Relics List
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This is the list of every relic in Slay the Spire. Information about Relics can be found at Relics.
At the start of each combat, add 1
Miracle into your hand.
Filtered through fine sand and free of impurities.
At the start of each combat, draw 2 additional cards.
Made from a fossilized snake. Represents great skill as a huntress.
Whenever you enter a Rest Site, start the next combat with 2 extra
Energy.
The key to a refreshing night's rest.
At the start of each combat, apply 1
Vulnerable to ALL enemies.
A once popular toy in the City. Useful for throwing enemies off balance.
At the start of each combat, draw 2 additional cards.
Oversized adventurer's pack. Has many pockets and straps.
Start each combat with 3
Thorns.
The sharp scales of the Guardian. Rearranges itself to protect its user.
The first time you lose HP each combat, draw 3 cards.
Upon solving the puzzle you feel a powerful warmth in your chest.
Whenever you add a card to your deck, gain 9 Gold.
Meticulously painted, these fish were revered to bring great fortune.
Whenever you Rest, you may add a card to your deck.
The northern tribes would often use dream catchers at night, believing they led to self improvement.
Every 3 turns, gain 1
Energy.
This unceasingly joyous plant is a popular novelty item among nobles.
At the start of each combat, gain 1
Dexterity.
You have never seen something so smooth and pristine. This must be the work of the Ancients.
Upon pickup, gain 2 Potion slots.
I can hold more Potions using this belt!
Enemies in Elite combats have 25% less HP.
The insect seems to create a shrinking aura that targets particularly large enemies.
The merchant's card removal service now always costs 50 Gold.
Mask worn by the merchant. He must have spares...
Upon pickup, raise your Max HP by 7.
"Delicious! Haven't seen any of these since the blight." - Ranwid
Whenever you use a potion, heal 5 HP.
"This little toy is the perfect companion for the lone adventurer!"
Upon pickup, choose an Attack card.
At the start of each combat, this card will be in your hand.
At the start of each combat, this card will be in your hand.
Inside the bottle resides a flame that eternally burns.
Upon pickup, choose a Skill card.
At the start of each combat, this card will be in your hand.
At the start of each combat, this card will be in your hand.
Peering into the swirling maelstrom, you see a part of yourself staring back.
Upon pickup, choose a Power card.
At the start of each combat, this card will be in your hand.
At the start of each combat, this card will be in your hand.
The bottle gently hums and whirs.
Whenever you obtain a Curse, increase your Max HP by 6
The stone draws power from dark energy, converting it into vitality for the wearer.
For every 5 cards in your deck, heal 3 HP whenever you enter a Rest Site.
This feather appears to be completely indestructible. What bird does this possibly come from?
Your rightmost Orb triggers its passive an additional time.
"Interesting! Even automatons are affected by placebo." - Ranwid
Whenever an enemy dies, gain 1
Energy and draw 1 card.
"Gremlin Nobs are capable of growing until the day they die. Remarkable." - Ranwid
At the start of your 2nd turn, gain 14
Block.
Pleasant to hold in the hand. What was it for?
Whenever you play 10 cards, draw 1 card.
Once exhausted, appears to refill itself in a different color.
Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.
Unnaturally sharp.
The next 2 non-boss chests you open contain 2 Relics.
A stackable set of painted dolls. The paint depicts an unknown bird with white eyes and blue feathers.
If your HP is at or below 50% at the end of combat, heal 12 HP.
The meat keeps replenishing, never seeming to fully run out.
At the start of your turn, deal 3 damage to ALL enemies.
An enchanted hourglass that endlessly drips.
Whenever you play a Power card, a random card in your hand costs 0 that turn.
Frequently twitches, especially when your pulse is high.
At the start each combat, add 3
Shivs into your hand.
Contains the secrets of assassination.
At the start of Boss combats, heal 25 HP.
"Solid foundations are not accidental. Tools for planning are a must." - The Architect
Enemies with
Weak deal 40% less damage rather than 25%.
An origami of a creature from a past age.
Enemies with
Vulnerable take 75% more damage rather than 50%.
The paper continually folds and unfolds itself into the shape of a small creature.
Future card rewards have 1 additional card to choose from.
"Those with more choices minimize the downside to chaos." - Kublai the Great
Whenever you lose HP, gain 3
Block next turn.
"Most curious! It appears to form itself loosely on my thoughts! Tele-clay?" - Ranwid
When adding cards to your deck, you may raise your Max HP by 2 instead.
This well-used artifact rings out with a beautiful melody when struck.
Start each combat in Calm.
Its owner blind, its contents unseen.
Potions always appear in combat rewards.
A small white statue of a creature you have never seen before.
Whenever you play a Power card, heal 2 HP.
This urn shows the crow god Mazaleth looking mischievous.
At the start of your 3rd turn, gain 18
Block.
Wooden trinket carved with delicate precision. A name is carved into it but the language is foreign.
Whenever you apply
Vulnerable, also apply 1
Weak.
Only the greatest may wear this belt.
Whenever you Exhaust a card, deal 3 damage to ALL enemies.
Charon was said to be the god of rebirth, eternally dying and reviving in a burst of flame.
At the end of your turn, gain 1
Block for each card in your hand.
A simple but sturdy design.
Whenever you Exhaust a card, add a random card to your hand.
The branch of a tree from a forgotten era.
If you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn.
...<3...?
Prevent the first time you would lose HP in combat.
Seemingly indestructible, you wonder what kind of creature this belonged to.
At the start of each combat, discard any number of cards, then draw that many cards.
You can see a small inscription on one side. It reads: "Bear's Lucky Chip!"
Every 6 turns, gain 1
Intangible.
The smoke imbues its owner with the spirit of the burned.
When you would die, heal to 50% of your Max HP instead (works once).
A fake tail to trick enemies during combat.
Healing is 50% more effective during combat.
A flower long thought extinct, somehow preserved in perfect condition.
Upon pickup, raise your Max HP by 14.
The most coveted forgotten fruit. Impeccably preserved with no signs of Spireblight.
Whenever you play 3 or less cards during your turn, draw 3 additional cards at the start of your next turn.
The hands seem stuck on the 3 o'clock position.
You can now Dig for relics at Rest Sites.
The Spire houses all number of relics from past civilizations and powerful adventurers lost to time. Time to go dig them up!
At the end of turn 7, deal 52 damage to ALL enemies.
The passage of time is imperceptible in the Spire.
Whenever an enemy dies, transfer any
Poison it has to a random enemy.
"Fascinating! I found a mutated creature demonstrating astounding toxic properties. Storing a sample for later examination." - Ranwid
At the start of each combat, gain 4
Plated Armor.
Wrapping the magical thread around your body, you feel harder to the touch.
Whenever you discard a card during your turn, deal 3 damage to a random enemy.
The sound this instrument generates seems to be capable of reverberating to painful levels of volume.
Whenever you discard a card during your turn, gain 3
Block.
Loss gives strength.
Whenever you have no cards in hand during your turn, draw a card.
The top continues to spin effortlessly as if you were in a dream.
Replaces
Burning Blood. At the end of combat, heal 12 HP.
The rage grows darker.
Elites now drop an additional relic when defeated.
Originally discovered in the town of the serpent, aside a solitary candle.
Gain 1
Energy at the start of your turn. Future card rewards have 2 less cards to choose from.
The Champ's crown... or a pale imitation?
Upon pickup, obtain a unique Curse and 3 relics.
This dark iron bell rang 3 times when you found it, but now stays silent.
Gain 1
Energy at the start of your turn. You can no longer Rest at Rest Sites.
"Yes, another cup please. Back to work. Back to work!" - The Architect
Gain 1
Energy at the start of your turn. You can no longer Smith at Rest Sites.
Once wielded, the owner can never let go.
Replaces
Pure Water. At the start of each combat, add 3
Miracles into your hand.
Collected from a time before the Spire.
The first time you discard a card each turn, gain 1
Energy.
The Kite floats around you in battle, propelled by a mysterious force.
Upon pickup, Transform all Strike and Defend cards.
You have a bad feeling about opening this.
Replaces
Ring of the Snake. At the start of your turn, draw 1 additional card.
Your ring has morphed and changed forms.
Gain 1
Energy at the start of your turn. You can no longer see enemy intents.
The runes are indecipherable.
Double the effectiveness of potions.
A bark rumored to originate from the World tree.
During Boss and Elite combats, gain 1
Energy at the start of your turn.
Rusty miserable chains.
At the start of your turn, draw 2 additional cards. Start each combat
Confused.
An eye of a fallen snecko. Much larger than you imagined.
Gain 1
Energy at the start of your turn. You cannot play more than 6 cards per turn.
"Immense power, but too limited." - Kublai the Great
Attacks that cost 0 deal 4 additional damage.
Handy for assassinations.
The effects of your cost X cards are increased by 2.
WARNING: Do not combine with sugar, spice, and everything nice.
Start each combat with 1
Artifact.
So many intricate gears.
When viewing your Draw Pile, the cards are now shown in order.
Staring into the eye, you see a glimpse of your future.
Whenever you break an enemy's
Block, apply 2
Vulnerable.
Spirals are dangerous.
Upon pickup, raise your Max HP by 7 and heal all of your HP.
"Tastiest treat you will find in all the Spire! Baked today just for you."
Combat reward screens now contain Colorless cards and cards from other colors.
Looking through the shard, you are able to see entirely new perspectives.
Start each combat with 3 additional Orb slots.
More is better.
Start each Elite combat with 2
Strength.
A handy tool for dealing with particularly tough opponents.
Cards which Exhaust when played will instead discard 50% of the time.
Staring at the spoon, it appears to bend and twist around before your eyes.
Whenever you shuffle your draw pile, gain 6
Block.
One...Two...Three...
At the start of each combat, apply 4
Poison to ALL enemies.
I wouldn't drink out of it.
Whenever you gain Gold, heal 5 HP.
The idol now weeps a constant stream of blood.
At the start of each combat, add a random Power card into your hand. It costs 0 for that turn.
The legendary journal of an ancient lich.
Enemies drop 25% more Gold.
Made of solid gold, you feel richer just holding it.
Start each combat with 1
Weak.
Time to run.
Triples the chance of finding Rare cards from combat rewards.
The strange gift from N'loth. Whenever you try and unwrap it, another wrapped box of the same size lies within.
At the end of each turn, you may shuffle 1 of 3 random cards to shuffle into your draw pile.
Crafted by the infamous game master himself. Said to expand one's mind.
When
Vulnerable, take 25% more attack damage rather than 50%.
"After consuming trichella parastius I felt larger and less... susceptible." - Ranwid
Whenever you enter a ? room, gain 50 Gold.
The most fulfilling of lives is that in which you can buy anything!
At the start of your turn, Upgrade a random card in your hand for the rest of combat.
The cursed tongs emit a strong desire to return to where they were stolen from.
Upon pickup, obtain 3
Prides.
Enemies start combat with 1
Intangible.
At the end of your turn, add 1 random Status card to the top of your draw pile.
Lose 1
Energy permanently.