Relics
The full relic catalog — passive effects that last the entire run, grouped by how they change the game.
Relics
Relics are passive effects that last the entire run. They stack freely and are the primary way your build takes shape between combats. All relics below can appear in shops, combat rewards, and other sources — with the exception of archetype signature relics, which are exclusive to their character and never appear in the shared pool. See Archetypes for those.
Rarity
Rewards and shops roll relics at different rarities:
| Rarity | Where you find them | Power |
|---|---|---|
| Common | Basic combat rewards, shops (30g) | Small stat boosts, quality of life |
| Uncommon | Elite combat rewards, shops (60g), temples | Build-around effects |
| Rare | Boss combat rewards (always), shops (100g), temples | Build-defining power, often with a curse |
Rare relics often carry a curse — a built-in drawback that balances their power. Curses are listed in italics in the tables below.
Scoring relics
Change how chips and multipliers add up.
| Relic | Rarity | Effect |
|---|---|---|
| Loaded Dice | Common | Pairs and Two Pairs get +8 chips |
| Go Big | Common | Dice showing 5 or 6 get +4 chips each |
| Penny Pincher | Common | 1s and 2s contribute +5 chips each |
| Never Repeat | Common | Variety bonus increased to +50% |
| Adaptable | Common | +3 chips for each unique value in your roll |
| Big Roller | Common | Three of a Kind gets +1.0 mult |
| Straight Shooter | Uncommon | Straights get +1.5 mult |
| Rainbow | Uncommon | If all 5 dice are different values, +25 chips |
| Lucky 7s | Uncommon | If dice total exactly 7, +2.0 mult |
| Overcharge | Uncommon | 6s contribute 12 chips instead of 6 |
| Snake Eyes | Uncommon | Pairs of 1s score as Four of a Kind |
| Combo Amplifier | Uncommon | Elemental combo damage +20% |
| Maximizer | Rare | If all dice are 4+, +1.5 mult |
| Underdog | Rare | If all dice are 3 or less, +2.0 mult |
| Double Down | Rare | Pairs deal damage twice (50%). Curse: take 3 damage when pairs score |
| Full House Party | Rare | Full House scores as Five of a Kind. Curse: −1 reroll per encounter |
| Perfectionist | Rare | Five of a Kind gets +5.0 mult. Curse: non-Five-of-a-Kind hands deal −10% damage |
| Resonance Crystal | Rare | 30% chance a combo triggers the next tier up. Curse: −1 reroll |
| Catalyst | Rare | Singularity damage ×2. Curse: −15 max HP |
Dice pool relics
Change the physical pool you're rolling.
| Relic | Rarity | Effect |
|---|---|---|
| Ember Core | Common | +3% Fire dice chance |
| Frost Shard | Common | +3% Ice dice chance |
| Wind Chime | Common | +3% Wind dice chance |
| Spark Plug | Common | +3% Lightning dice chance |
| Weighted Die | Uncommon | One die always shows 6 |
| Crystal Die | Uncommon | One die has faces [2, 2, 4, 4, 6, 6] |
| Pair Seeker | Uncommon | Start each turn with 2 random dice pre-matched |
| Elemental Lens | Uncommon | +2% elemental dice chance per die |
| Twin Dice | Rare | Add a 6th die. Curse: −1 reroll per encounter |
| Phantom Die | Rare | A ghost die copies your highest roll. Curse: −10 max HP |
| Mirror | Rare | One die becomes wild (counts as any value). Curse: 15% chance the wild shows 1 |
| Prismatic Die | Rare | One die is always elemental. Curse: −5 max HP |
Rule-breaking relics
Change what counts as what.
| Relic | Rarity | Effect |
|---|---|---|
| Sequence Master | Common | 4 consecutive dice also count as a Straight |
| Chaos Theory | Uncommon | Any 3 consecutive numbers count as a Straight |
Turn economy relics
Reward finishing fights faster or surviving longer.
| Relic | Rarity | Effect |
|---|---|---|
| Efficient | Common | Win with >50% HP: +15 gold |
| Speed Demon | Uncommon | Win combat in 2 turns or less: gain a random consumable |
| Run Bonus | Rare | Scoring a Straight heals 5 HP |
| Last Stand | Rare | Below 25% HP: ×1.75 damage |
Scaling relics
Get stronger as the combat or run goes on.
| Relic | Rarity | Effect |
|---|---|---|
| Warming Up | Common | +10% damage per turn (max +40%) |
| Momentum | Uncommon | Each turn this combat: +3 chips to all hands |
| Collector's Pride | Uncommon | +2 chips per relic you own |
| Blood Scent | Rare | Each enemy killed this combat: +8 bonus damage |
Utility relics
Quality of life, defense, and interference counters.
| Relic | Rarity | Effect |
|---|---|---|
| Thick Skin | Common | +10 max HP |
| Lucky Coin | Common | +5 gold per combat |
| Second Chance | Common | +1 reroll per turn |
| Stubborn | Common | Stolen rerolls become +5 chips instead |
| Iron Will | Uncommon | Immune to die curses |
| Mana Crystal | Uncommon | +1 mana per turn |
| Packrat | Uncommon | +2 consumable slots |
| Status Spreader | Uncommon | Status effects last +1 turn |
| Quick Reflexes | Rare | +5 max HP |
| Spite | Rare | When enemies interfere with your dice, they take 8 damage |
| Recycler | Rare | 30% chance consumables aren't consumed |
| Glass Cannon | Rare | ×1.75 damage, but max HP is halved |
Joker relics (mult multipliers)
Pure multiplier sources — Balatro-style jokers.
| Relic | Rarity | Effect |
|---|---|---|
| Mult Magnet | Uncommon | Each relic you own adds +0.3 mult |
| Greedy Fingers | Uncommon | +0.1 mult per 10 gold held (max +1.5) |
| Fever Pitch | Uncommon | If you used all rerolls: ×1.5 mult |
| Crescendo | Uncommon | +0.5 mult per consecutive scoring turn |
| Obelisk | Rare | If base chips > 30: ×1.5 mult. Curse: −5 gold per combat |
| Lucky Break | Rare | 20% chance of ×2 mult. Curse: on miss, −1 to a random die |
| Fire Sale | Rare | ×1.5 mult. Lose 5 gold after combat |
| Blood Pact | Rare | ×1.75 mult. Lose 10 HP after combat |
Related: Archetypes · Build Archetypes · Relic Index