Relic Index
Every relic in the game in one alphabetized table — name, rarity, build tag, and effect.
Relic Index
All 61 relics in the current catalog, sorted alphabetically. For the same relics grouped by function (Scoring / Dice Pool / Rule-Breaking / Turn Economy / Scaling / Utility / Joker), see Relics.
Index
| Relic | Rarity | Build | Effect |
|---|---|---|---|
| Adaptable | Common | Variety | +3 chips for each unique value in your roll |
| Big Roller | Common | Matching | Three of a Kind gets +1.0 mult |
| Blood Pact | Rare | Joker | ×1.75 mult. Lose 10 HP after combat |
| Blood Scent | Rare | Scaling | +8 bonus damage per enemy killed this combat |
| Catalyst | Rare | Combos | Singularity damage ×2. Curse: −15 max HP |
| Chaos Theory | Uncommon | Straights | Any 3 consecutive numbers count as a Straight |
| Collector's Pride | Uncommon | Scaling | +2 chips per relic you own |
| Combo Amplifier | Uncommon | Combos | Elemental combo damage +20% |
| Crescendo | Uncommon | Joker | +0.5 mult per consecutive scoring turn |
| Crystal Die | Uncommon | Dice Pool | One die has faces [2,2,4,4,6,6] |
| Double Down | Rare | Pairs | Pairs deal damage twice (50%). Curse: take 3 damage when pairs score |
| Efficient | Common | Economy | Win with >50% HP: +15 gold |
| Elemental Lens | Uncommon | Combos | +2% elemental dice chance per die |
| Ember Core | Common | Combos | +3% Fire dice chance |
| Fever Pitch | Uncommon | Joker | If you used all rerolls this turn: ×1.5 mult |
| Fire Sale | Rare | Joker | ×1.5 mult. Lose 5 gold after combat |
| Frost Shard | Common | Combos | +3% Ice dice chance |
| Full House Party | Rare | Matching | Full House scores as Five of a Kind. Curse: −1 reroll per encounter |
| Glass Cannon | Rare | Universal | ×1.75 damage, but max HP is halved |
| Go Big | Common | High Value | Dice showing 5 or 6 get +4 chips each |
| Greedy Fingers | Uncommon | Joker / Economy | +0.1 mult per 10 gold held (max +1.5) |
| Iron Will | Uncommon | Anti-Interference | Immune to die curses |
| Last Stand | Rare | Scaling | Below 25% HP: ×1.75 damage |
| Loaded Dice | Common | Pairs | Pairs and Two Pairs get +8 chips |
| Lucky 7s | Uncommon | Low Value | If dice total exactly 7: +2.0 mult |
| Lucky Break | Rare | Joker | 20% chance of ×2 mult. Curse: −1 to a random die on miss |
| Lucky Coin | Common | Economy | +5 gold per combat |
| Mana Crystal | Uncommon | Utility | +1 mana per turn |
| Maximizer | Rare | High Value | If all dice are 4+: +1.5 mult |
| Mirror | Rare | Dice Pool | One die becomes wild (counts as any value). Curse: 15% chance wild shows 1 |
| Momentum | Uncommon | Scaling | Each turn this combat: +3 chips to all hands |
| Mult Magnet | Uncommon | Joker | Each relic you own adds +0.3 mult |
| Never Repeat | Common | Variety | Variety bonus increased to +50% |
| Obelisk | Rare | Joker | If base chips > 30: ×1.5 mult. Curse: −5 gold per combat |
| Overcharge | Uncommon | High Value | 6s contribute 12 chips instead of 6 |
| Packrat | Uncommon | Utility | +2 consumable slots |
| Pair Seeker | Uncommon | Pairs | Start each turn with 2 random dice pre-matched |
| Penny Pincher | Common | Low Value | 1s and 2s contribute +5 chips each |
| Perfectionist | Rare | Matching | Five of a Kind gets +5.0 mult. Curse: non-5oK hands deal −10% damage |
| Phantom Die | Rare | Dice Pool | A ghost die copies your highest roll. Curse: −10 max HP |
| Prismatic Die | Rare | Combos | One die is always elemental. Curse: −5 max HP |
| Quick Reflexes | Rare | Utility | +5 max HP |
| Rainbow | Uncommon | Variety | If all 5 dice are different values: +25 chips |
| Recycler | Rare | Utility | 30% chance consumables aren't consumed |
| Resonance Crystal | Rare | Combos | 30% chance a combo triggers the next tier up. Curse: −1 reroll |
| Run Bonus | Rare | Straights | Scoring a Straight heals 5 HP |
| Second Chance | Common | Utility | +1 reroll per turn |
| Sequence Master | Common | Straights | 4 consecutive dice also count as a Straight |
| Snake Eyes | Uncommon | Pairs | Pairs of 1s score as Four of a Kind |
| Spark Plug | Common | Combos | +3% Lightning dice chance |
| Speed Demon | Uncommon | Scaling | Win combat in 2 turns or less: gain a random consumable |
| Spite | Rare | Anti-Interference | When enemies interfere with your dice, they take 8 damage |
| Status Spreader | Uncommon | Combos | Status effects last +1 turn |
| Straight Shooter | Uncommon | Straights | Straights get +1.5 mult |
| Stubborn | Common | Anti-Interference | Stolen rerolls become +5 chips instead |
| Thick Skin | Common | Utility | +10 max HP |
| Twin Dice | Rare | Dice Pool | Add a 6th die. Curse: −1 reroll per encounter |
| Underdog | Rare | Low Value | If all dice are 3 or less: +2.0 mult |
| Warming Up | Common | Scaling | +10% damage per turn (max +40%) |
| Weighted Die | Uncommon | High Value | One die always shows 6 |
| Wind Chime | Common | Combos | +3% Wind dice chance |
Build tag legend
- Pairs — feeds Pair / Two Pair / Three Pair scoring
- Straights — feeds Straight / Long Straight scoring
- Matching — feeds Three / Four / Five of a Kind scoring
- High Value — wants dice showing 4, 5, or 6
- Low Value — wants dice showing 1, 2, or 3
- Variety — wants all-different rolls
- Combos — increases elemental dice chance or combo damage
- Dice Pool — changes the physical pool (size, faces, special dice)
- Scaling — stronger as combat or run goes on
- Utility — quality of life, max HP, reroll economy
- Anti-Interference — counters enemy dice manipulation
- Economy — generates gold
- Joker — pure mult multipliers (Balatro-style)
- Universal — fits any build
Archetype signature relics not listed.
Each archetype has a signature relic that never appears in the shared pool — these aren't in this index. See Archetypes for the six signatures: Loaded Dice (Gambler), Sequence Master (Strategist), Go Big (Bruiser), Penny Pincher (Trickster), Elemental Lens (Elementalist), Adaptable (Wanderer). Note that the shared-pool versions of these relics exist but have different effects than the archetype signature versions.
Related: Relics · Build Archetypes · Archetypes