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

RelicRarityBuildEffect
AdaptableCommonVariety+3 chips for each unique value in your roll
Big RollerCommonMatchingThree of a Kind gets +1.0 mult
Blood PactRareJoker×1.75 mult. Lose 10 HP after combat
Blood ScentRareScaling+8 bonus damage per enemy killed this combat
CatalystRareCombosSingularity damage ×2. Curse: −15 max HP
Chaos TheoryUncommonStraightsAny 3 consecutive numbers count as a Straight
Collector's PrideUncommonScaling+2 chips per relic you own
Combo AmplifierUncommonCombosElemental combo damage +20%
CrescendoUncommonJoker+0.5 mult per consecutive scoring turn
Crystal DieUncommonDice PoolOne die has faces [2,2,4,4,6,6]
Double DownRarePairsPairs deal damage twice (50%). Curse: take 3 damage when pairs score
EfficientCommonEconomyWin with >50% HP: +15 gold
Elemental LensUncommonCombos+2% elemental dice chance per die
Ember CoreCommonCombos+3% Fire dice chance
Fever PitchUncommonJokerIf you used all rerolls this turn: ×1.5 mult
Fire SaleRareJoker×1.5 mult. Lose 5 gold after combat
Frost ShardCommonCombos+3% Ice dice chance
Full House PartyRareMatchingFull House scores as Five of a Kind. Curse: −1 reroll per encounter
Glass CannonRareUniversal×1.75 damage, but max HP is halved
Go BigCommonHigh ValueDice showing 5 or 6 get +4 chips each
Greedy FingersUncommonJoker / Economy+0.1 mult per 10 gold held (max +1.5)
Iron WillUncommonAnti-InterferenceImmune to die curses
Last StandRareScalingBelow 25% HP: ×1.75 damage
Loaded DiceCommonPairsPairs and Two Pairs get +8 chips
Lucky 7sUncommonLow ValueIf dice total exactly 7: +2.0 mult
Lucky BreakRareJoker20% chance of ×2 mult. Curse: −1 to a random die on miss
Lucky CoinCommonEconomy+5 gold per combat
Mana CrystalUncommonUtility+1 mana per turn
MaximizerRareHigh ValueIf all dice are 4+: +1.5 mult
MirrorRareDice PoolOne die becomes wild (counts as any value). Curse: 15% chance wild shows 1
MomentumUncommonScalingEach turn this combat: +3 chips to all hands
Mult MagnetUncommonJokerEach relic you own adds +0.3 mult
Never RepeatCommonVarietyVariety bonus increased to +50%
ObeliskRareJokerIf base chips > 30: ×1.5 mult. Curse: −5 gold per combat
OverchargeUncommonHigh Value6s contribute 12 chips instead of 6
PackratUncommonUtility+2 consumable slots
Pair SeekerUncommonPairsStart each turn with 2 random dice pre-matched
Penny PincherCommonLow Value1s and 2s contribute +5 chips each
PerfectionistRareMatchingFive of a Kind gets +5.0 mult. Curse: non-5oK hands deal −10% damage
Phantom DieRareDice PoolA ghost die copies your highest roll. Curse: −10 max HP
Prismatic DieRareCombosOne die is always elemental. Curse: −5 max HP
Quick ReflexesRareUtility+5 max HP
RainbowUncommonVarietyIf all 5 dice are different values: +25 chips
RecyclerRareUtility30% chance consumables aren't consumed
Resonance CrystalRareCombos30% chance a combo triggers the next tier up. Curse: −1 reroll
Run BonusRareStraightsScoring a Straight heals 5 HP
Second ChanceCommonUtility+1 reroll per turn
Sequence MasterCommonStraights4 consecutive dice also count as a Straight
Snake EyesUncommonPairsPairs of 1s score as Four of a Kind
Spark PlugCommonCombos+3% Lightning dice chance
Speed DemonUncommonScalingWin combat in 2 turns or less: gain a random consumable
SpiteRareAnti-InterferenceWhen enemies interfere with your dice, they take 8 damage
Status SpreaderUncommonCombosStatus effects last +1 turn
Straight ShooterUncommonStraightsStraights get +1.5 mult
StubbornCommonAnti-InterferenceStolen rerolls become +5 chips instead
Thick SkinCommonUtility+10 max HP
Twin DiceRareDice PoolAdd a 6th die. Curse: −1 reroll per encounter
UnderdogRareLow ValueIf all dice are 3 or less: +2.0 mult
Warming UpCommonScaling+10% damage per turn (max +40%)
Weighted DieUncommonHigh ValueOne die always shows 6
Wind ChimeCommonCombos+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

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