Relics
Passive items that stack: what each one does.
58 relics
No match. Reset the filters.
- Ash urnAsh fury fills {s_fury_gain}% faster and burns {s_fury_dur}% longer.
- Ash heart+{s_hearts} heart. Each time you heal, an ash nova burns everyone close: {dmg} damage and {burn} s of fire.
- Frost bead{s_freeze}% to freeze. A frozen enemy that dies shatters: {dmg} damage and a chill on everyone close, {chain}% to freeze them too.
- Pyre bellowsDuration +{s_dur}%, {s_burn}% to ignite. Each burning enemy near you (up to {max}) cuts your cooldowns by {cd}%.
- Trophy beltElites drop an extra chest. Each elite also adds a notch to the belt: +{dmg}% damage, up to {max} notches, until the floor ends.
- Pilgrim bootsMove speed +{s_move}%. Plain and sure: dust rises at every step.
- Salt breadHeal half a heart on room clear. Clear a room without a scratch and heal {extra} more.
- Fourth candleLevel-ups offer 4 choices. Each level-up the four candles flare: enemies close to you burn and take {dmg} damage.
- Censer chainArea +{s_area}%. Every {every} s in a fight the censer swings: a ring of smoke does {dmg} damage and slows enemies by {slow}%.
- Link of the bound chainBlast radius +{s_explode}%, knockback +{s_kb}%. Every {every} s a chain binds three enemies for {secs} s: a blow on one is felt by the others for {share}%.
- Star chartStrike weapons +{s_strikes} strike. Every {every} s in a fight a constellation is drawn over {n} enemies, and then every star falls: {dmg} damage.
- CloverBetter drops. Every {need}th kill leaves one more drop behind: a coin, a heart, a bomb, a key or a soul.
- Wolf collar+{s_summons} summon. When you are hit, a spectral hound runs out for {secs} s and bites for {dmg} damage. Up to one hound per level.
- Tidewife's conchArea +{s_area}%, pickup range +{s_magnet}%. Every {every} s in a fight the conch sounds: a wave throws enemies back for {dmg} damage and drags every drop to you.
- Crown of PrideEnemies +{s_curse}% health, rewards +30%. Every {every} s the crown settles on one enemy, which runs faster. Kill it for {coins} coins and a {heart}% chance of a heart.
- Lucky die+{s_reroll} reroll. Every level-up rolls the die: for {secs} s you deal +{per}% damage for each pip. A six also gives a reroll.
- Raven eyeEvery {every}th hit is critical, and a raven dives through its target for {dmg} damage to everything beside it.
- Wolf fangCritical chance +{s_crit}%. Every {crits}th critical hit sends a spectral wolf through the line of enemies: {dmg} damage and a bleed to each.
- Swift featherProjectile speed +{s_speed}%. After {run} s of running you shed feathers that seek the nearest enemy: {dmg} damage every {every} s.
- FulguriteCritical chance +{s_crit}%. A critical hit arcs to the nearest enemy {chance}% of the time, for {share}% of its damage.
- Slow fuse{s_burn}% to ignite. Burning enemies pass the fire to a close neighbour: {hop}% every {every} s.
- Tribunal's gavelCritical damage +{s_crit_dmg}%. A critical hit on an enemy below {thr}% health passes sentence: it dies on the spot (not bosses).
- Glass skullDamage +{s_dmg}%, you take double damage. The first hit in a room shatters the skull above you into {n} shards, {dmg} damage each.
- Hemlock{s_poison}% chance to poison. A poisoned enemy that dies spreads the sickness to {n} others nearby with {dmg} damage.
- HourglassDuration +{s_dur}%. Every {every} s in a fight the glass turns: for {secs} s enemies near you move {slow}% slower.
- Ink of the Lapsed+{s_banish} banish. {chance}% of the enemies you kill leave a pool of ink for {life} s that slows everything in it by {slow}%.
- Skeleton keyGold chests open without a key and spill {coins} coins more. A plain chest leaves a spare key {chance}% of the time.
- Leech toothKills of bleeding or poisoned enemies count triple. Every {need} points heal half a heart; the vial above you fills as you drink.
- Magnifier lensBeams are {s_width}% wider. Stand still for {secs} s and the lens focuses: +{dmg}% damage until you move.
- Soul magnetPickup range +{s_magnet}%. When you take a pick-up, every other one within {r} px of you is dragged after it.
- Thorn mailEvery {kills} kills grow a thorn on your mail (up to {max}). When you are hit all of them fly out in a ring: {dmg} damage and a bleed each.
- Pilgrim mapReveals the floor. After a won fight, footprints lead to the next unexplored room (or the boss) and you walk {move}% faster to follow them.
- Martyr's bloodHits heal {s_lifesteal}% of the time. When you are hurt a pool of your blood stays behind for {life} s: stand in it to heal half a heart and deal +{dmg}% damage.
- Tithe sealShop prices -{s_discount}%. Each purchase stamps you: +{dmg}% damage until the floor ends, up to {max} stamps.
- Rusted nail{s_bleed}% chance to cause bleeding. Every {hits}th hit on a bleeding enemy drives a nail home: {dmg} damage and it is pinned for {pin} s.
- Lantern oilBrighter lantern. Your dash spills oil: enemies in it take {taken}% more damage, and any flame turns it into a burning pool.
- Ignaroth's pactDamage +{s_dmg}%, -{s_hearts} heart. On your last 1.5 hearts a sigil burns under you: +{dmg}% damage more and your hits set enemies alight.
- Ember of MoraghRise once with half health and scorch everyone near ({dmg} damage). The ember lights again when a boss falls.
- Powder pouch+{s_bombs} bombs. Each bomb of yours breaks into {n} cinders that burst for {dmg} damage.
- Grave powderAn enemy that dies burning bursts for {dmg} damage; the rest 1 time in 8. A burst can set off {chain} more. Blasts +{s_explode}%.
- Soul prismEvery soul is worth +{s_soul}. Every {need} souls the prism splits the light into {n} bolts that hunt the nearest enemies, {dmg} damage each.
- Prism lensElements charge {s_res_gain}% faster and their auras last {s_aura_dur}% longer.
- Gethrim's purseGold +{s_gold}%. A coin you pick up is thrown at the nearest enemy {chance}% of the time: {dmg} damage and its value.
- Quiver+{s_amount} to the amount of every weapon. A spare arrow shows over your shoulder for each.
- Lightning rodChains jump {s_jumps} more. Every {kills} kills charge the rod (up to {max}); your next dash calls a lightning bolt for each charge, {dmg} damage.
- Divining rodShows the secret room. The rod in your hand leans towards a sealed wall, harder the nearer it is; a bomb that goes off by the wall makes it ring.
- Bell ropePulse weapons ring twice. Every {toll}th ring is a toll: a great wave of {dmg} damage that stuns for {stun} s.
- RosaryCooldowns {s_cd}% shorter. Every {kills} kills tell a bead; with {beads} beads the prayer begins: {secs} s of cooldowns {cd}% shorter.
- Broken sealCritical damage +{s_crit_dmg}%. Damage beyond a kill is not wasted: {share}% of it leaps to the nearest enemy.
- Shield iconBlocks one hit every {every} s. The icon then bursts into shards: {dmg} damage to everything close.
- SpurDash recharges {s_dash_cd}% faster. Enemies you dash through take {dmg} damage, are stunned for {stun} s and thrown back.
- Book of namesSouls give {s_xp}% more. Every level-up writes your name in the book: {secs} s of +{dmg}% damage.
- Iron vowEvery {every}th blow on you is turned and answered: a shockwave of {dmg} damage that stuns for {stun} s. Three notches over your head count the blows.
- Lead weightKnockback +{s_kb}%. An enemy thrown back hard crashes into the next one: {dmg} damage to it and half of that to the thrown one.
- WhetstoneDamage +{s_dmg}%. Sparks fly off every blow.
- Wind charm+{s_dash} dash charge. A dash that slips through an enemy gives back {refund}% of a charge.
- Second windYour dash leaves a cutting gust ({dmg} damage a second), and a gale breaks where it ends and throws enemies back.
- Zenith ringA maxed weapon makes its signature move {s_ovd_every} activation sooner.