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:

RarityWhere you find themPower
CommonBasic combat rewards, shops (30g)Small stat boosts, quality of life
UncommonElite combat rewards, shops (60g), templesBuild-around effects
RareBoss combat rewards (always), shops (100g), templesBuild-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.

RelicRarityEffect
Loaded DiceCommonPairs and Two Pairs get +8 chips
Go BigCommonDice showing 5 or 6 get +4 chips each
Penny PincherCommon1s and 2s contribute +5 chips each
Never RepeatCommonVariety bonus increased to +50%
AdaptableCommon+3 chips for each unique value in your roll
Big RollerCommonThree of a Kind gets +1.0 mult
Straight ShooterUncommonStraights get +1.5 mult
RainbowUncommonIf all 5 dice are different values, +25 chips
Lucky 7sUncommonIf dice total exactly 7, +2.0 mult
OverchargeUncommon6s contribute 12 chips instead of 6
Snake EyesUncommonPairs of 1s score as Four of a Kind
Combo AmplifierUncommonElemental combo damage +20%
MaximizerRareIf all dice are 4+, +1.5 mult
UnderdogRareIf all dice are 3 or less, +2.0 mult
Double DownRarePairs deal damage twice (50%). Curse: take 3 damage when pairs score
Full House PartyRareFull House scores as Five of a Kind. Curse: −1 reroll per encounter
PerfectionistRareFive of a Kind gets +5.0 mult. Curse: non-Five-of-a-Kind hands deal −10% damage
Resonance CrystalRare30% chance a combo triggers the next tier up. Curse: −1 reroll
CatalystRareSingularity damage ×2. Curse: −15 max HP

Dice pool relics

Change the physical pool you're rolling.

RelicRarityEffect
Ember CoreCommon+3% Fire dice chance
Frost ShardCommon+3% Ice dice chance
Wind ChimeCommon+3% Wind dice chance
Spark PlugCommon+3% Lightning dice chance
Weighted DieUncommonOne die always shows 6
Crystal DieUncommonOne die has faces [2, 2, 4, 4, 6, 6]
Pair SeekerUncommonStart each turn with 2 random dice pre-matched
Elemental LensUncommon+2% elemental dice chance per die
Twin DiceRareAdd a 6th die. Curse: −1 reroll per encounter
Phantom DieRareA ghost die copies your highest roll. Curse: −10 max HP
MirrorRareOne die becomes wild (counts as any value). Curse: 15% chance the wild shows 1
Prismatic DieRareOne die is always elemental. Curse: −5 max HP

Rule-breaking relics

Change what counts as what.

RelicRarityEffect
Sequence MasterCommon4 consecutive dice also count as a Straight
Chaos TheoryUncommonAny 3 consecutive numbers count as a Straight

Turn economy relics

Reward finishing fights faster or surviving longer.

RelicRarityEffect
EfficientCommonWin with >50% HP: +15 gold
Speed DemonUncommonWin combat in 2 turns or less: gain a random consumable
Run BonusRareScoring a Straight heals 5 HP
Last StandRareBelow 25% HP: ×1.75 damage

Scaling relics

Get stronger as the combat or run goes on.

RelicRarityEffect
Warming UpCommon+10% damage per turn (max +40%)
MomentumUncommonEach turn this combat: +3 chips to all hands
Collector's PrideUncommon+2 chips per relic you own
Blood ScentRareEach enemy killed this combat: +8 bonus damage

Utility relics

Quality of life, defense, and interference counters.

RelicRarityEffect
Thick SkinCommon+10 max HP
Lucky CoinCommon+5 gold per combat
Second ChanceCommon+1 reroll per turn
StubbornCommonStolen rerolls become +5 chips instead
Iron WillUncommonImmune to die curses
Mana CrystalUncommon+1 mana per turn
PackratUncommon+2 consumable slots
Status SpreaderUncommonStatus effects last +1 turn
Quick ReflexesRare+5 max HP
SpiteRareWhen enemies interfere with your dice, they take 8 damage
RecyclerRare30% chance consumables aren't consumed
Glass CannonRare×1.75 damage, but max HP is halved

Joker relics (mult multipliers)

Pure multiplier sources — Balatro-style jokers.

RelicRarityEffect
Mult MagnetUncommonEach relic you own adds +0.3 mult
Greedy FingersUncommon+0.1 mult per 10 gold held (max +1.5)
Fever PitchUncommonIf you used all rerolls: ×1.5 mult
CrescendoUncommon+0.5 mult per consecutive scoring turn
ObeliskRareIf base chips > 30: ×1.5 mult. Curse: −5 gold per combat
Lucky BreakRare20% chance of ×2 mult. Curse: on miss, −1 to a random die
Fire SaleRare×1.5 mult. Lose 5 gold after combat
Blood PactRare×1.75 mult. Lose 10 HP after combat

Related: Archetypes · Build Archetypes · Relic Index

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