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.
Showing 80 of 296 items.
Rarity
Starter
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
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
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.
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
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.
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.
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.
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.

