Eye is best picked up in Act 1 when you still have many fights to adjust your deck around it.
- 4Runic Dome is risky but extremely powerful if you have memorized enemy attack patterns.
- 5Tiny House is generally the weakest boss relic. Avoid it unless all other options have deal-breaking downsides.
Common Relic Highlights
- 1Bag of Preparation: Draw 2 extra cards on turn 1. Similar to Ring of the Snake, great on any character.
- 2Vajra: Start each combat with +1 Strength. Small but consistent damage boost that scales with multi-hit attacks.
- 3Anchor: Start each combat with 10 Block. Free block lets you play offensively on turn 1.
- 4Lantern: Gain 1 Energy on turn 1 only. Enables powerful opening plays without long-term cost.
- 5Pen Nib: Every 10th attack deals double damage. Track the counter and time your biggest attack.