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  2. Slay the Spire Series>
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  4. Relics

All 296 Relics and Their Effects in Slay the Spire 2

Updated on November 1, 2026 (3 days ago)

Relics are special items that give your character a lasting edge, or sometimes a lasting cost, in Slay the Spire 2. A run is one full attempt, from the first fight to the final boss, and the relics you pick up along the way can change how every fight plays out. They're grouped into starter, common, uncommon, rare, shop, event and Ancient types. Knowing where each type comes from helps you build a stronger run.

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Showing 80 of 296 items.

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Rarity

Starter

10 items

Black Blood

Restores 12 HP after each fight.

Rarity
Starter
Character Pool
Ironclad
Shop Price
-
Effect
At the end of combat, heal 12 HP.

Bound Phylactery

Summons 1 at the start of your turn.

Rarity
Starter
Character Pool
Necrobinder
Shop Price
-
Effect
At the start of your turn, Summon 1.

Burning Blood

Restores 6 HP after each fight.

Rarity
Starter
Character Pool
Ironclad
Shop Price
-
Effect
At the end of combat, heal 6 HP.

Cracked Core

Channels Lightning at the start of every fight.

Rarity
Starter
Character Pool
Defect
Shop Price
-
Effect
At the start of each combat, Channel 1 Lightning.

Divine Destiny

Starts each fight with 6 Stars.

Rarity
Starter
Character Pool
Regent
Shop Price
-
Effect
At the start of each combat, gain 6 Stars.

Divine Right

Starts each fight with 3 Stars.

Rarity
Starter
Character Pool
Regent
Shop Price
-
Effect
At the start of each combat, gain 3 Stars.

Infused Core

Starts combat with three Lightning, each dealing extra damage.

Rarity
Starter
Character Pool
Defect
Shop Price
-
Effect
At the start of each combat, Channel 3 Lightning. Lightning deals 1 additional damage.

Phylactery Unbound

Starts fights with 5 Summon and adds 2 Summon at each turn start.

Rarity
Starter
Character Pool
Necrobinder
Shop Price
-
Effect
At the start of each combat, Summon 5. At the start of your turn, Summon 2.

Ring of the Drake

Draws two extra cards on your first three turns.

Rarity
Starter
Character Pool
Silent
Shop Price
-
Effect
At the start of your first 3 turns, draw 2 additional cards.

Ring of the Snake

Draws two extra cards at combat start.

Rarity
Starter
Character Pool
Silent
Shop Price
-
Effect
At the start of each combat, draw 2 additional cards.

Rarity

Common

30 items

Amethyst Aubergine

Adds 15 Gold to enemy drops.

Rarity
Common
Character Pool
All characters
Shop Price
-
Effect
Enemies drop 15 additional Gold.

Anchor

Opens every fight with 10 Block.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Start each combat with 10 Block.

Bag of Marbles

Makes all enemies Vulnerable at the start of combat.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
At the start of each combat, apply 1 Vulnerable to ALL enemies.

Bag of Preparation

Draws two extra cards at the start of every fight.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
At the start of each combat, draw 2 additional cards.

Blood Vial

Restores 2 HP at the start of each fight.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
At the start of each combat, heal 2 HP.

Bone Flute

Grants 2 Block whenever Osty attacks.

Rarity
Common
Character Pool
Necrobinder
Shop Price
175 Gold (149–201)
Effect
Whenever Osty attacks, gain 2 Block.

Book of Five Rings

Restores 20 HP each time you add five cards to your deck.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Every 5 cards you add to your Deck, heal 20 HP.

Bronze Scales

Starts each fight with 3 Thorns.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Start each combat with 3 Thorns.

Centennial Puzzle

Draws three cards the first time you lose HP in a fight.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
The first time you lose HP each combat, draw 3 cards.

Data Disk

Starts each fight with 1 Focus.

Rarity
Common
Character Pool
Defect
Shop Price
175 Gold (149–201)
Effect
Start each combat with 1 Focus.

Fencing Manual

Forges 10 at the start of every fight.

Rarity
Common
Character Pool
Regent
Shop Price
175 Gold (149–201)
Effect
At the start of each combat, Forge 10.

Festive Popper

Deals 9 damage to every enemy at combat start.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
At the start of each combat, deal 9 damage to ALL enemies.

Gorget

Starts each fight with 4 Plating.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
At the start of each combat, gain 4 Plating.

Happy Flower

Gives one Energy every three turns.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Every 3 turns, gain 1 Energy.

Juzu Bracelet

Removes regular enemy fights from ? rooms.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Regular enemy combats are no longer encountered in ? rooms.

Lantern

Starts each fight with an extra Energy.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Start each combat with an additional 1 Energy.

Meal Ticket

Heals 15 HP whenever you enter a shop.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Whenever you enter a shop room, heal 15 HP.

Oddly Smooth Stone

Starts each fight with 1 Dexterity.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Start each combat with 1 Dexterity.

Pendulum

Draws one extra card every three turns.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Every 3 turns, draw 1 card.

Potion Belt

Adds two potion slots on pickup.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Upon pickup, gain 2 potion slots.

Red Mask

Applies Weak to every enemy at combat start.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
At the start of each combat, apply 1 Weak to ALL enemies.

Red Skull

Adds Strength while you are at half HP or lower.

Rarity
Common
Character Pool
Ironclad
Shop Price
175 Gold (149–201)
Effect
While your HP is at or below 50%, you have 3 additional Strength.

Regal Pillow

Adds 15 HP to each Rest Site heal.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Whenever you Rest, heal an additional 15 HP.

Snecko Skull

Adds one extra Poison whenever you apply it.

Rarity
Common
Character Pool
Silent
Shop Price
175 Gold (149–201)
Effect
Whenever you apply Poison, apply an additional 1 Poison.

Strawberry

Raises Max HP by 7 when collected.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Upon pickup, raise your Max HP by 7.

Strike Dummy

Adds damage to cards with Strike in their name.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Cards containing “Strike” deal 3 additional damage.

Vajra

Starts each fight with 1 Strength.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Start each combat with 1 Strength.

Venerable Tea Set

Adds two Energy to your next fight after visiting a Rest Site.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Whenever you enter a Rest Site, start the next combat with an additional 2 Energy.

War Paint

Upgrades two Skills on pickup.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Upon pickup, Upgrade 2 random Skills.

Whetstone

Upgrades two Attacks on pickup.

Rarity
Common
Character Pool
All characters
Shop Price
175 Gold (149–201)
Effect
Upon pickup, Upgrade 2 random Attacks.

Rarity

Uncommon

40 items

Akabeko

Starts each fight with 8 Vigor.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
At the start of each combat, gain 8 Vigor.

Book Repair Knife

Heals 3 HP when Doom defeats a non-Minion enemy.

Rarity
Uncommon
Character Pool
Necrobinder
Shop Price
225 Gold (191–259)
Effect
Whenever a non-Minion enemy dies to Doom, heal 3 HP.

Bowler Hat

Increases Gold gains by 25%.

Rarity
Uncommon
Character Pool
All characters
Shop Price
-
Effect
Gain 25% additional Gold.

Candelabra

Adds two Energy at the start of your second turn.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
At the start of your 2nd turn, gain 2 Energy.

Eternal Feather

Heals at Rest Sites based on the size of your deck.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
For every 5 cards in your Deck, heal 3 HP whenever you enter a Rest Site.

Funerary Mask

Shuffles three Souls into your Draw Pile at fight start.

Rarity
Uncommon
Character Pool
Necrobinder
Shop Price
225 Gold (191–259)
Effect
At the start of each combat, add 3 Souls into your Draw Pile.

Galactic Dust

Turns each 10 Stars spent into 10 Block.

Rarity
Uncommon
Character Pool
Regent
Shop Price
225 Gold (191–259)
Effect
For every 10 1 Star spent, gain 10 Block.

Gold-Plated Cables

Triggers your rightmost Orb's passive an extra time.

Rarity
Uncommon
Character Pool
Defect
Shop Price
225 Gold (191–259)
Effect
Your rightmost Orb triggers its passive an additional time.

Gremlin Horn

Draws a card and grants Energy whenever an enemy dies.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Whenever an enemy dies, gain 1 Energy and draw 1 card.

Horn Cleat

Provides 14 Block on your second turn.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
At the start of your 2nd turn, gain 14 Block.

Joss Paper

Draws a card every fifth time you Exhaust a card.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Every 5 times you Exhaust a card, draw 1 card.

Kusarigama

Hits a random enemy after every third Attack in one turn.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Every time you play 3 Attacks in a single turn, deal 6 damage to a random enemy.

Lasting Candy

Adds an extra Power to card rewards every other fight.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Every other combat, your card rewards gain an additional Power.

Letter Opener

Damages all enemies after every third Skill played in one turn.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.

Lucky Fysh

Pays 15 Gold whenever a card enters your deck.

Rarity
Uncommon
Character Pool
All characters
Shop Price
-
Effect
Whenever you add a card to your Deck, gain 15 Gold.

Mercury Hourglass

Deals 3 damage to every enemy at turn start.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
At the start of your turn, deal 3 damage to ALL enemies.

Miniature Cannon

Boosts the damage of Upgraded Attacks.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Upgraded Attacks deal 3 additional damage.

Nunchaku

Grants Energy after every ten Attacks you play.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Every time you play 10 Attacks, gain 1 Energy.

Orichalcum

Gives 6 Block if you end your turn without any.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
If you end your turn without Block, gain 6 Block.

Ornamental Fan

Grants 4 Block after every third Attack in a turn.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Every time you play 3 Attacks in a single turn, gain 4 Block.

Pantograph

Heals 25 HP at the start of each Boss fight.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
At the start of each Boss combat, heal 25 HP.

Paper Phrog

Increases Vulnerable's bonus damage to 75%.

Rarity
Uncommon
Character Pool
Ironclad
Shop Price
225 Gold (191–259)
Effect
Enemies with Vulnerable take 75% more damage rather than 50%.

Parrying Shield

Deals 6 damage to a random enemy if you end a turn with 10 Block.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
If you end a turn with at least 10 Block, deal 6 damage to a random enemy.

Pear

Raises Max HP by 10 when collected.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Upon pickup, raise your Max HP by 10.

Pen Nib

Double damage on every tenth Attack.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Every 10th Attack you play deals double damage.

Permafrost

Grants 7 Block the first time you play a Power each fight.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
The first time you play a Power each combat, gain 7 Block.

Petrified Toad

Adds a Potion-Shaped Rock at the start of each fight.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
At the start of each combat, procure a Potion-Shaped Rock.

Planisphere

Restores 5 HP whenever you enter a ? room.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Whenever you enter a ? room, heal 5 HP.

Regalite

Provides 2 Block whenever you create a card.

Rarity
Uncommon
Character Pool
Regent
Shop Price
225 Gold (191–259)
Effect
Whenever you create a card, gain 2 Block.

Reptile Trinket

Grants Strength for the turn whenever you use a potion.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Whenever you use a potion, gain 3 Strength this turn.

Ripple Basin

Grants 4 Block if you skip Attacks during your turn.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
If you did not play any Attacks during your turn, gain 4 Block.

Self-Forming Clay

Turns HP loss in combat into Block on the following turn.

Rarity
Uncommon
Character Pool
Ironclad
Shop Price
225 Gold (191–259)
Effect
Whenever you lose HP in combat, gain 3 Block next turn.

Sparkling Rouge

Provides Strength and Dexterity on turn three.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
At the start of your 3rd turn, gain 1 Strength and 1 Dexterity.

Stone Cracker

Upgrades two random cards in your Draw Pile for each fight.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
At the start of each combat, Upgrade 2 random cards in your Draw Pile for the rest of combat.

Symbiotic Virus

Channels Dark at the start of each fight.

Rarity
Uncommon
Character Pool
Defect
Shop Price
225 Gold (191–259)
Effect
At the start of each combat, Channel 1 Dark.

Tingsha

Deals damage for cards you discard during your turn.

Rarity
Uncommon
Character Pool
Silent
Shop Price
225 Gold (191–259)
Effect
Whenever you discard a card during your turn, deal 3 damage to a random enemy for each card discarded.

Tiny Mailbox

Adds two random potions whenever you Rest.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Whenever you Rest, procure 2 random potions.

Tuning Fork

Grants 7 Block after every ten Skills you play.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
Every time you play 10 Skills, gain 7 Block.

Twisted Funnel

Applies 4 Poison to every enemy at combat start.

Rarity
Uncommon
Character Pool
Silent
Shop Price
225 Gold (191–259)
Effect
At the start of each combat, apply 4 Poison to ALL enemies.

Vambrace

Double the first Block gained from a card each fight.

Rarity
Uncommon
Character Pool
All characters
Shop Price
225 Gold (191–259)
Effect
The first time you gain Block from a card each combat, double the amount gained.
Prev123456Next

How Relics Work in Slay the Spire 2

Once you own a relic, its effect runs on its own during fights. It doesn't cost energy or a card play to use, so it never competes with your other moves. You also can't drop a relic the way you can remove a card from your deck, so every pick stays with you until the run ends. That makes each choice a long-term one, and a relic you grab in the first act can still matter in the final boss fight.

Starter Relics and Character Relics

Every character begins a run with one starter relic, so you always have at least one relic before your first fight. The five characters each get a different one, such as Burning Blood for the Ironclad and Ring of the Snake for the Silent. Each starter is built around how its character plays.

Beyond the starter, each character has its own unique relics that tie into its mechanics. Some of these are locked to that one character, and Data Disk for the Defect is one example. A few also need unlock progress before they can show up, so you won't see every option right away.

Common, Uncommon and Rare Relics

Most relics you'll find during a run fall into the common, uncommon or rare tier. The tier gives you a sense of how often a relic appears and how much it can change your run. Common relics are basic passives that show up often, and many stay useful the whole way through. Uncommon relics are stronger pieces that work best when they fit a plan, while rare relics are high-impact picks that can reshape how a run goes.

Elite fights are one of the most dependable ways to earn a relic, and treasure rooms give out a random relic for free.

Shop Relics

Shop relics can only be bought from the Merchant, and most are aimed at shaping your deck or improving your gold. You pay for them with gold, which is also what you'd spend on card removal and other items in the shop. That makes each relic a trade-off, so it's worth buying only when it fills a clear gap in your deck. Chemical X, Membership Card, Toolbox and Wing Charm are some of the relics you'll see there.

Event Relics

Event relics come from the event rooms and unknown rooms on the map. Many come at a price, such as losing health or accepting a drawback, so you're trading something to get them. Others are altered or partial versions of relics you already know, and some need a condition first. The Sword of Stone changes after you defeat five Elites, and Wongo's Mystery Ticket gives you three random relics after five combats.

Ancient Relics and Their Trade-Offs

Ancient relics are the biggest power spikes in the game, and they come from a different place than everything else. At the start of each act, an Ancient waits at the first spot on the map and offers a batch of them. You pick one, and the offer ends, so there's no coming back to it later.

In Act 2, the Ancient is usually Tezcatara, Orobas or Pael, and Act 3 has its own set. Ancient relics aren't tied to any character, so any character can take them. Many come with a clear downside. Toy Box, for example, gives you wax relics that melt away one at a time every few combats, and once melted they stop working. Pael's Tooth removes five cards from your deck and returns one of them upgraded after each fight, and you don't get to choose which one.

Best Relics and How to Choose Them

No single relic is the best in every run, because the right pick depends on what your deck is trying to do. Start by naming your plan in one sentence, then check how often the relic's effect fires. A relic that triggers every turn adds up over a long fight, while one that helps only once when you pick it up adds much less.

Next, test the downside against that plan. A first-turn penalty hurts a deck built to deal a lot of damage quickly far more than a slow deck that relies on blocking. Timing matters too. Relics that add energy, draw cards or boost gold pay off the longest when you grab them early, while relics that patch a weakness are more useful once you can see where your deck falls short.

Ice Cream, Gambling Chip and Bag of Preparation are often rated among the strongest all-purpose relics. Ice Cream keeps leftover energy from going to waste, Gambling Chip lets you swap some cards from your opening hand for fresh draws, and Bag of Preparation draws two extra cards at the start of each fight. Ratings differ and change with each game update, so treat them as a starting point rather than a rule.

FAQ

Q.

What does Neow give you at the start of a run?

Each run begins at Neow's altar, where you pick one starting bonus before you see the map. Some choices are relics, while others give gold, potions or extra max HP, and a few give you more say over what comes next. Neow's Bones gives you two random Neow relics along with one random Curse, which is a drawback.

Q.

Can you trade relics in Slay the Spire 2?

Yes, but only through certain events. The Relic Trader event offers three options, and each one swaps a relic you already own for a random one. It's a way to replace a relic you no longer want, but the new one is random, so the swap might not be an upgrade.

Q.

Is Mummified Hand worth taking?

Only in a deck built around Powers, since it does nothing unless you're playing Powers. For most decks, it's a relic to skip.

Q.

Who is Darv in Slay the Spire 2?

Darv is an Ancient who can take the place of an act's usual Ancient at the start of Act 2 or Act 3. Darv is the only Ancient who can show up in either act, but only one of them per run, and the relics on offer differ between the two. Some of the Act 2 options come with costs, such as Sozu taking away your potions.

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  • EnemiesExplore the enemies in Slay the Spire 2, from regular monsters and elites to act bosses, and see how enemy intent shapes every fight you take on.
  • CharactersThe Ironclad, Silent, Regent, Necrobinder and Defect in Slay the Spire 2: how each one plays, their starting relics and decks, and the order they unlock in.
  • PotionsSlay the Spire 2 potions explained: what each type does, how they work, where to find them, and which ones are worth saving for tough fights and bosses.
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