🏺 Relic Database
All 179 relics with tier ratings and strategy tips.
Burning Blood
At the end of combat, heal 6 HP.
Ring of the Snake
At the start of each combat, draw 2 additional cards.
Cracked Core
At the start of each combat, Channel 1 Lightning orb.
Pure Water
At the start of each combat, add a Miracle to your hand.
Black Blood
At the end of combat, heal 12 HP.
Ring of the Serpent
At the start of each combat, draw 3 additional cards.
Frozen Core
If you end your turn with empty Orb slots, Channel 1 Frost.
Holy Water
At the start of each combat, add 3 Miracles to your hand.
Red Skull
While your HP is at or below 50%, you have 3 additional Strength.
Paper Phrog
Enemies with Vulnerable take 75% more damage rather than 50%.
Self-Forming Clay
Whenever you lose HP in combat, gain 3 Block next turn.
Champion Belt
Whenever you apply Vulnerable, also apply 1 Weak.
Charon's Ashes
Whenever you Exhaust a card, deal 3 damage to ALL enemies.
Magic Flower
Healing is 50% more effective.
Mark of Pain
Gain 1 additional Energy each turn. Start combat with 2 Wounds in your draw pile.
Snake Skull
Whenever you apply Poison, apply 1 additional Poison.
The Specimen
Whenever an enemy dies, transfer its Poison to a random enemy.
Tingsha
Whenever you discard a card during your turn, deal 3 damage to a random enemy.
Tough Bandages
Whenever you discard a card during your turn, gain 3 Block.
Hovering Kite
The first time you discard a card each turn, gain 1 Energy.
Wrist Blade
Attacks that cost 0 deal 4 additional damage.
Data Disk
Start each combat with 1 Focus.
Symbiotic Virus
At the start of each combat, Channel 1 Dark orb.
Inserter
Every 2 turns, gain 1 Orb slot.
Emotion Chip
If you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn.
Nuclear Battery
At the start of each combat, Channel 1 Plasma orb.
Damaru
At the start of each turn, gain 1 Mantra.
Duality
Whenever you play an Attack, gain 1 Dexterity for the turn.
Teardrop Locket
Start each combat in Calm.
Cloak Clasp
At the end of your turn, gain 1 Block for each card in your hand.
Golden Eye
Whenever you Scry, Scry 2 additional cards.
Violet Lotus
Whenever you exit Calm, gain an additional Energy.
Anchor
Start each combat with 10 Block.
Ancient Tea Set
Whenever you enter a Rest Site, start the next combat with 2 additional Energy.
Art of War
If you do not play any Attacks during your turn, gain 1 extra Energy next turn.
Bag of Marbles
At the start of each combat, apply 1 Vulnerable to ALL enemies.
Bag of Preparation
At the start of each combat, draw 2 additional cards.
Blood Vial
At the start of each combat, heal 2 HP.
Bronze Scales
Whenever you take damage, deal 3 damage back.
Centennial Puzzle
The first time you lose HP each combat, draw 3 cards.
Ceramic Fish
Whenever you add a card to your deck, gain 9 Gold.
Dream Catcher
Whenever you rest, you may add a card to your deck.
Happy Flower
Every 3 turns, gain 1 additional Energy.
Juzu Bracelet
Regular enemy combats are no longer encountered in ? rooms.
Lantern
Gain 1 additional Energy on the first turn of each combat.
Maw Bank
Whenever you climb a floor, gain 12 Gold. Loses its effect when you spend Gold at a Shop.
Meal Ticket
Whenever you enter a Shop, heal 15 HP.
Nunchaku
Every time you play 10 Attacks, gain 1 Energy.
Oddly Smooth Stone
Start each combat with 1 Dexterity.
Omamori
Negate the next 2 Curses you would obtain.
Orichalcum
If you end your turn without Block, gain 6 Block.
Pen Nib
Every 10th Attack you play deals double damage.
Potion Belt
Upon pickup, gain 2 additional Potion slots.
Preserved Insect
Elites have 25% less HP.
Regal Pillow
Heal an additional 15 HP when you rest.
Smiling Mask
You can always remove cards at the shop for 50 Gold.
Strawberry
Upon pickup, raise your Max HP by 7.
The Boot
Whenever an attack deals less than 5 damage, increase it to 5.
Tiny Chest
Every 4th ? room is a Treasure room.
Toy Ornithopter
Whenever you use a Potion, heal 5 HP.
Vajra
Start each combat with 1 Strength.
War Paint
Upon pickup, Upgrade 2 random Skills.
Whetstone
Upon pickup, Upgrade 2 random Attacks.
Blue Candle
Curse cards can now be played. Playing a Curse will Exhaust it and lose 1 HP.
Bottled Flame
Upon pickup, choose an Attack. Start each combat with that card in your hand.
Bottled Lightning
Upon pickup, choose a Skill. Start each combat with that card in your hand.
Bottled Tornado
Upon pickup, choose a Power. Start each combat with that card in your hand.
Darkstone Periapt
Whenever you obtain a Curse, increase your Max HP by 6.
Eternal Feather
For every 5 cards in your deck, heal 3 HP when you enter a Rest Site.
Frozen Egg
Whenever you add a Power card to your deck, it is Upgraded.
Molten Egg
Whenever you add an Attack card to your deck, it is Upgraded.
Toxic Egg
Whenever you add a Skill card to your deck, it is Upgraded.
Gamblers Brew
Upon pickup, gain 1 Potion.
Gremlin Horn
Whenever a non-Minion enemy dies, gain 1 Energy and draw 1 card.
Horn Cleat
At the start of your 2nd turn, gain 14 Block.
Ink Bottle
Whenever you play 10 cards, draw 1 card.
Kunai
Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
Letter Opener
Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.
Matryoshka
The next 2 non-boss chests contain 2 Relics.
Meat on the Bone
If your HP is at or below 50% at the end of combat, heal 12 HP.
Mercury Hourglass
At the start of your turn, deal 3 damage to ALL enemies.
Mummified Hand
Whenever you play a Power, a random card in your hand costs 0 for the turn.
Ornamental Fan
Every time you play 3 Attacks in a single turn, gain 4 Block.
Pantograph
At the start of each Boss combat, heal 25 HP.
Pear
Upon pickup, raise your Max HP by 10.
Question Card
Future card rewards have 1 additional card to choose from.
Shuriken
Every time you play 3 Attacks in a single turn, gain 1 Strength.
Singing Bowl
When adding cards to your deck, you may gain +2 Max HP instead.
Strike Dummy
Cards containing 'Strike' deal 3 additional damage.
Sundial
Every 3 times you shuffle your draw pile, gain 2 Energy.
The Courier
The shop always has a Card Removal service. Shop prices are reduced by 20%.
White Beast Statue
Potions always drop after combat.
Bird-Faced Urn
Whenever you play a Power card, heal 2 HP.
Calipers
At the start of your turn, lose 15 Block rather than all of your Block.
Captain's Wheel
At the start of your 3rd turn, gain 18 Block.
Dead Branch
Whenever you Exhaust a card, add a random card to your hand.
Du-Vu Doll
For each Curse in your deck, start each combat with 1 additional Strength.
Fossilized Helix
Prevent the first time you would lose HP in each combat.
Gambling Chip
At the start of each combat, discard any number of cards then draw that many.
Ginger
You can no longer become Weakened.
Girya
You can now gain Strength at Rest Sites (up to 3 times).
Ice Cream
Energy is now conserved between turns.
Incense Burner
Every 6 turns, gain 1 Intangible.
Lizard Tail
When you would die, heal to 50% of your Max HP instead. (Works once.)
Mango
Upon pickup, raise your Max HP by 14.
Old Coin
Upon pickup, gain 300 Gold.
Peace Pipe
You can now remove cards at Rest Sites.
Pocketwatch
Whenever you play 3 or fewer cards during your turn, draw 3 additional cards next turn.
Prayer Wheel
Normal enemy combats have an additional card reward.
Shovel
You can now Dig for relics at Rest Sites.
Stone Calendar
At the end of turn 7, deal 52 damage to ALL enemies.
Thread and Needle
Start each combat with 4 Plated Armor.
Torii
Whenever you would receive 5 or less unblocked damage, reduce it to 1.
Tungsten Rod
Whenever you would lose HP, lose 1 less.
Turnip
You can no longer become Frailed.
Unceasing Top
Whenever you have no cards in hand during your turn, draw a card.
Astrolabe
Upon pickup, choose and Transform 3 cards, then Upgrade them.
Black Star
Elites drop an additional Relic.
Busted Crown
Gain 1 additional Energy each turn. You see 2 fewer cards in card reward screens.
Calling Bell
Upon pickup, obtain a Curse, a Relic, and a Rare card.
Coffee Dripper
Gain 1 additional Energy each turn. You can no longer Rest at Rest Sites.
Cursed Key
Gain 1 additional Energy each turn. Whenever you open a non-boss chest, obtain a Curse.
Ectoplasm
Gain 1 additional Energy each turn. You can no longer gain Gold.
Empty Cage
Upon pickup, remove 2 cards from your deck.
Fusion Hammer
Gain 1 additional Energy each turn. You can no longer Smith at Rest Sites.
Pandora's Box
Transform all Strikes and Defends.
Philosopher's Stone
Gain 1 additional Energy each turn. ALL enemies start with 1 Strength.
Runic Dome
Gain 1 additional Energy each turn. You can no longer see enemy Intents.
Runic Pyramid
At the end of your turn, you no longer discard your hand.
Sacred Bark
Double the effectiveness of Potions.
Slaver's Collar
During Boss and Elite combats, gain 1 additional Energy each turn.
Snecko Eye
Draw 2 additional cards each turn. Start each combat Confused.
Sozu
Gain 1 additional Energy each turn. You can no longer obtain Potions.
Tiny House
Obtain 1 Potion, 50 Gold, raise Max HP by 5, obtain a Card, and Upgrade a random card.
Velvet Choker
Gain 1 additional Energy each turn. You cannot play more than 6 cards per turn.
Cauldron
Upon pickup, obtain 5 random Potions.
Chemical X
Whenever you play an X-cost card, its effects are increased by 2.
Clockwork Souvenir
Start each combat with 1 Artifact.
Dolly's Mirror
Upon pickup, obtain an additional copy of a card in your deck.
Frozen Eye
You can now see the top card of your draw pile.
Hand Drill
Whenever you break an enemy's Block, apply 2 Vulnerable.
Lee's Waffle
Upon pickup, raise your Max HP by 7 and heal all of your HP.
Membership Card
50% discount on all products at the shop.
Orange Pellets
Whenever you play a Power, Skill, and Attack in the same turn, remove all of your debuffs.
Orrery
Upon pickup, choose and add 5 cards to your deck.
Prismatic Shard
Card rewards from any class may now appear.
Sling of Courage
Start each Elite combat with 2 Strength.
Strange Spoon
Cards which Exhaust when played will instead discard 50% of the time.
The Abacus
Whenever you shuffle your draw pile, gain 6 Block.
Toolbox
At the start of each combat, choose 1 of 3 Colorless cards to add to your hand.
Bloody Idol
Whenever you gain Gold, heal 5 HP.
Cultist Headpiece
You feel more talkative.
Enchiridion
At the start of each combat, add a random Power card to your hand. It costs 0 this turn.
Face of Cleric
Raise your Max HP by 1 at the end of each combat.
Golden Idol
Enemies drop 25% more Gold.
Gremlin Visage
Start each combat with 1 Weak applied to ALL enemies.
Mark of the Bloom
You can no longer heal.
Mutagenic Strength
Start each combat with 3 Strength. Lose 3 Strength at the end of turn 1.
Necronomicon
The first Attack you play each turn that costs 2+ is played twice.
Neow's Lament
Enemies in the first 3 combats have 1 HP.
Nilry's Codex
At the end of your turn, you may choose 1 of 3 random cards to add to your hand.
Odd Mushroom
When Vulnerable, take 25% more damage instead of 50%.
Red Mask
At the start of each combat, apply 1 Weak to ALL enemies.
Spirit Poop
It stinks.
Ssserpent Head
Whenever you enter a ? room, gain 50 Gold.
The Library
Whenever you enter a Rest Site, you may choose to read: pick from 20 cards to add to your deck.
Warped Tongs
At the start of your turn, Upgrade a random card in your hand for the rest of combat.
Wing Boots
You may fly to any node at the start of each act (3 charges).
Cables
At the start of each turn, Channel 1 Lightning if you have no Orbs.
Hand of Greed
At the end of combat, gain 20 Gold.
Caladbolg
Deal 4 additional damage for each 2-cost or higher Attack.
Runic Capacitor
Start each combat with 3 additional Orb slots.
Gold-Plated Cables
Your rightmost Orb triggers its passive an additional time.
Watcher Crown
Whenever you enter or leave a Stance, draw 1 card.
Twisted Funnel
At the start of each combat, apply 4 Poison to ALL enemies.
Ninja Scroll
At the start of each combat, add 3 Shivs to your hand.
Brimstone
At the start of your turn, gain 2 Strength. ALL enemies gain 1 Strength.
Runic Cube
Whenever you lose HP, draw 1 card.
Singing Bowl (Event)
When you would gain a card reward, you may choose to gain Max HP instead.