Skip to main content
メインコンテンツへ

Introduction

Relics are the most run-defining elements in Slay the Spire. Adding one card shifts the deck slightly; a single Relic can redefine how the entire deck functions. This guide covers every Boss Relic with its tradeoff, Elite Relic priority rankings, character-specific picks, and when to spend gold at the Shop.


Relic Types and Sources

Type Source Notes
Starter Relic Fixed per character Defines the character's baseline identity
Common Relic Chests, events Small-to-medium utility effects
Uncommon Relic Elite kills (primary) Meaningful strategic advantages
Rare Relic Elite kills (low rate), events Powerful but inconsistently obtained
Shop Relic Merchant (150–300 Gold) Expensive; fills specific run gaps
Boss Relic 1 of 3 after each Boss kill Strongest tier; most carry a downside
Event Relic Specific events only Unique conditional triggers

Elites are the primary source of Uncommon Relics, which makes aggressively hunting Elites in Acts 1 and 2 one of the highest-impact decisions in any run.


Boss Relics — Full Breakdown

Boss Relics offer one of three choices after each Boss kill. Most follow the "powerful effect + significant downside" pattern. Always evaluate them against your current deck, not in isolation.

Energy Boss Relics (Highest Priority Category)

Energy is the universal resource in Slay the Spire. Going from 3 Energy to 4 Energy per turn dramatically changes how many cards you can play each turn.

Relic Effect Downside Rating
Runic Pyramid Unspent Energy carries over to next turn None S
Coffee Dripper +1 Energy per turn Cannot Rest (heal) at Campfires A
Ectoplasm +1 Energy per turn Can no longer gain Gold A
Sozu +1 Energy per turn Can no longer obtain Potions A
Cursed Key +1 Energy per turn Opening a non-Boss chest adds a Curse B
Busted Crown +1 Energy per turn Card rewards reduced from 3 choices to 1 C

Runic Pyramid is a clear S-tier pick. Carrying over unspent Energy means that Energy-efficient early turns bank into explosive late-turn plays. It is the only Energy relic with no downside.

Coffee Dripper shifts your Campfire strategy entirely to Upgrade rather than Heal, which is workable in well-built decks. Ectoplasm is near-equal to Coffee Dripper if your build does not rely on Shop purchases.

Card Manipulation Boss Relics

Relic Effect Downside Rating
Astrolabe On pickup: choose 3 cards to Transform then Upgrade None S–A
Tiny House On pickup: 1 Potion + 50 Gold + Max HP +5 + 1 card + 1 random Upgrade None A
Snecko Eye Draw 2 additional cards per turn; all card costs are randomized (0–3) Cost randomization makes planning harder B–S
Runic Dome +1 Energy per turn Enemy intents are hidden A–S

Astrolabe effectively acts as card removal and upgrades simultaneously. Transforming Strikes and Defends turns dead weight into playable cards at no cost and no downside. Picking it at the Act 1 Boss clears the path for a leaner, more focused deck from Act 2 onward.

Snecko Eye is deceptively strong. The extra two cards drawn per turn is a massive advantage. Randomized costs can be exploited deliberately by building around high-cost and X-cost cards that benefit from occasionally costing 0.

Runic Dome hides enemy intents, a meaningful penalty for newer players. At higher skill levels, with known boss patterns and reliable Block generation, the downside becomes trivial and the +1 Energy is simply free value.

HP and Scaling Boss Relics

Relic Effect Downside Rating
Fusion Hammer +1 Energy per turn; upgrades all cards in deck on pickup Can no longer remove cards at the Shop A
Philosopher's Stone +1 Energy per turn All enemies gain +1 Strength per turn B
Black Star Elites drop 2 Relics instead of 1 None A
Velvet Choker +1 Energy per turn Maximum 6 cards per turn C

Fusion Hammer upgrades every card in the deck at pickup — an enormous boon if taken early. Losing Shop card removal is only a real problem if the deck still has weak filler cards at that point.

Black Star has no downside and compounds over the run. Every Elite kill from that point on becomes two Relics instead of one. Pick it whenever you have enough damage output to reliably clear Elites.

Potion and Curse Boss Relics

Relic Effect Downside Rating
Mark of Pain +1 Energy per turn At the start of each turn, draw 1 fewer card B
Pandora's Box On pickup: all Strikes and Defends in deck are Transformed into random cards None B–S
Calling Bell +1 Energy; on pickup adds 3 Curse cards Curses are dead weight in hand B

Pandora's Box is run-defining if taken at the Act 1 Boss with a deck still full of starter cards. The more Strikes and Defends remain, the stronger the payoff. The random element means some results are weaker, but statistically the average outcome is strongly positive.


Elite Relic Priority Rankings

Elite Relics come from the Uncommon and Rare pools. They form the strategic backbone of a run and justify the cost of fighting Elites aggressively.

Universal Elite Relics (All Characters)

Relic Effect Priority
Gremlin Horn When an enemy dies, gain +1 Energy and draw 1 card High
Blood Vial Gain 2 HP at the start of every combat Medium
Torii Damage from 1–5 HP hits is reduced to 1 HP High (anti-chip damage)
Ornamental Fan Every 3 attacks played in a turn generates 4 Block High (attack-heavy decks)
Dream Catcher At Rest Sites, option to add a card to your deck High
Stone Calendar After 7 turns in combat, deal 52 damage to all enemies High (slow decks)
Strange Spoon Cards that exhaust have a 50% chance not to exhaust Build-dependent

Gremlin Horn excels in multi-enemy encounters. Each kill cascades into the next fight with extra Energy and draws. Acts 1 and 2 have enough grouped enemies to make this consistently impactful.

Dream Catcher turns every Campfire into a double option — heal or card, or upgrade and card. It dramatically increases the chances of finding a specific build-completing card over the course of a run.

Torii is underrated. Reducing all 1–5 damage hits to 1 effectively eliminates chip damage from most Act 1 and Act 2 standard enemies, making HP management significantly easier.

Character-Specific Elite Relics

Relic Character Effect Priority
Red Skull Ironclad only While at or below 50% HP, gain +3 Strength Very High (Strength builds)
Ninja Scroll Silent only Start each combat with 3 Shivs in hand Very High (Shiv builds)
Frozen Core Defect only If hand is empty at turn end, channel a Frost Orb High (Frost builds)
Champion Belt All Applying Vulnerable also applies 1 Weak stack Medium
Singing Bowl All Skip card reward → Max HP +2 Useful if skipping cards often

Red Skull transforms the Ironclad into a glass-cannon setup that keeps HP below 50%. Counteracts Burning Blood's healing, so it works best on strength-scaling builds that deal enough damage to stay alive without relying on the HP regen.

Ninja Scroll gives the Silent three free 0-cost attacks every combat, enabling immediate Shiv synergies with Accuracy and Shuriken from the first fight of every Act.


Shop Relic Purchasing Guidelines

Shop Relics cost 150–300 Gold — roughly the equivalent of multiple card removal purchases. Spend only when a Relic directly addresses a specific deck weakness.

Worth Buying

Relic Effect Buy If
Brimstone +2 Strength to self per turn; all enemies gain +1 Strength Playing an Ironclad Strength build
Membership Card All Shop items half price 2+ Shops remaining in the run
Runic Capacitor Defect: +3 Orb slots Playing a Defect Orb build
Sundial Every 3 deck shuffles: gain +2 Energy Thin decks that shuffle frequently
Wax Feather Gain a random Potion at turn start If Potion density is low

Membership Card is the highest potential value Shop Relic. Purchased early enough, it cuts the cost of every subsequent Shop item by half. If two or more Shops remain after purchase, the investment easily pays off.

Brimstone is an auto-buy on Ironclad Strength decks. The +1 Strength enemies gain per turn is a real cost but is easily absorbed with enough Block output.


Boss Relic Selection Framework

Step 1: Diagnose the deck's weakness

Before choosing, identify the current deck's single biggest problem:

  • Not enough Energy → Energy Relic (Runic Pyramid first, then the others)
  • Too many cards in deck → Astrolabe, Pandora's Box
  • Poor draw consistency → Snecko Eye, Dream Catcher
  • Low HP entering the Boss fight → Tiny House

Step 2: Evaluate whether you can accept the downside

Downside Acceptable When
No Campfire healing (Coffee Dripper) Deck wins fights efficiently; Campfire upgrades are higher priority
No Gold (Ectoplasm) Shop purchases are low priority for this build
No Potions (Sozu) Deck is consistent enough not to depend on Potions for survival
Card reward 1 choice (Busted Crown) Deck is essentially complete and new cards are not needed
No enemy intents (Runic Dome) Boss patterns are familiar; Block generation is reliable

Step 3: Fit over raw power

A relic that perfectly complements the current deck is better than the generically strongest option. Do not take Snecko Eye on a deck built around controlled 0- and 1-cost cards. Do not take Runic Pyramid if you already have more Energy than you know what to do with.


Relic Synergy Examples

Combination Synergy
Gremlin Horn + AoE cards Each enemy killed in a sweep generates extra Energy and draw for the next turn
Black Star + aggressive Elite routing Every Elite doubles the Relic income, compounding across Acts 2 and 3
Runic Pyramid + X-cost cards Banked Energy turns X-cost cards into full-scale damage spikes
Snecko Eye + high-cost cards High-cost cards randomly become 0-cost, enabling massive burst turns
Dream Catcher + Campfire-heavy routes Every Rest Site becomes a Relic-like card acquisition opportunity

Quick Reference: Relic Tier Summary

Boss Relics (Universal)

S: Runic Pyramid, Astrolabe
A: Coffee Dripper, Ectoplasm, Sozu, Fusion Hammer, Black Star, Runic Dome (when Block is solid)
B: Cursed Key, Snecko Eye (X-cost decks), Philosopher's Stone, Tiny House
C: Busted Crown, Velvet Choker

Elite Relics (Universal)

High Priority: Gremlin Horn, Dream Catcher, Torii
Medium Priority: Blood Vial, Champion Belt, Ornamental Fan
Build-Dependent: Strange Spoon, Stone Calendar, Singing Bowl


This article covers the original Slay the Spire (STS1).