
All Relics In Slay The Spire 2 Explained

Slay the Spire 2 relics are passive items that apply bonuses across every fight in a run, and the current early access build contains over 250 of them. Each relic belongs to one of six rarity tiers: Common, Uncommon, Rare, Ancient, Shop, and Event. Some relics are locked to specific characters, while the majority can be used by anyone. Defeating elites, opening treasure chests, visiting the Merchant, and triggering certain map events are the primary ways to collect them. Slay the Spire 2 relics sit at the center of every successful run — they shape deck strategy, define build direction, and often determine whether a run survives Act 2.
Slay The Spire 2: Best Relics For Early Game
The relics that matter most in Act 1 are the ones that function immediately without requiring a specific deck setup. A relic that generates a block at the start of combat, heals after every fight, or draws extra cards on turn one produces value from the first encounter forward. Relics that require three or more other cards to activate deliver nothing until late in a run, and picking them early for hypothetical synergies weakens the deck at the moment it is most fragile. I think the strongest early game relics are those that operate passively and compound across every room rather than those that spike once per boss fight.
Top Early Game Relics
- Burning Blood — heals 6 HP after every combat, Ironclad only
- Anchor — starts each combat with 10 Block for free
- Bag of Preparation — draws 2 extra cards at the start of each combat
- Vajra — starts each combat with 1 Strength
- Lantern — starts each combat with 1 additional Energy
- Orichalcum — grants 6 Block at end of turn if you have none
- Pantograph — heals 25 HP at the start of every Boss combat
- Bag of Marbles — applies 1 Vulnerable to all enemies at combat start
- Red Mask — applies 1 Weak to all enemies at combat start
- Snecko Skull — applies 1 additional Poison stack whenever you apply Poison, Silent-oriented
Burning Blood is the single strongest Act 1 relic for the Ironclad. On a character who starts with 80 HP, recovering 6 HP after every fight absorbs early mechanical errors and bad drafts without forcing defensive card picks. Anchor delivers 10 free Block at the start of combat without spending a card or Energy, which is particularly effective against enemies with low attack values that can be outlasted without burning hand resources on Defend cards. Bag of Preparation draws 2 extra cards at the start of each fight — on any character, that accelerates access to key cards by at least one turn per encounter.
Vajra provides 1 Strength from combat start, and on Ironclad Strength-scaling builds, that passive point compounds across every attack played that turn. Lantern adds one Energy at the start of each combat, effectively giving three-Energy decks a fourth play per turn for the first hand. Orichalcum rewards defensive turns automatically — if the turn ends with zero Block, 6 Block applies at no cost, which smooths out turns where draw does not produce Skill cards. Pantograph heals 25 HP at the start of Boss combat, which removes much of the pre-boss campfire dilemma between resting and upgrading. Bag of Marbles and Red Mask both apply debuffs to every enemy before a card is played, making them particularly strong in multi-enemy rooms where the combined Vulnerable and Weak effects amplify the turn's total damage output.
Slay The Spire 2: All Relics
Relic selection is the primary mechanical layer separating runs that reach the final boss from those that collapse in Act 2. The best relics generate Energy, scale passively without requiring specific card plays, or protect against the new status effects introduced in the sequel. The Durability mechanic, new to Slay the Spire 2, limits how many times certain relics activate per combat, so a relic that reads as a permanent passive may only fire once or twice in a long boss fight.
Three new status effects — Corrosion, Pierce, and Durability — directly affect how individual relics perform. Corrosion reduces maximum HP each turn and cannot be blocked, which raises the value of relics that speed up combat. Pierce bypasses Block entirely, reducing the value of pure block-amplifying relics against enemies that use it. Soulbound cards, once added to a deck, cannot be removed, which complicates relics that reward small deck sizes. Evaluating any relic against these mechanics before picking it off the floor produces better decisions than reacting to the relic's text alone.
Common Relics
Common relics appear most frequently across all run types. Their effects are not run-defining on their own, but several of them provide consistent early value that builds across the full act.
Relics | Effect |
Amethyst Aubergine | Enemies drop 10 additional Gold |
Anchor | Start each combat with 10 Block |
Bag of Preparation | At the start of each combat, draw 2 additional cards |
Blood Vial | At the start of each combat, heal 2 HP |
Bone Flute | Whenever Osty attacks, gain 2 Block |
Book of Five Rings | Every 5 cards added to Deck, heal 15 HP |
Bronze Scales | Start each combat with 3 Thorns |
Centennial Puzzle | First time you lose HP each combat, draw 3 cards |
Data Disk | Start each combat with 1 Focus (Defect only) |
Fencing Manual | At the start of each combat, Forge 10 (Regent only) |
Festive Popper | At the start of each combat, deal 9 damage to ALL enemies |
Gorget | At the start of each combat, gain 4 Plating |
Happy Flower | Every 3 turns, gain 1 Colorless Energy |
Juzu Bracelet | Regular enemy combats no longer appear in? rooms |
Lantern | Start each combat with 1 additional Colorless Energy |
Meal Ticket | Whenever you enter a shop room, heal 15 HP |
Oddly Smooth Stone | Start each combat with 1 Dexterity |
Pendulum | Whenever you shuffle your Draw Pile, draw a card |
Permafrost | First time you play a Power each combat, gain 6 Block |
Potion Belt | Upon pickup, gain 2 potion slots |
Red Skull | While HP is at or below 50%, gain 3 additional Strength (Ironclad only) |
Regal Pillow | Whenever you Rest, heal an additional 15 HP |
Snecko Skull | Whenever you apply Poison, apply 1 additional Poison |
Strawberry | Upon pickup, raise Max HP by 7 |
Strike Dummy | Cards containing 'Strike' deal 3 additional damage |
Tiny Mailbox | Whenever you Rest, procure a random potion |
Vajra | Start each combat with 1 Strength |
Venerable Tea Set | Whenever you enter a Rest Site, start next combat with 2 additional Colorless Energy |
War Paint | Upon pickup, Upgrade 2 random Skills |
Whetstone | Upon pickup, Upgrade 2 random Attacks |
Common relics work best as run stabilizers. Lantern and Venerable Tea Set both provide Energy bonuses that compound across the entire act. Bronze Scales and Gorget reward absorbing hits, making them useful on Ironclad where Burning Blood offsets the HP cost. War Paint and Whetstone deliver immediate card upgrades on pickup, which is equivalent to two free campfire Smiths at the start of a run.
Uncommon Relics
Uncommon relics drop less frequently and tend to carry more build-specific value. Several of them are locked to specific characters and require completing Act 2 with that character before they become available.
Relics | Effect |
Akebeko | At the start of each combat, gain 8 Vigor |
Bag of Marbles | At the start of each combat, apply 1 Vulnerable to ALL enemies |
Bellows | The first hand drawn each combat is Upgraded |
Book Repair Knife | Whenever a non-Minion enemy dies to Doom, heal 3 HP |
Bowler Hat | Gain 20% additional Gold |
Candelabra | At the start of your 2nd turn, gain 2 Colorless Energy |
Eternal Feather | For every 5 cards in Deck, heal 3 HP at Rest Sites |
Funerary Mask | At the start of each combat, add 3 Souls to Draw Pile |
Galactic Dust | For every 10 Stars spent, gain 10 Block (Regent only) |
Gold-Plated Cables | Rightmost Orb triggers its passive an additional time (Defect only) |
Gremlin Horn | Whenever an enemy dies, gain 1 Colorless Energy and draw 1 card |
Horn Cleat | At the start of your 2nd turn, gain 14 Block |
Joss Paper | Every 5 times you Exhaust a card, draw 1 card |
Kusarigama | Every time you play 3 Attacks in a single turn, deal 6 damage to a random enemy |
Letter Opener | Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies |
Lucky Fysh | Whenever you add a card to Deck, gain 15 Gold |
Mercury Hourglass | At the start of your turn, deal 3 damage to ALL enemies |
Miniature Cannon | Upgraded Attacks deal 3 additional damage |
Nunchaku | Every time you play 10 Attacks, gain 1 Colorless Energy |
Orichalcum | If you end your turn without Block, gain 6 Block |
Ornamental Fan | Every time you play 3 Attacks in a single turn, gain 4 Block |
Pantograph | At the start of each Boss combat, heal 25 HP |
Paper Phrog | Enemies with Vulnerable take 75% more damage rather than 50% (Ironclad only) |
Parrying Shield | If you end a turn with at least 10 Block, deal 6 damage to a random enemy |
Pear | Upon pickup, raise Max HP by 10 |
Pen Nib | Every 10th Attack played deals double damage |
Petrified Toad | At the start of each combat, procure a Potion-Shaped Rock |
Planisphere | Whenever you enter a? room, heal 4 HP |
Red Mask | At the start of each combat, apply 1 Weak to ALL enemies |
Regalite | Whenever you create a Colorless card, gain 2 Block (Regent only) |
Reptile Trinket | Whenever you use a potion, gain 3 Strength this turn |
Ripple Basin | If you did not play any Attacks during your turn, gain 4 Block |
Self-Forming Clay | Whenever you lose HP in combat, gain 3 Block next turn |
Sparkling Rouge | At the start of your 3rd turn, gain 1 Strength and 1 Dexterity |
Stone Cracker | At the start of Boss combats, Upgrade 3 random cards in Draw Pile for rest of combat |
Symbiotic Virus | At the start of each combat, Channel 1 Dark (Defect only) |
Tingsha | Whenever you discard a card during your turn, deal damage to a random enemy per card discarded (Silent only) |
Tuning Fork | Every time you play 10 Skills, gain 7 Block |
Twisted Funnel | At the start of each combat, apply 4 Poison to ALL enemies |
Vambrace | First time you gain Block from a card each combat, double the amount gained |
Uncommon relics are where build identity starts to form. Pantograph is a near-automatic pick on any character heading into a boss-heavy act. Paper Phrog amplifies the Ironclad's Vulnerable synergies dramatically, pushing the 50 percent damage increase baseline up to 75 percent. Tingsha turns the Silent's discard mechanic into passive chip damage across every turn it fires.
Rare Relics
Rare relics are the least frequently occurring non-boss drops in standard runs. Many of them are character-locked and require completing Act 2 or defeating 15 bosses with the relevant character to unlock.
Relics | Effect |
Art of War | If no Attacks played during your turn, gain 1 additional Colorless Energy next turn |
Beating Remnant | Cannot lose more than 20 HP in a single turn |
Big Hat | At the start of each combat, add 2 random Ethereal cards into Hand |
Bookmark | At end of each turn, lower cost of a random Retained card by 1 until played |
Captain's Wheel | At the start of your 3rd turn, gain 18 Block |
Chandelier | At the start of your 3rd turn, gain 3 Colorless Energy |
Charon's Ashes | Whenever you Exhaust a card, deal damage to ALL enemies |
Cloak Clasp | At end of your turn, gain 1 Block for each card in Hand |
Demon Tongue | First time you lose HP on your turn, heal HP equal to amount lost |
Emotion Chip | If HP was lost previous turn, trigger passive of all Orbs at turn start (Defect only) |
Frozen Egg | Whenever you add a Power to Deck, Upgrade it |
Gambling Chip | At the start of each combat, discard any number of cards then draw that many |
Game Piece | Whenever you play a Power, draw 1 card |
Girya | You can now gain Strength at Rest Sites |
Helical Dart | Whenever you play a Shiv, gain 1 Dexterity this turn |
Ice Cream | Energy is now conserved between turns |
Intimidating Helmet | Whenever you play a card costing 2 or more Energy, gain 4 Block |
Ivory Tile | Whenever you play a card costing 3 or more Energy, gain 1 Colorless Energy |
Kunai | Every time you play 3 Attacks in a single turn, gain 1 Dexterity |
Lasting Candy | Every other combat, card rewards gain an additional Power |
Lizard Tail | When you would die, heal to 50% Max HP instead (once) |
Lunar Pastry | At the end of your turn, gain 1 Star (Regent only) |
Mango | Upon pickup, raise Max HP by 14 |
Meat on the Bone | If HP is at or below 50% at end of combat, heal 12 HP |
Metronome | First time you Channel 7 Orbs each combat, deal damage to ALL enemies (Defect only) |
Mini Regent | First time you spend a Star each turn, gain 1 Strength (Regent only) |
Molten Egg | Whenever you add an Attack to Deck, Upgrade it |
Mummified Hand | Whenever you play a Power, a random card in Hand is free to play that turn |
Old Coin | Upon pickup, gain 300 Gold |
Orange Dough | At the start of each combat, add 2 random Colorless cards to Hand (Regent only) |
Paper Krane | Enemies with Weak deal 40% less damage rather than 25% (Silent only) |
Pocketwatch | Whenever you play 3 or fewer cards in a turn, draw 3 additional cards next turn start |
Power Cell | At the start of each combat, add 2 zero-cost cards from Draw Pile to Hand (Defect only) |
Prayer Wheel | Normal enemies drop an additional card reward |
Rainbow Ring | First time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity |
Razor Tooth | Every time you play an Attack or Skill, Upgrade it for the remainder of combat |
Ruined Helmet | First time you gain Strength each combat, double the amount gained (Ironclad only) |
Shovel | You can now dig at Rest Sites to obtain a random Relic |
Shuriken | Every time you play 3 Attacks in a single turn, gain 1 Strength |
Stone Calendar | At the end of turn 7, deal 52 damage to ALL enemies |
Sturdy Clamp | Up to 10 Block persists across turns |
The Courier | Merchant no longer runs out of stock; prices reduced by 20% |
Tough Bandages | Whenever you discard a card during your turn, gain 3 Block (Silent only) |
Tungsten Rod | Whenever you would lose HP, lose 1 less |
Unceasing Top | Whenever you have no cards in Hand during your turn, draw a card |
Unsettling Lamp | First time you play a Debuff card each combat, double its effect |
Vexing Puzzlebox | At the start of each combat, add a random card to Hand costing 0 Energy (Silent only) |
White Beast Stature | Potions always appear in combat rewards |
White Star | Elites drop an additional Rare card reward |
Rare relics are the most run-defining drops outside of boss relics. Ice Cream changes Energy management entirely by carrying unspent Energy into the next turn. Mummified Hand produces a free card play every time a Power is cast, which accelerates Power-heavy builds substantially. Sturdy Clamp carries up to 10 Block between turns, allowing block-stacking strategies to maintain pressure across multiple turns without rebuilding each round.
Ancient Relics
Ancient relics are high-impact items that frequently modify the deck directly on pickup or alter fundamental run mechanics. Many of them carry trade-offs — extra Energy alongside a negative condition, or deck transformation at the cost of Max HP.
Relics | Effect |
Alchemical Coffer | Upon pickup, gain 4 potion slots filled with random potions |
Arcane Scroll | Upon pickup, obtain a random Rare Card |
Archaic Tooth | Upon pickup, Transform a starter card with an ancient version |
Astrolabe | Upon pickup, Transform 3 cards then Upgrade them |
Beautiful Bracelet | Upon pickup, Enchant 3 cards in Deck with Swift 3 |
Biiig Hug | Upon pickup, remove 4 cards from Deck; whenever you shuffle Draw Pile, add a Soot |
Black Star | Elites drop an additional Relic when defeated |
Blessed Antler | Gain Colorless Energy each turn start; shuffle 3 Dazed into Draw Pile each combat start |
Blood-Soaked Rose | Upon pickup, add 1 Enthralled to Deck; gain Colorless Energy each turn start |
Booming Conch | At the start of Elite combats, draw 2 additional cards |
Brilliant Scarf | The 5th card you play each turn is free |
Calling Bell | Upon pickup, obtain a unique Curse and 3 Relics |
Choices Paradox | At the start of each combat, add 1 of 5 random cards to Hand with Retain |
Claws | Upon pickup, Transform up to 6 cards into Maul |
Crossbow | At the start of your turn, add a random Attack to Hand costing 0 Energy this turn |
Cursed Pearl | Upon pickup, receive Greed; gain 333 Gold |
Delicate Frond | At the start of each combat, fill all empty potion slots with random potions |
Diamond Diadem | Whenever you play 2 or fewer cards in a turn, take half damage |
Distinguished Cape | Upon pickup, lose 9 Max HP; add 3 Apparitions to Deck |
Driftwood | You may reroll each card reward once |
Dusty Tome | Upon pickup, obtain an Ancient Card |
Ectoplasm | You can no longer gain Gold; gain Colorless Energy each turn start |
Electric Shrymp | Upon pickup, Enchant a Skill with Imbued |
Empty Cage | Upon pickup, remove 2 cards from Deck |
Fiddle | At start of each turn, draw 2 additional cards; you may not draw cards during your turn |
Fur Coat | Upon pickup, mark 7 random combats; enemies in those rooms have 1 HP |
Glass Eye | Upon pickup, obtain 2 Common, 2 Uncommon, and 1 Rare card |
Glitter | Enchant all card rewards with Glam |
Golden Compass | Upon pickup, replace Act 2 Map with a single special path |
Golden Pearl | Upon pickup, gain 150 Gold |
Iron Club | Every 4 cards played, draw 1 card |
Jeweled Mask | At start of combat, put a random free Power from Draw Pile into Hand |
Jewelry Box | Upon pickup, add 1 Apotheosis to Deck |
Large Capsule | Upon pickup, obtain 2 random Relics; add one additional Strike and Defend to Deck |
Lava Rock | The Act 1 Boss drops 2 Relics |
Lead Paperweight | Upon pickup, choose 1 of 2 Colorless cards to add to Deck |
Leafy Poultice | Upon pickup, Transform 1 Strike and 1 Defend; lose 10 Max HP |
Looming Fruit | Upon pickup, raise Max HP by 31 |
Lord's Parasol | When you encounter the Merchant, immediately obtain everything he sells |
Lost Coffer | Upon pickup, gain 1 card reward and procure 1 random potion |
Massive Scroll | Upon pickup, choose 1 of 3 Multiplayer Colorless Cards to add to Deck |
Meat Cleaver | You may Cook at Rest Sites |
Music Box | Create an Ethereal copy of the first Attack played each turn |
Neow's Torment | Upon pickup, add 1 Neow's Fury to Deck |
New Leaf | Upon pickup, Transform 1 card |
Nutritious Oyster | Upon pickup, raise Max HP by 11 |
Nutritious Soup | Upon pickup, Enchant all Strikes with Tezcatara's Ember |
Pael's Blood | At the start of your turn, draw 1 additional card |
Pael's Claw | Upon pickup, Enchant all Defends with Goopy |
Pael's Eye | First time each combat you end a turn without playing cards, Exhaust Hand and take an extra turn |
Pael's Flesh | Gain additional Colorless Energy at start of 3rd turn and every turn after |
Pael's Growth | Upon pickup, Enchant a card with Clone |
Pael's Horn | Upon pickup, add 2 Relax to Deck |
Pael's Legion | Doubles Block gained from a card then sleeps for 2 turns |
Pael's Tears | If you end turn with unspent Colorless Energy, gain additional Colorless Energy next turn |
Pael's Tooth | Upon pickup, remove 5 cards from Deck; after each combat, randomly add 1 back Upgraded |
Pael's Wing | You may sacrifice card rewards to Pael; every 2 sacrifices, obtain a Relic |
Pandora's Box | Transform ALL Strikes and Defends |
Philosopher's Stone | Gain Colorless Energy each turn start; ALL enemies start with 1 Strength |
Pomander | Upon pickup, Upgrade a card |
Precarious Shears | Upon pickup, remove 2 cards from Deck and take 13 damage |
Precise Scissors | Upon pickup, remove 1 card from Deck |
Preserved Fog | Upon pickup, remove 5 cards from Deck; add Folly to Deck |
Prismatic Gem | Gain Colorless Energy each turn start; card rewards now contain cards from other colors |
Pumpkin Candle | Gain Colorless Energy each turn start; extinguishes at start of Act 3 |
Radiant Pearl | At start of each combat, add 1 Luminesce to Hand |
Runic Pyramid | At end of your turn, you no longer discard your Hand |
Sand Castle | Upon pickup, Upgrade 6 random cards |
Scroll Boxes | Upon pickup, lose all Gold and choose 1 of 2 card packs to add to Deck |
Sea Glass | See 15 cards from another character; choose any number to add to Deck |
Seal of Gold | At the start of your turn, spend 5 Gold to gain Colorless Energy |
Sere Talon | Upon pickup, add 2 random Curses and 3 Wishes to Deck |
Signet Ring | Upon pickup, gain 999 Gold |
Silver Crucible | First 3 card rewards seen are Upgraded; first Treasure Chest opened is empty |
Small Capsule | Upon pickup, obtain a random Relic |
Snecko Eye | At start of your turn, draw 2 additional cards; start each combat Confused |
Sozu | Gain Colorless Energy each turn start; you can no longer obtain potions |
Spiked Gauntlets | Gain Colorless Energy each turn start; Powers cost 1 more Colorless Energy |
Stone Humidifier | Whenever you Rest at a Rest Site, raise Max HP by 5 |
Storybook | Upon pickup, add 1 Brightest Flame to Deck |
Tanx's Whistle | Upon pickup, add 1 Whistle to Deck |
Throwing Axe | The first card played each combat is played an extra time |
Toasty Mittens | At start of your turn, Exhaust top card of Draw Pile and gain 1 Strength |
Touch of Orobas | Upon pickup, replace your starter Relic with an Ancient version |
Toy Box | Upon pickup, obtain 4 Wax Relics; every 3 combats, left-most Wax Relic melts away |
Tri-Boomerang | Choose 3 Attacks in Deck; Enchant them with Instinct |
Velvet Choker | Gain Colorless Energy each turn start; cannot play more than 6 cards per turn |
Very Hot Cocoa | Start each combat with 4 additional Colorless Energy |
War Hammer | Whenever you kill an Elite, Upgrade 4 random cards |
Whispering Earring | Gain Colorless Energy each turn start; Vakuu plays your first turn for you |
Yummy Cookie | Upon pickup, Upgrade 4 cards |
Ancient relics carry the highest ceiling and the highest risk of any rarity tier. Pandora's Box transforms every Strike and Defend in the deck simultaneously, which removes the need for manual card removal across an entire run. Ectoplasm locks out all Gold gain permanently in exchange for one Colorless Energy per turn — only viable if the Merchant and gold-based events are already off the path plan. Lava Rock forces the Act 1 Boss to drop two relics instead of one, making it one of the highest-leverage pickups available in early acts. Snecko Eye draws two additional cards per turn but starts every combat Confused, randomizing card costs — strong in large decks, risky in tight ones.
Shop Relics
Shop relics are purchased exclusively from the Merchant and never appear as combat or event drops. Gold management directly determines how many shop relics a run can access.
Relics | Effect |
Belt Buckle | While you have no potions, gain 2 additional Dexterity |
Bread | At turn start, lose 2 Colorless Energy; all other turns gain 1 Colorless Energy |
Brimstone | At start of your turn, gain 2 Strength and ALL enemies gain 1 Strength |
Burning Sticks | First time each combat you Exhaust a Skill, add a copy to Hand |
Cauldron | Upon pickup, brews 5 random potions |
Chemical X | Effects of cost X cards increased by 2 |
Dingy Rug | Card rewards can now contain Colorless cards |
Dolly's Mirror | Upon pickup, obtain an additional copy of a chosen card in Deck |
Dragon Fruit | Whenever you gain Gold, raise Max HP by 1 |
Ghost Seed | Strikes and Defends gain Ethereal |
Gnarled Hammer | Upon pickup, Enchant up to 3 Attacks with Sharp 3 |
Kifuda | Upon pickup, Enchant up to 3 cards with Adroit |
Lava Lamp | At end of combat, Upgrade all card rewards if you took no damage |
Lee's Waffle | Upon pickup, raise Max HP by 7 and heal all HP |
Membership Card | 50% discount on all products |
Miniature Tent | You may choose any number of options at Rest Sites |
Mystic Lighter | Enchanted Attacks deal 9 additional damage |
Ninja Scroll | At the start of each combat, add 3 Shivs to Hand |
Orrery | Upon pickup, gain 5 card rewards |
Punch Dagger | Upon pickup, Enchant an Attack with Momentum 5 |
Ringing Triangle | Retain your Hand on the first turn of combat |
Royal Stamp | Upon pickup, choose an Attack or Skill in Deck to Enchant with Royally Approved |
Runic Capacitor | Start each combat with 3 additional Orb Slots (Defect only) |
Screaming Flagon | If you end your turn with no cards in Hand, deal 20 damage to ALL enemies |
Sling of Courage | Start each Elite combat with 2 Strength |
The Abacus | Whenever you shuffle your deck, gain 6 Block |
Toolbox | At start of each combat, choose 1 of 3 random Colorless cards to add to Hand |
Undying Sigil | Enemies with at least as much Doom as HP deal 50% less damage |
Vitruvian Minion | Cards containing Minion deal double damage and gain double Block (Regent only) |
Wing Charm | A random card in each card reward is Enchanted with Swift 1 |
Shop relics reward players who save gold deliberately rather than spending it on individual cards. Membership Card cuts all Merchant prices by 50 percent, which makes every subsequent shop visit dramatically more efficient — picking it up early in a run multiplies its value across every future purchase. The Courier removes stock limits from the Merchant and reduces prices by 20 percent, stacking with Membership Card for compounding discounts. Miniature Tent allows both Resting and Smithing at the same campfire, removing the choice entirely. I see newer players skip shop relics because their effects read as passive or conditional, but Membership Card alone can fund two additional relic purchases in a single act.
Event Relics
Event relics appear through unknown room encounters on the map and often come attached to trade-offs — a buff in exchange for HP, Gold, or a curse.
Relics | Effect |
Big Mushroom | Upon pickup, raise Max HP by 20; at start of each combat, draw 2 fewer cards |
Bing Bong | Whenever you add a card to Deck, add one additional copy |
Bone Tea | At start of the next combat, Upgrade your starting hand |
Brydpip | Upon pickup, gain the card Byrd Swoop; a Byrdpip accompanies you in battles |
The Chosen Cheese | At end of combat, gain 1 Max HP |
Darkstone Periapt | Whenever you obtain a Curse, raise Max HP by 6 |
Daughter of the Wind | Whenever you play an Attack, gain 1 Block |
Dream Catcher | Whenever you Rest, you may add a card to Deck |
Ember Tea | At the start of the next 5 combats, gain 2 Strength |
Anchor (Event) | Start each combat with 4 Block |
Blood Vial (Event) | At the start of each combat, heal 1 HP |
Happy Flower (Event) | Every 5 turns, gain 1 Colorless Energy |
Lee's Waffle (Event) | Upon pickup, heal 10% of your HP |
Mango (Event) | Upon pickup, raise Max HP by 3 |
The Merchant's Rug | Does nothing |
Orichalcum (Event) | If you end your turn without Block, gain 3 Block |
Snecko Eye (Event) | Start each combat Confused |
Strike Dummy (Event) | Cards containing 'Strike' deal 1 additional damage |
Venerable Tea Set (Event) | Whenever you enter a Rest Site, start next combat with 1 additional Colorless Energy |
Forgotten Soul | Whenever you Exhaust a card, deal 1 damage to a random enemy |
Fragrant Mushroom | Upon pickup, lose 15 HP and Upgrade 3 random cards |
Fresnel Lens | Whenever you add a card that gains Block to Deck, Enchant it with Nimble 2 |
Hand Drill | Whenever you break an enemy's Block, apply 2 Vulnerable |
History Course | At the start of your turn, play a copy of your last played Attack or Skill |
Lost Wisp | Whenever you play a Power, deal 8 damage to ALL enemies |
Maw Bank | Whenever you climb a floor, gain 12 Gold; stops working when you spend Gold at the shop |
Mr. Struggles | At the start of your turn, deal damage equal to turn number to ALL enemies |
Pollinous Core | Every 4 turns, draw 2 additional cards |
Royal Poison | At the start of each combat, lose 4 HP |
Swprd of Jade | Start each combat with 3 Strength |
Sword of Stone | Transforms into a powerful Relic after defeating 5 Elites |
Tea of Discourtesy | At the start of the next combat, shuffle 2 Dazed into Draw Pile |
The Boot | Whenever you would deal 4 or less unblocked attack damage, increase it to 5 |
Wongo Customer Appreciation Badge | Does nothing |
Wongo's Mystery Ticket | Receive 3 random Relics after 5 combats |
Event relics are the most situational relic category in the game. Big Mushroom raises Max HP by 20 but reduces draw by 2 cards per combat, which is a serious trade-off for decks that rely on seeing specific cards early each turn. Bing Bong doubles every card added to the deck going forward, which accelerates synergy decks but also doubles the dilution caused by weak picks. Sword of Stone transforms into a stronger relic after five elite kills, making it a long-term investment that pays off in Act 3 if the pathing supports it. Maw Bank generates 12 Gold per floor climbed but stops functioning the moment any Gold is spent at a shop — only worth taking if the Merchant is off the route plan entirely. Darkstone Periapt converts Curses, which are usually a liability, into 6 Max HP each, inverting the cost of curse-based events across the whole run.
Slay The Spire 2 Tips & Tricks
Slay the Spire 2 rewards players who build around what a run provides rather than what they planned before it started, and this Slay the Spire 2 beginner guide makes that principle the foundation of every decision covered here. Deck consistency matters more than deck size — every card added to the draw pool dilutes the chance of pulling the best cards in hand, so skipping weak card rewards is a gain rather than a loss.
Elites drop relics, additional gold, a card reward, and a possible potion, making two to three elite encounters per act a stronger default route than avoiding damage by skipping them. HP functions as a resource rather than a score: accepting 10 damage from a tough normal encounter to use a campfire for upgrading instead of healing often produces more run value than the HP recovered.
Potions are most efficient when used during elite fights to shorten combat and reduce total damage taken, not held in reserve for a boss fight that may already be going badly. The Merchant offers card removal services — paying to pull basic Strikes and Defends out of the deck is one of the highest-leverage gold spends in any act, since every removed weak card raises the probability of drawing better ones. Relics purchased from the Merchant, particularly passive ones that apply across every fight, compound across the entire run in ways that single card buys rarely match, making Merchant visits worth prioritizing whenever gold allows.

Vitalii Diakiv writes gaming blogs and guides, focusing on the latest announcements and games matched with pop-cultural phenomena. Second, he covers esports events Counter-Strike 2, Marvel Rivals, League of Legends, and others.
Rumors: Caps Will Be The Next Hall Of Fame LegendWill LEC star Caps be the next player in the LoL Hall of Legends? We discuss his career, media impact, and the regional pattern after Faker and Uzi that points to him as the prime candidate.
ARC Raiders: How to Solve the Controlled Access Zone Puzzle on Dam BattlegroundsA complete guide to the Controlled Access Zone puzzle in ARC Raiders. Find out where the location is on Dam Battlegrounds.
Marathon: How To Unlock Factions and Get Their RewardsMarathon launches March 5, 2026 on PC, PS5, and Xbox Series X|S — here is how Factions work.
Slay The Spire 2 Beginners Guide: How To Build Your Deck On The First RunSlay the Spire 2 guide for beginners covering deck building, characters, runs, and first-run tactics.






