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Relics

Map version 1.6

Relics are permanent powerups for the rest of the run. They never take an inventory slot: they show as icons at the top left of the screen (hover one for its effect; an icon lights up while its relic is working and shows stacks or charges). There are 119 relics: 32 for any hero, 3 co-op relics and 84 that belong to one hero.

Where relics come from

  • Relic rooms: a rare portal reward (pick 1 of 3; an elite Relic room gives 2 picks).
  • Minibosses: their portal reward is always a relic pick (while any relic is left to offer).
  • Bosses: a relic pick after the fight (2 with Hoarder's Crown).
  • The Shop merchant sells 2 relics for 200 gold each.
  • Heirloom (Shard Shop) lets you pick relics at the start of every run.

Rules

  • A choice shows 3 relics (4 with Wider Choice rank 2 or Seer's Eye). You can reroll a choice if you have rerolls (Shard Shop).
  • Relics marked (locked) start locked. Unlock them in the Shard Shop with Mystery Relic (15 Shards, a random locked relic each time). Locked relics are never offered.
  • A relic that needs a build is only offered once your hero knows a skill of that build (see each hero page for the build lists).
  • Bound relics (Attuned Focus, Overcharge Crystal) ask which of your skills they work on when you take them.
  • Co-op relics are only offered while the party has two or more heroes.

Any hero

Relic Effect Heroes
Thunder Ring Every 4th attack releases chain lightning that jumps to 4 more enemies, dealing 100% of the hit (15% less per jump). All
Forked Edge Your attacks also strike the 2 nearest enemies around your target for 50% of the damage. All
Glass Crown You deal x2.0 damage with attacks and skills, but take x1.5 damage. All
Echo Stone (locked) 25% chance that a regular spell casts again for free 0.4 seconds later. Movement spells and ultimates don't echo. Echoes cost nothing and don't shift Temperature. Wanderer, Frostfire Magus, Blood Knight, Ranger
Lingering Rune (locked) Your regular spells cast at a point strike that spot again for free 1.5 seconds later. Wanderer, Frostfire Magus, Ranger
Hourglass Shard Every enemy you or your allies kill takes 1.0 second off all your cooldowns. All
Attuned Focus Bind it to one of your active skills: that skill's cooldown is 40% shorter. All
Overcharge Crystal (locked) Bind it to one of your spells: its cooldown is x2 longer, but it casts twice. Wanderer, Frostfire Magus, Blood Knight, Ranger
Ricochet Sigil Your attacks bounce to 2 more enemies, dealing 60% of the hit each. Frostfire Magus, Gravecaller, Ranger
Ember Brand Your attacks set the ground under the target ablaze for 3 seconds, burning enemies in it for 25% of the hit per second. An enemy burns from one patch at a time. All
Frostbite Fang Your attacks add 1 Chill stack. Each stack slows by 15% for 4 seconds; the 3rd freezes the enemy for 1.5 seconds (half on bosses). All
Executioner's Mark Your attacks deal x2 damage to enemies below 30% life. Killing with an attack resets the cooldown of the last regular spell you cast. All
Spellblade Casting a spell empowers your next 2 attacks: each also blasts enemies around the target for 60% of the hit. All
Phoenix Feather (locked) Once per floor, a killing blow instead leaves you at 50% life and erupts in flame, dealing 30 damage per hero level around you. All
Blood Pact All your skills' cooldowns are 40% shorter, but every cast costs 5% of your max life. It never takes your last point of life. All
Vampiric Goblet Your attacks heal you for 10% of their damage, your skills for 5%. All
Greedy Idol Every room you clear pays 15 gold per floor, and Cash rewards are x1.5. But enemies have 25% more life. All
Retribution Plate Damage you take charges the plate. Once it holds 30% of your max life, it releases a nova dealing 50% of the stored damage to every enemy within 350 of you. All
Soul Lantern (locked) Every enemy you or your allies kill releases a wisp that seeks the nearest enemy, dealing 15 damage per hero level. All
Anchor Stone After standing still for 1 second, you deal 40% more damage with attacks and skills until you move. Your minions share the bonus. Frostfire Magus, Gravecaller, Blood Knight, Ranger
Giant Slayer You deal 60% more damage with attacks and skills to minibosses and bosses, but 15% less to every other enemy. Your minions share it. All
War Drum For the first 8 seconds of every room you deal 50% more damage with attacks and skills and your cooldowns recover twice as fast. Your minions share the damage bonus. All
Hoarder's Crown (locked) Floor bosses give you 2 relic picks instead of 1. All
Merchant's Ledger The Shop never runs out: everything you buy there is replaced right away by something new of the same kind (another relic, consumable or skill upgrade). All
Brimming Font Healing beyond your full life (from any source) becomes a shield, up to 30% of your max life, that slowly fades. All
Unbending Will Stuns, freezes and roots from bosses and minibosses last 50% shorter on you. All
Sanguine Feast Every enemy you (or your minions) kill heals you for 3% of your max life. All
Widening Lens Your area skills hit a 25% bigger area (circles, lines and the range they search for targets). All
Killing Spree Every enemy you kill within 3 seconds of the last adds a stack: +5% damage with attacks and skills per stack, up to 10. 3 seconds without a kill and they are gone. Your minions share it. All
Apothecary's Satchel Your tonics last 2 more rooms, and your potions heal 50% more. All
Overture Every regular spell you cast takes 1 second off your ultimate's cooldown. All
Afterglow After you cast your ultimate, the next 3 regular spells you cast have 50% shorter cooldowns. All
Bulwark Sigil Your defensive skill (D) also releases a nova that knocks enemies within 350 back and deals 20 damage per hero level. All
Counterstance For 3 seconds after you use your defensive skill (D), damage you take is stored (up to 50% of your max life). Your next skill hit deals it on top. All
Aegis Link Your defensive skill (D) also shields the nearest ally within 900 (yourself if none) for 15% of their max life for 6 seconds. All

Co-op

Only offered with two or more heroes in the party.

Relic Effect
Rescuer's Oath You revive downed allies 2x as fast, and when one gets up you both get a shield of 20% of your max life for 8 seconds.
Guardian Angel Once per room, a blow that would down an ally within 800 of you is blocked instead.
Kinship Every enemy you kill heals your allies within 600 for 3% of their max life.

Wanderer

Only offered to the Wanderer.

Relic Needs Effect
Gale Engine (locked) - At full Momentum, your attacks also send a wind blade down the line, hitting each enemy in it for 75% of the hit.
Restless Spur - Momentum no longer drains while you stand still, but every room starts you at 0 Momentum.
Afterimage Sandals Shadow Dancer Every movement skill leaves an afterimage where it started (Shadow Step one more where it lands).
Tempest Heart (locked) Windrunner Every time your Momentum fills up, a gust flies at the nearest enemy for 3x your attack damage.
Bandolier Blademaster Your blades stay 2x as long.
Paired Knives Blademaster Every blade you stick, from any skill, comes with a second one beside it (in the same enemy, or next to it on the ground).
Circling Blade Blademaster A blade always circles you, hitting each enemy it passes once per turn for 60% of Throwing Knife's damage. Recall throws it too.
Lodestone Blademaster Every blade Recall brings back takes 0.5 second off all your cooldowns.
Mirror Path (locked) Shadow Dancer An afterimage that fades dashes to the nearest enemy and bursts, dealing 1.5x your attack damage to every enemy within 250.
Stillwater Stone - Moving no longer builds Momentum. Instead, each of your attacks adds 1.5, and it only drains after 2 seconds without hitting.
Veil Feather Windrunner Every attack you dodge sends a wind blade back at the attacker for 150% of your attack damage and adds 1 Momentum.
Storm Crown (locked) - Every enemy you kill during an ultimate makes it last 1.0 second longer (Thousand Roads: one more blink).
Night Veil Shadow Dancer You take 10% less damage for every afterimage you have out (up to 40%). A hit of 20% of your max life or more is taken by your oldest afterimage instead, which fades.
Shadow Chorus Shadow Dancer Every attack, your afterimages strike your target too, for 40% of the hit each.
Whetstone Blademaster Every blade stuck in an enemy makes it take 8% more damage from your attacks and skills.
Headwind Windrunner At full Momentum you take 25% less damage.
Hall of Mirrors Shadow Dancer You can have 2 more afterimages out, and they last 1.5x as long.

Frostfire Magus

Only offered to the Frostfire Magus.

Relic Needs Effect
Equilibrium Shard (locked) - Every time your Temperature swings from Heat to Cold (or back), it releases a free nova of the new element, dealing 25 damage per hero level. The cold nova also freezes.
Cinder Heart - Overheating no longer hurts you, and its blast reaches twice as far.
Thermal Prism - Thermal Shock needs only half as much Heat or Cold, and every shock releases both the steam burst and the shatter.
Split Bolt Fire Your fire bolts (Fire Bolt, fiery Flicker Bolts) split on impact into 3 smaller bolts that seek nearby enemies for 40% damage.
Flux Battery (locked) Spam Every 5 Flux pulses charge the battery: your next regular spell casts twice.
Chain Reaction (locked) Fire An enemy that dies burning explodes: enemies within 250 take the burn it had left and catch fire with it.
Shatterglass Frost Your freezes last their full time on minibosses and bosses, and frozen enemies take x1.6 damage from your spells.
Glacier Heart Frost Every 3rd frost spell you cast (Ice Shard, Frost Nova, Ice Slide, Glacial Barrier, Absolute Zero) releases a nova where it lands, dealing 10 damage per hero level and adding 1 Chill to enemies within 250.
Frozen Orbit Frost Whenever you freeze an enemy, every enemy within 250 of it gains 1 Chill.
Static Hands Spam Every 6th regular spell you cast is ready again at once.
Pyre Vow (locked) - You can never go Cold: ice spells add half their shift as Heat instead. Heat's spell damage bonus is x2.
Ember Wake - Every fire spell leaves a burning trail along its path (under you for spells without a target), dealing 5 x your level damage per second. Anything that makes your fire trails stronger works on it too.
Frost Wake - Every ice spell leaves a trail of ice along its path (under you for spells without a target) that chills enemies on it. Anything that makes your ice trails stronger works on it too.
Metronome Spam Cast 3 different spells within 4 seconds and the next spell you cast deals x2 damage.
Overflow Spam Your Flux pulses reach 50% farther and pulse a second time 0.6 seconds later.
Quickening Spam Every spell you cast within 2 seconds of the last adds a stack: +6% spell damage per stack, up to 5. Stop casting for 2 seconds and they are gone.
Winter's Reach - Your frost spells (Ice Shard, Frost Nova, Ice Slide, Glacial Barrier, Absolute Zero) hit a 40% bigger area.

Gravecaller

Only offered to the Gravecaller.

Relic Needs Effect
Twin Graves (locked) - Raising a minion has a 30% chance to raise a free copy for 12 seconds. Copies hold no Souls.
Bone Harvest - Your minions explode when they die, dealing 25% of their max life to nearby enemies.
Lich Phylactery (locked) - +2 Soul cap, but you lose 25% of your max life.
Grave Pact - Your attacks command every minion to attack that enemy, and give them +30% attack speed for 3 seconds.
Wisp Lantern Reaper You can hold 2 wisps beyond your free Souls.
Grave Gorger (locked) - When a minion dies, your biggest minion devours it: +25% damage and life per Soul it held (minions without Souls count half), up to +300%. It grows with every meal. If it dies, the next one inherits 50% of its growth.
Soul Furnace Reaper Every wisp you spend heals you 2% of your max life.
Frostwyrm Heart (locked) Legion Your minions' attacks add 1 Chill (each minion at most once every 2 seconds).
Ossuary - Every Soul a dying minion held (1 for minions without Souls) fills the ossuary. At 8 it bursts: a bone nova deals 20 damage per hero level around you and 2 Skeleton Warriors rise for 15 seconds (no Souls).
Haunting Reaper Your circling wisps hurt enemies they touch for 5 damage per hero level.
Plague Gut Golem Every 5 seconds your golem hooks the farthest enemy within 650 range and drags it in.
Sacrificial Dagger (locked) - Every 4th attack you make sacrifices your weakest minion (if you have at least 2): it explodes at your target for 60% of its max life. Raise it again to refill your army.
Restless Dead - When a minion holding Souls dies, the skill that raised it is ready again at once.
Spare Parts (locked) Golem Your golem starts every room with a random extra body part that lasts until the room ends.
Corpse Harvest - Enemies your minions kill have a 35% chance to rise as a Skeleton Warrior for 12 seconds (no Souls, up to 5 at once).
Legion Banner (locked) - Each minion deals +8% damage for every other living minion (up to +80%).
Hollow Bones - Every summon holds 1 less Soul (at least 1).
Stitched Heart Golem While your golem stands, 20% of the damage you take goes to it instead.
Will-o'-Wisp Reaper Every wisp you spend zaps the nearest enemy as it starts flying home (a normal zap's damage).
Iron Bulwark Golem Every 15 seconds your golem taunts every enemy within 500 for 3 seconds (not minibosses or bosses).

Blood Knight

Only offered to the Blood Knight.

Relic Needs Effect
Sanguine Chalice - Life you pay for skills fills the chalice. When it holds 25% of your max life, it erupts, dealing 50% of the stored life to every enemy within 350 of you.
Martyr's Thorns - Your attacks no longer heal you. Instead, every attack that hits you deals 60% of its damage back to the attacker and heals you for 15% of it.
Oath of the Brink - Your life can never rise above 50% (healing past it is lost, not overheal), but Bloodrage's damage and lifesteal are x2.
Bleeding Edge - Every attack adds a bleed stack to the target.
Red Harvest Leech Every 10% of your max life you heal releases a blood nova that deals that much damage to enemies around you.
Blood Comet (locked) Low Life Every movement skill ends in a blood blast that deals 50% of your missing life to enemies around you.
Iron Covenant Leech Whenever one of your shields breaks (Iron Pact, Crimson Ward, Blood Shield), it explodes for its full size around you. One that runs out unbroken explodes for x2 the life left in it.
Deathless Oath (locked) Low Life Once per room, a killing blow leaves you at 1 life instead, and you heal 30% of your max life over 3 seconds.
Crimson Reservoir - Enemies can carry +3 more bleed stacks.
Barbed Hooks - Every time you make an enemy bleed, it gets +1 more bleed stack.
Blood Plague (locked) - When an enemy dies while bleeding, all its bleed stacks spread to the 2 nearest enemies.
Vein Opener - Your bleeds deal x2 damage.
Rupture (locked) Bleed Hitting an enemy (attack or skill) at its bleed cap ruptures it: all the bleed damage left is dealt at once, x1.5, then it starts bleeding anew.
Blood Bank Leech Healing past full life is stored, and so is 30% of all your other healing (up to 50% of your max life). Your next skill, or the bank filling up, releases it as a blood blast dealing x2.5 the stored life.
Transfusion Leech Healing beyond your full life goes to the most hurt ally within 600. With no hurt ally near, it gives you +10% damage with attacks and skills for 4 seconds instead.
Red Mist Low Life Below 30% life your cooldowns recover twice as fast.

Ranger

Only offered to the Ranger.

Relic Needs Effect
Hawkeye Lens Marksman Your attacks and skills deal +4% damage for every 100 the target is farther than 300, up to +40%.
Hollow Point Aimed Shot Enemies it kills explode, hitting enemies within 200 for 50% of the shot's damage.
Last Breath Killshot Every enemy you kill takes 4 seconds off Killshot's cooldown.
Steady Hand Marksman The first second of walking doesn't drain your Focus.
Overdraw Volley When fewer enemies are in range than you have arrows, the spare arrows go round the closest enemies again instead of being lost.
Quiver of Plenty Volley Every effect that shoots the closest enemies (your Focus arrows too) shoots one more.
Pincushion Volley An enemy hit by 3 of your arrows within 1 second bursts for 100% of your attack damage.
Split Fletching Volley An arrow that kills flies on to the closest enemy in range.
Steady Volley Volley Volley keeps going after its time while you stand still, up to 12 seconds.
Hair Trigger Trapper Your traps arm at once, and Snare Trap holds 1 more charge.
Chain Snare Trapper A trap going off sets off your other traps within 300 on the enemies nearest them.
Lure Trapper Your armed traps pull enemies within 250 toward them once a second.
Razor Wire Tripwire Its wires last twice as long and hit twice.
Stalker's Boots - Walking drains your Focus 50% slower.
Twin String - At full Focus your auto attack fires a second arrow at its target.

Locked relics

These 25 relics have to be unlocked in the Shard Shop first: Echo Stone, Lingering Rune, Overcharge Crystal, Phoenix Feather, Gale Engine, Tempest Heart, Mirror Path, Equilibrium Shard, Flux Battery, Chain Reaction, Twin Graves, Lich Phylactery, Frostwyrm Heart, Blood Comet, Deathless Oath, Blood Plague, Storm Crown, Pyre Vow, Sacrificial Dagger, Rupture, Soul Lantern, Hoarder's Crown, Grave Gorger, Legion Banner, Spare Parts.