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All Relics In Slay The Spire 2 Explained

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.

All Relics In Slay The Spire 2 Explained 1

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.

All Relics In Slay The Spire 2 Explained 2

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.

All Relics In Slay The Spire 2 Explained 4

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

All Relics In Slay The Spire 2 Explained 5

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.

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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.

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Vitalii Diakiv

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.

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