Reliquary is a collection of relics for Slay the Spire with over 30,000 players! You can find it on the Steam Workshop, and take a gander at the source code on Github. Thanks to volunteer translators from the Slay the Spire community, Reliquary is available in 6 languages! The latest version is 0.5.3 (changelog).

Relics

Aerogel
Common
Upon pickup, choose a card. Whenever you shuffle your draw pile with this card in it, it will end up on top.
Aluminium Foil
Common
Card rewards tend to be Upgraded and of a higher rarity.
Ball Bearing
Uncommon
Whenever you shuffle your draw pile, shuffle in a Flash of Steel or Finesse, chosen randomly.
Bellows
Rare · Ironclad
Every 5 times you Exhaust a card, shuffle a card from your exhaust pile into your draw pile.
Big Hammer
Boss · Ironclad
You may upgrade Red cards a second time. Upon pickup, Upgrade an Upgraded card.
Blood Filter
Rare · Ironclad
Whenever you lose HP during your turn, regain it at the end of combat.
Blood Sugar
Uncommon
Whenever you enter a room, heal 7 HP, then decrease that number by 1. Rest to reset it to 7.
Boiling Flask
Uncommon
At the start of each combat, if your potion slots are full, choose a Vapor card and add it into your hand.
(Vapors are cards with minor effects derived from your potions. They Retain and Exhaust.)
Bookmark
Shop
At the start of each combat, draw an extra card for each Innate card in your deck.
Boomerang
Common
Put the fourth card you play each turn on top of your draw pile.
Bouncer
Shop · Silent
Upon pickup, choose a card. It becomes Unplayable. If it's discarded from your hand, play it.
Broken Clock
Shop
Each combat starts with two player turns, then two enemy turns.
Buckler
Common
The next 2 times you play an upgradeable card that's in your deck, Upgrade it permanently.
Citrus Reamer
Shop
The first time each turn you have 10 cards in hand, gain .
Conveyor
Rare · Defect
At the start of your turn, Channel a type of Orb of which you have 3 or more Channeled.
Craggleroot
Boss
Gain at the start of your turn. The first card you draw each turn costs 1 more this combat until played.
Crucible
Common
Whenever you remove an Upgraded card from your deck, Upgrade 2 random cards in your deck.
Crusader's Map
Shop
Points the way to a fabled font of immortality.
(You have a 33% chance to get the Holy Grail as a chest or elite relic.)
Crutches
Common · Ironclad
Whenever you get a Status, enemies lose 1 Strength during their next turn.
Dhvaja
Rare · Watcher
Whenever you enter Divinity, Divinity's damage multiplier increases by 1 this combat.
Elizabethan Collar
Common
Upon pickup, your Curses become Injuries. All Curses you obtain become Injuries.
Ember
Boss
Gain at the start of your turn. Take 2 damage for each Energy beyond the third you spend each turn.
EXA
Rare · Defect
At the start of your turn, if you have no Lightning, Frost, or Dark Orb Channeled, Channel an Orb of a random missing type.
Expired Coupon
Common
When you reach 70 or more total unblocked damage dealt in a combat, deal 10 damage to ALL enemies.
Feather Duster
Uncommon
Upon pickup, remove any number of cards from your deck except Strike, Defend, and Curse cards.
Ferry Pass
Common
When you play every unique playable card in your deck in one combat, lose this and add a Rare relic to that combat's reward.
(Only appears with 12 or more unique cards in your deck. Upgraded versions of a card count as the same unique card.)
Firecrackers
Uncommon
Overkill damage is dealt to a random enemy.
Fishing Reel
Rare
Each turn, you can pay for 1 card with next turn's Energy.
Free Samples
Boss
Gain at the start of your turn. Whenever an enemy deals unblocked attack damage to you, it gains 1 Buffer if it has none.
Gummy Vitamins
Uncommon
Once per turn, you may draw a card, then shuffle a Slimed into your draw pile.
(Right click to activate.)
Hardlight
Uncommon · Ironclad
When your HP falls to 10 or less for the first time, permanently gain 2 Strength.
The Holy Grail
Special
The first time you would die each combat, die next turn instead.
(Can only be found with the Crusader's Map.)
Hot Poker
Uncommon
Whenever you draw a card during your turn, deal damage equal to its cost to a random enemy.
(This doesn't include the cards you draw at the start of your turn.)
Ice Cube Tray
Uncommon
For every 4 cards you add to your deck, you may remove a card from your deck.
Iridium Chain
Uncommon
Whenever you play a Power card, put an Ethereal copy into your hand that costs 1 more.
Ivory Trinket
Common · Watcher
Every 5th time you Retain a Miracle, add a Miracle into your hand.
Jackalope Antler
Uncommon
Whenever an enemy dies, refund the Energy cost of the last card you played.
Kill Pill
Rare · Silent
The first time you apply Poison to each enemy each turn, it triggers immediately.
Kinked Spring
Boss
Gain at the start of your turn. Your discard pile only shuffles into your draw pile when you end your turn with an empty draw pile.
Knife Block
Rare · Silent
Whenever you create Shivs, create an additional one.
Knoch
Common
Enemies with 25% or less HP are Weak.
Lead Dart
Uncommon
The first time each combat you have 10 cards in hand, gain 3 Strength.
Love-Emitting Diode
Uncommon · Defect
Positive Focus doubly affects your rightmost Orb.
Medicine Ball
Uncommon · Ironclad
You have additional Strength equal to the highest Strength among enemies (0 minimum).
Mudwin's Cradle
Uncommon · Watcher
Entering Divinity requires 3 less Mantra.
New Friend
Uncommon
Strikes and Defends Exhaust 50% of the time.
Ouija Board
Rare
Once per turn, pay the cost of a card in your discard pile plus 1 to play it and shuffle it into your draw pile.
(Right click to activate.)
Oven Mitt
Shop
Prevent the next 6 times you would lose HP.
Paper Snowflake
Uncommon
The newest card in your deck that costs 1 or more costs 1 less.
Party Balloon
Common
Power cards start each combat in the top half of your draw pile.
Peacock Shield
Uncommon · Watcher
Whenever you enter Wrath, gain 2 Block, then double your Block.
Plasma Lobster
Uncommon
Increases your attack damage by 2 while you have Block.
Porcupine Quills
Common
Whenever you receive 12 or more unblocked damage, deal that much damage back.
Prayer Box
Uncommon · Watcher
You keep your Mantra between combats.
Princely Helmet
Uncommon
Double the first X Block you gain each combat, where X is 8 times the current Act.
Promissory Notes
Common
Whenever you receive a debuff from an enemy, your first Attack against that enemy next turn deals 5 additional damage.
Purple-Tinged Leaf
Uncommon
Upon pickup, choose an Attack. Whenever you play this card, heal 1 HP.
Pushpin
Rare · Silent
The cards in your opening hand Retain for the rest of combat.
Quartz Cube
Uncommon
At the start of each combat with 3 or more enemies, apply 2 Stunned and 2 Invincible to one.
Rabbit Ears
Boss · Defect
You may upgrade Blue cards a second time. Upon pickup, Upgrade an Upgraded card.
Radioactive Pellet
Common · Silent
Poison doesn't decrement.
Rattle Coin
Shop
Double the first unblocked attack damage dealt to you and ALL enemies each combat.
Red Cape
Boss
Gain at the start of your turn. Whenever you Attack a single enemy, other enemies can't be attacked until it dies.
Red Paperclip
Boss
Gain at the start of your turn. Replaces 2 random Common or Uncommon relics.
Rose-Tinted Glasses
Common
The first 2 times you draw a Status each combat, Exhaust it and draw a card.
Rosewood Lute
Common
Whenever you block damage exactly, gain next turn.
Runic Remote
Uncommon
Whenever you win a combat without taking damage, you may add a card corresponding to a defeated enemy into your deck.
(These cards can be of any color.)
Rustam's Pendant
Boss
Gain at the start of your turn. Has a different drawback for each character.
(-1 Strength on Ironclad, -1 Dexterity on Silent, -1 Focus on Defect, and -3 Devotion on Watcher, entering Atonement stance at -10 Mantra.)
Sculpting Steel
Uncommon
Upon pickup, becomes a copy of a random Common, Uncommon, Rare, or Shop relic you already have.
(Chooses from among compatible relics.)
Sharkskin Sheath
Common
Whenever you end your turn with no cards in hand, draw a card next turn.
Sheep's Eye Marble
Rare
The first time you play two copies of the same card in a row each turn, play it again.
Short Fuse
Common · Defect
Your Lightning Orbs target the enemy with the least HP.
Short Straw
Boss
Gain at the start of your turn and choose a random card in your hand. If it's still in your hand at the end of the turn, you lose 10 HP.
Sideboard
Uncommon
Upon pickup, gain 100 Gold. Chosen card rewards go into a separate pile. You can move cards from that pile to your deck between combats.
Silk Glove
Common
Whenever you would discard a single card at the end of your turn, Retain it.
Skeleton Key
Boss · Silent
You may upgrade Green cards a second time. Upon pickup, Upgrade an Upgraded card.
Sod
Uncommon
Put an Upgraded copy of every 8th unupgraded card you play into your hand.
(Doesn't copy Curse or Status cards.)
Solitaire
Boss · Watcher
You may upgrade Purple cards a second time. Upon pickup, Upgrade an Upgraded card.
Soularoid
Shop
Whenever you play a non-Status card with a different name than any card in your deck, add a copy of it to your deck.
Spinner
Common
Whenever you play a card of a different type than the previous that turn, gain 1 Block.
Spire of Hannoy
Uncommon
Weak and Vulnerable are 10% more effective against enemies for every stack past the 1st (max 30%).
Splatula
Uncommon
Whenever you Attack an enemy for half or more of its Max HP, set its HP to 0.
Stiletto
Common
Enemies gain 50% less Block.
Stimpack
Common
The first time your HP drops to 50% or below each combat, your Attacks deal double damage for 1 turn.
Tam-Tam
Shop · Ironclad
Whenever you start your turn with Block, you gain 2 Strength and ALL enemies gain 1 Strength.
Tank Top
Uncommon
Whenever you Attack the enemy with the most HP, if there are 2 or more enemies, deal 4 damage to the front enemy.
Tattered Rug
Common
You can sell potions to the Merchant.
Thinking Cap
Uncommon
At the start of each combat, draw the second-to-last card you played last combat.
(Only cards in your deck count.)
Third Arm
Boss
Start each combat with a cost 0 Power in your draw pile that gives you every turn.
Thumb Drive
Common · Defect
At the start of each combat, Channel 1 Data.
Toy Rocket
Uncommon
The first time you play a cost 3, cost 2, and cost 1 card in a row each combat, add a powerful cost 0 Attack into your hand.
Traffic Cone
Uncommon
The first time an enemy does something other than attack, it loses 2 Strength.
Training Wheel
Common
Whenever you draw a hand with no Attacks or no Skills, put a random card of that type from your draw pile into your hand.
Trident Head
Uncommon
The first card you play on a single enemy each combat is copied to all other enemies.
Tuning Fork
Common
Whenever you break an enemy's Block exactly, deal 10 damage to it.
Twin Pearls
Rare
You start each odd-numbered turn with Pearlescence in your hand.
(Pearlescence is a card that copies the last card played in a turn.)
Underdog Bone
Uncommon
Whenever you play an unupgraded card, if there's an Upgraded copy in your draw pile, put it into your hand.
Vitrine
Uncommon
Upon pickup, remove a card from your deck. You may choose to shuffle it into your draw pile any time during combat.
Weak Tea
Common
The first 2 Colorless cards you play each combat cost less.
Witchy Dice
Shop
At the start of each combat, play a random card of any color.
Writ of Mandamus
Boss
Gain at the start of your turn. At the end of your turn, you lose 5 Block.

Retired Relics

These are removed from the relic pool by default. You can add them back in from the title menu → Mods → Reliquary → Config.

Finger Trap
Shop
Prevent the first 13 HP you would lose during your turn each combat.

Credits


Changelog