Relics in Slay the Spire 2 are permanent passive items that stay with you for the rest of a run. They shape your deck as much as cards do, because they change how combat starts, how resources scale, and which strategies become reliable.
Quick answer: Slay the Spire 2 currently includes Starter, Common, Uncommon, Rare, Shop, Ancient, and Event relics, with many effects tied to draw, Energy, Strength, Dexterity, Block, Orbs, Stars, discard, Poison, and Rest Sites.

Relic categories in Slay the Spire 2
| Category | What it means | Examples |
|---|---|---|
| Starter | Each character begins with one fixed relic. | Burning Blood, Ring of the Snake, Divine Right, Bound Phylactery, Cracked Core |
| Common | Basic run-defining passives that appear often. | Anchor, Bag of Preparation, Lantern, Vajra |
| Uncommon | Stronger build pieces with clearer synergies. | Akabeko, Bag of Marbles, Pantograph, Pen Nib |
| Rare | High-impact relics that can reshape a run. | Ice Cream, Mummified Hand, Shovel, Rainbow Ring |
| Shop | Merchant-only relics. | Chemical X, Membership Card, Toolbox, Wing Charm |
| Ancient | A higher-tier set of relics with very large effects. | Astrolabe, Black Star, Pandora’s Box, Sozu |
| Event | Relics earned from specific event outcomes. | History Course, Bing Bong, Big Mushroom, Wongo’s Mystery Ticket |
Starter relics and their effects
| Relic | Character | Effect |
|---|---|---|
| Burning Blood | The Ironclad | Heal 6 HP at the end of combat. |
| Ring of the Snake | The Silent | Draw 2 additional cards at the start of each combat. |
| Divine Right | The Regent | Gain 3 Stars at the start of each combat. |
| Bound Phylactery | The Necrobinder | At the start of your turn, Summon 1. |
| Cracked Core | The Defect | Channel 1 Lightning at the start of each combat. |
Starter relics establish each character’s baseline rhythm. Ironclad gets sustain, Silent gets opening draw, Regent gets Stars, Necrobinder supports Osty through Summon, and Defect starts orb play immediately.

Common relics to know first
| Relic | Effect |
|---|---|
| Amethyst Aubergine | Enemies drop 10 additional Gold. |
| Anchor | Start each combat with 10 Block. |
| Bag of Preparation | Draw 2 additional cards at the start of each combat. |
| Blood Vial | Heal 2 HP at the start of each combat. |
| Book of Five Rings | Every 5 cards added to your Deck heals 15 HP. |
| Bronze Scales | Start each combat with 3 Thorns. |
| Centennial Puzzle | The first time you lose HP each combat, draw 3 cards. |
| Happy Flower | Gain 1 Energy every 3 turns. |
| Juzu Bracelet | Regular enemy fights no longer appear in ? rooms. |
| Lantern | Start each combat with 1 additional Energy. |
| Meal Ticket | Heal 15 HP when you enter a shop room. |
| Oddly Smooth Stone | Start each combat with 1 Dexterity. |
| Pendulum | Draw a card whenever you shuffle your Draw Pile. |
| Potion Belt | Gain 2 potion slots on pickup. |
| Regal Pillow | Heal 15 extra HP when you Rest. |
| Strawberry | Raise Max HP by 7 on pickup. |
| Strike Dummy | Cards with “Strike” in the name deal 3 additional damage. |
| Vajra | Start each combat with 1 Strength. |
| Venerable Tea Set | Entering a Rest Site gives the next combat 2 additional Energy. |
| War Paint | Upgrade 2 random Skills on pickup. |
| Whetstone | Upgrade 2 random Attacks on pickup. |
Common relics are simple, but several of them remain strong for an entire run. Bag of Preparation, Lantern, Anchor, Vajra, and Venerable Tea Set all matter because they improve the turns that decide whether elite and boss fights stay controlled.
Character-specific Common relics
| Relic | Character | Effect |
|---|---|---|
| Data Disk | The Defect | Start each combat with 1 Focus. |
| Fencing Manual | The Regent | At the start of each combat, Forge 10. |
| Red Skull | The Ironclad | At or below 50 percent HP, gain 3 additional Strength. |
These relics are tightly tied to their character systems. Data Disk improves orb output, Fencing Manual feeds Sovereign Blade scaling through Forge, and Red Skull rewards low-health Ironclad lines.

Uncommon relics that create real synergies
| Relic | Effect |
|---|---|
| Akabeko | Gain 8 Vigor at the start of each combat. |
| Bag of Marbles | Apply 1 Vulnerable to all enemies at the start of each combat. |
| Bellows | The first Hand you draw each combat is Upgraded. |
| Bowler Hat | Gain 20 percent additional Gold. |
| Candelabra | Gain 2 Energy at the start of your second turn. |
| Eternal Feather | Heal 3 HP per 5 cards in your Deck when you enter a Rest Site. |
| Gremlin Horn | When an enemy dies, gain 1 Energy and draw 1 card. |
| Horn Cleat | Gain 14 Block at the start of your second turn. |
| Kusarigama | Every 3 Attack cards in one turn deals 6 damage to a random enemy. |
| Letter Opener | Every 3 Skill cards in one turn deals 5 damage to all enemies. |
| Lucky Fysh | Gain 15 Gold whenever you add a card to your Deck. |
| Mercury Hourglass | Deal 3 damage to all enemies at the start of your turn. |
| Nunchaku | Gain 1 Energy every 10 Attack cards played. |
| Orichalcum | If you end your turn with no Block, gain 6 Block. |
| Ornamental Fan | Every 3 Attack cards in one turn grants 4 Block. |
| Pantograph | Heal 25 HP at the start of each Boss combat. |
| Parrying Shield | If you end a turn with at least 10 Block, deal 6 damage to a random enemy. |
| Pear | Raise Max HP by 10 on pickup. |
| Pen Nib | Every 10th Attack card deals double damage. |
| Petrified Toad | Start each combat with a Potion-Shaped Rock. |
| Planisphere | Heal 4 HP whenever you enter a ? room. |
| Red Mask | Apply 1 Weak to all enemies at the start of each combat. |
| Reptile Trinket | Using a potion grants 3 Strength for the turn. |
| Ripple Basin | If you played no Attack cards during your turn, gain 4 Block. |
| Sparkling Rouge | On turn three, gain 1 Strength and 1 Dexterity. |
| Stone Cracker | Boss fights upgrade 3 random cards in your Draw Pile for that combat. |
| Tuning Fork | Every 10 Skills played grants 7 Block. |
| Vambrace | The first Block gained from a card each combat is doubled. |
Uncommon relics are where a build usually starts to lock in. Pen Nib, Bag of Marbles, Ornamental Fan, Gremlin Horn, and Vambrace all reward repeated patterns instead of one-off stats.
Character-specific Uncommon relics
| Relic | Character | Effect |
|---|---|---|
| Galactic Dust | The Regent | For every 10 Stars spent, gain 10 Block. |
| Gold-Plated Cables | The Defect | Your rightmost Orb triggers its passive an additional time. |
| Paper Phrog | The Ironclad | Vulnerable enemies take 75 percent more Attack damage instead of 50 percent. |
| Regalite | The Regent | Whenever you create a Colorless card, gain 2 Block. |
| Symbiotic Virus | The Defect | Channel 1 Dark at the start of each combat. |
| Tingsha | The Silent | Discarding cards during your turn deals 3 damage to a random enemy per card. |

Rare relics with the biggest run impact
| Relic | Effect |
|---|---|
| Art of War | If you play no Attack cards during your turn, gain 1 additional Energy next turn. |
| Captain's Wheel | Gain 18 Block at the start of your third turn. |
| Chandelier | Gain 3 Energy at the start of your third turn. |
| Cloak Clasp | Gain 1 Block for each card in your Hand at the end of your turn. |
| Gambling Chip | At combat start, discard any number of cards, then draw that many. |
| Game Piece | Draw 1 card whenever you play a Power card. |
| Girya | Adds Lift at Rest Sites so you can gain Strength there. |
| Ice Cream | Unspent Energy carries over between turns. |
| Intimidating Helmet | Playing a card that costs 2 or more Energy gives 4 Block. |
| Kunai | Every 3 Attack cards in one turn grants 1 Dexterity. |
| Lizard Tail | Once per run, fatal damage instead heals you to 50 percent of Max HP. |
| Mango | Raise Max HP by 14 on pickup. |
| Meat on the Bone | If you finish combat at or below 50 percent HP, heal 12 HP. |
| Molten Egg | Attack cards added to your Deck are Upgraded. |
| Mummified Hand | Playing a Power makes a random card in your hand free that turn. |
| Old Coin | Gain 300 Gold on pickup. |
| Pocketwatch | If you play 3 or fewer cards in a turn, draw 3 more next turn. |
| Prayer Wheel | Normal enemies drop an additional card reward. |
| Rainbow Ring | The first Attack, Skill, and Power set each turn grants 1 Strength and 1 Dexterity. |
| Razor Tooth | Every Attack or Skill you play is Upgraded for the rest of combat. |
| Shovel | Adds Dig at Rest Sites to obtain a random relic. |
| Shuriken | Every 3 Attack cards in one turn grants 1 Strength. |
| Sturdy Clamp | Up to 10 Block persists between turns. |
| The Courier | The merchant keeps stock and reduces prices by 20 percent. |
| Unceasing Top | If your Hand is empty during your turn, draw a card. |
| Unsettling Lamp | The first debuff card you play each combat has its effect doubled. |
Rare relics are the ones that most often change your route planning and card picks immediately. Ice Cream changes Energy math, Mummified Hand changes how Powers chain, and Shovel or Girya can turn Rest Sites into long-term scaling instead of recovery.
Character-specific Rare relics
| Relic | Character | Effect |
|---|---|---|
| Emotion Chip | The Defect | If you lost HP last turn, all Orbs trigger their passive ability at the start of your turn. |
| Lunar Pastry | The Regent | Gain 1 Star at the end of your turn. |
| Metronome | The Defect | The first time you Channel 7 Orbs each combat, deal 30 damage to all enemies. |
| Mini Regent | The Regent | The first time you spend a Star each turn, gain 1 Strength. |
| Orange Dough | The Regent | Add 2 random Colorless cards into your hand at the start of each combat. |
| Paper Krane | The Silent | Weak enemies deal 40 percent less damage instead of 25 percent. |
| Power Cell | The Defect | Add 2 zero-cost cards from your Draw Pile into your Hand at the start of each combat. |
| Ruined Helmet | The Ironclad | The first time you gain Strength each combat, double it. |
| Tough Bandages | The Silent | Discarding cards during your turn grants 3 Block. |
| Vexing Puzzle Box | The Silent | Add a random card to your Hand at the start of each combat. It costs 0. |

Shop relics and what they specialize in
| Relic | Effect |
|---|---|
| Belt Buckle | While you have no Potions, gain 2 Dexterity. |
| Bread | Lose 2 Energy on your first turn. On later turns, gain 1 Energy. |
| Chemical X | Cost X cards get 2 more effect value. |
| Dolly's Mirror | Copy one card in your Deck on pickup. |
| Dragon Fruit | Whenever you gain Gold, raise Max HP by 1. |
| Ghost Seed | Strikes and Defends gain Ethereal. |
| Gnarled Hammer | Enchant up to 3 Attacks with Sharp 3. |
| Kifuda | Enchant up to 3 cards with Adroit. |
| Lava Lamp | If you take no damage, all card rewards are Upgraded after combat. |
| Membership Card | All shop prices are cut by 50 percent. |
| Miniature Tent | You may choose any number of Rest Site options. |
| Mystic Lighter | Enchanted Attack cards deal 9 additional damage. |
| Orrery | Gain 5 card rewards on pickup. |
| Punch Dagger | Enchant an Attack card with Momentum 5. |
| Royal Stamp | Enchant an Attack or Skill with Royally Approved. |
| 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 | Gain 6 Block whenever you shuffle your deck. |
| Toolbox | Choose 1 of 3 random Colorless cards to add to your Hand at combat start. |
| Wing Charm | A random card in each reward is Enchanted with Swift 1. |
Shop relics lean heavily toward deck shaping. Some are direct economy pieces, like Membership Card, while others permanently alter your card pool or enchant core cards, like Royal Stamp, Gnarled Hammer, and Kifuda.
Ancient and Event relics change the ceiling
Early Access also includes Ancient relics and Event relics, which sit outside the standard Common to Rare flow. Ancient relics are the largest power spikes in the current relic pool, often combining a huge upside with a real cost or a strong structural rule. Examples include Astrolabe, Pandora’s Box, Black Star, Sozu, Runic Pyramid, Snecko Eye, Velvet Choker, Philosopher’s Stone, and Alchemical Coffer.
Event relics come from individual event outcomes and often behave like altered or partial versions of known relics. Some are very small, some are very strange, and some are powerful enough to define a run by themselves.
| Event relic | Effect |
|---|---|
| Big Mushroom | Raise Max HP by 20, but draw 2 fewer cards at the start of each combat. |
| Bing Bong | Whenever you add a card to your Deck, add one extra copy. |
| Bone Tea | Upgrade your starting hand in the next combat. |
| Darkstone Periapt | Whenever you obtain a Curse, raise your Max HP by 6. |
| Dream Catcher | Whenever you Rest, you may add a card to your Deck. |
| 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 | Gain 12 Gold when you climb a floor, until you spend Gold in a shop. |
| Mr. Struggles | At the start of your turn, deal damage equal to the turn number to all enemies. |
| Pollinous Core | Every 4 turns, draw 2 additional cards. |
| Royal Poison | Lose 4 HP at the start of each combat. |
| Sword of Stone | Transforms into a stronger relic after defeating 5 Elites. |
| Wongo’s Mystery Ticket | Receive 3 random relics after 5 combats. |

How character-specific relics work
Not every relic is available to every character. A number of relics are exclusive to The Ironclad, The Silent, The Defect, The Regent, or The Necrobinder. In practice, that means a relic’s effect may rely on a system only that character uses, such as Orbs, Stars, discard payoffs, Forge, Poison, or Summon.
Some of these relics also require unlock progress before they enter the pool. Examples include Data Disk for The Defect, Red Skull for The Ironclad, Paper Krane for The Silent, and several Regent relics tied to Act 2 completion or boss-kill milestones.
What to verify when reading a relic
| Check | Why it matters |
|---|---|
| Trigger timing | Some relics activate at combat start, some on turn two or three, and some only after a card count threshold. |
| Card type requirement | Many relics only care about Attacks, Skills, Powers, discard, or shuffle events. |
| Character lock | A relic may be unusable or unavailable outside one class. |
| Pickup effect versus passive effect | Some relics do their main work immediately on pickup, such as Strawberry, Old Coin, War Paint, and Whetstone. |
| Rest Site interaction | Girya, Shovel, Miniature Tent, and Venerable Tea Set all change how Rest Sites should be used. |

The fastest way to read the relic pool is to separate it into three buckets. First are opening-turn relics like Bag of Preparation, Lantern, Anchor, and Akabeko. Second are engine relics like Mummified Hand, Ice Cream, Kunai, Shuriken, Tingsha, and Gold-Plated Cables. Third are scaling relics like Girya, Shovel, Dragon Fruit, Rainbow Ring, and the Ancient relic set. Once you know which bucket a relic belongs to, its effect is usually clear the moment it drops.