How to Obtain Relics
Relics are permanent passive items that apply their effects the moment you pick them up and persist for the entire run. There are four main acquisition routes.
1. Relic Rooms
Dedicated rooms on the map that offer 1–3 relics to choose from. Rarity distribution follows Common > Rare > Epic > Unique. Some relic rooms are free; others cost coins but tend to offer higher rarities.
2. Chests
Chests scattered throughout each level can drop relics. Gold chests typically guarantee Rare or better. Holding Endless Chest gives every chest you open a 30% chance to spawn another chest — enabling relic chains that can yield 3–4 relics from a single room.
3. Shops
Spend coins to buy relics. The shop lineup is randomized each run. Merchant's Bauble guarantees a special room whenever you enter a shop or workshop, effectively doubling your shop purchasing opportunities over a run.
4. Boss Kill Rewards
Certain bosses guarantee a relic drop on defeat. These tend to be Epic or higher. Defeating an Elite Boss without taking any damage triggers a hidden room containing Epic or Unique relics.
Relic Tier List (S through D)
S Tier — Run-defining

| Relic | Rarity | Why It's S |
|---|---|---|
| Mirror of Vision | Unique | Permanent flight + wand slot +1 + auto Wand Spirit+ on all wands. Rebuild your entire run around this. |
| Prospector's Pickaxe | Common | +1% all damage per 3 coins held. Scales without limit as coins accumulate — the highest damage ceiling in the game. |
| Replica Gloves | Epic | 25% chance to duplicate every spell cast. Effective +25% average DPS across all spells. |
| Hourglass | Epic | One-time death prevention — revive at 50% max HP. Irreplaceable insurance in Nightmare difficulty. |
A Tier — Strong in almost every build
| Relic | Rarity | Notes |
|---|---|---|
| Talisman of Focus | Rare | Up to 60% cast interval/cooldown reduction while stationary. Effective 1.6× DPS multiplier for stationary builds. |
| Soulbone Mantle | Rare | +20 shield + 1 permanent shield per 3 kills. Snowballs throughout the run into 60–80+ shield at late game. |
| Prospector's Vest | Common | Restore HP equal to coins picked up. Pairs with Pickaxe for simultaneous damage scaling and healing. |
| Savage Fang | Common | All damage +20%, no conditions. Best unconditional flat damage relic. |
| Endless Chest | Rare | 30% chance to spawn another chest on open. Each chain increases total relic count, compounding build strength. |
B Tier — Excellent in specific builds

| Relic | Rarity | Notes |
|---|---|---|
| Merlin's Hat | Common | Max MP +30. Essential for Guardian builds and high-cost spell loops. |
| Merlin's Robe | Common | MP regen +2/s. Solves sustained MP drain in full-auto setups. |
| Merlin's Boots | Common | +4 MP on kill. Near-infinite MP in enemy-dense rooms. |
| Soulbone Crown | Common | +1 temporary shield per 3 kills. Pairs with Soulbone Mantle for dual-layer shield accumulation. |
| Soulbone Armor | Common | 20% chance to gain shield on kill. Adds variance-based shield generation to the Soulbone set. |
| Titan's Pauldrons | Rare | Max HP +20, body size ×115%, recoil −40%. Reliable HP buffer that also improves knockback resistance. |
| Merlin's Beard | Rare | Summon limit ×2. Required for multi-Guardian and multi-Shadow Serpent builds. |
| Guardian Sprite | Common | Summons 3 sprite(s) that intercept enemy spells. Physical damage reduction layer that synergizes with ranged builds. |
| Sprite Wings | Rare | Grants flight. Terrain immunity without needing Mirror of Vision — foundational for map traversal. |
C Tier — Situationally useful
| Relic | Rarity | Notes |
|---|---|---|
| Treant Shoulderguards | Common | +3 permanent shield per door. Accumulates significantly over many rooms. |
| Treant Robe | Common | +5 HP per door. Reliable passive healing tied to exploration. |
| Treant Circlet | Common | +15 temporary shield per door. High burst shield before boss rooms. |
| Tree Spirit Pendant | Common | Slowly restores HP to 30 when below 30. Emergency low-HP stabilizer. |
| Wand Lens | Common | Spell knockback +50%. Keeps enemies at distance — reduces incoming melee hits. |
| Berserk Eye | Rare | Lose 1 HP for +1% all damage. High damage gain for shield-heavy builds that can absorb the HP cost. |
| Fortune Earrings | Rare | +1 relic option. Increases synergy completion probability by expanding choices. |
| Knight's Breastplate | Rare | Incoming damage −25%. Unconditional flat reduction; reliable but less impactful when shields are high. |
D Tier — Niche or low impact
| Relic | Rarity | Notes |
|---|---|---|
| Prospector's Gloves | Common | 8% chance to drop coins on kill. Useful only in Prospector builds; otherwise low value per slot. |
| Hunter's Ornament | Common | Extends vision range. No combat effect; relic slot cost rarely justified. |
| Mysterious Thing | Common | Max HP +1. Always deprioritize in favor of any combat-relevant relic. |
Relic Set Guides
Merlin's Series
Members: Merlin's Hat · Merlin's Robe · Merlin's Boots · Merlin's Beard
Running all four creates a complete MP economy: Hat expands the pool, Robe regenerates it passively, Boots refill it in combat, and Beard doubles how many Guardians can operate simultaneously. Combined with Mirror of Vision, this set sustains full-auto fire across multiple wands indefinitely. Priority order: Hat > Beard > Robe > Boots.
Nightmare suitability: High — Guardian builds are the most consistent Nightmare strategy, and Merlin's Series is their backbone.
Prospector's Series
Members: Prospector's Pickaxe · Prospector's Vest · Prospector's Gloves · Prospector's Goblet
The core loop: Pickaxe converts coin count into damage multiplier (1% per 3 coins), Vest converts coin pickups into HP recovery, Gloves add coin drops on kills, Goblet compounds coin income by 5% of current holdings per door transition (cap 10 coins per door). At 1,000 coins the build becomes functional; at 3,500 coins, damage exceeds 2,000%.
Development sequence:
- Acquire Prospector's Pickaxe first — no other piece works without it
- Add Prospector's Vest to resolve HP management
- Add Prospector's Goblet for compounding coin income
- Use Merchant's Bauble to maximize shop visits and coin purchasing
Nightmare suitability: Highest — the only build that can realistically match Nightmare HP inflation through raw damage scaling.
Treant Series
Members: Treant Shoulderguards · Treant Robe · Treant Circlet · Tree Spirit Pendant
Each door transition heals and shields simultaneously. With all four active: +3 permanent shield + 15 temporary shield + 5 HP every door, plus emergency healing when below 30 HP. Over a standard run of 30+ room transitions, this translates to 90+ permanent shield and 150+ HP recovered passively.
Nightmare suitability: Medium — strong passive recovery, but requires many room transitions to reach peak value.
Soulbone Series
Members: Soulbone Mantle · Soulbone Crown · Soulbone Armor · Casket of Souls
Kill-driven shield accumulation. Mantle gives +1 permanent shield per 3 kills, Crown gives +1 temporary shield per 3 kills simultaneously, Armor adds 20% chance for bonus shield per kill, and Casket of Souls converts kills into auto-tracking damage souls (28% chance). Reaching Stage 5 with Mantle + Crown active typically yields 60–80+ total shield — effectively doubling survivable HP against late-game boss attacks.
Nightmare suitability: High — high shield totals absorb Nightmare's amplified damage. Pair with a separate damage source to close out bosses in time.
Mirror of Vision — Complete Strategy Guide
Mirror of Vision is categorically the strongest Unique relic in Magicraft. Its three effects combine into a system that redefines the entire run.
Effect breakdown:
- Permanent flight: Ground spikes, poison pools, and abyssal pits are fully nullified. Sprite Wings and Knight's Boots become redundant
- Wand slot +1: One additional wand fires simultaneously. Fill this slot immediately after pickup
- Auto Wand Spirit+ on all wands: Every wand fires on its own. The player's only role becomes evasion and positioning
Immediate actions on pickup (priority order):
- Find a third wand to fill the new slot — an empty slot is wasted potential
- Purchase Merlin's Hat to offset the increased MP drain from multiple auto-firing wands
- Purchase Merlin's Robe for sustained MP regen
- Position above ground-level obstacles using flight — this enables Talisman of Focus to activate consistently without moving
Best pairings:
- Merlin's Series (full set): Sustains multi-wand auto-fire indefinitely
- Talisman of Focus: Flight enables safe stationary positioning for the full 60% cast speed bonus
- Prospector's Pickaxe: All auto-firing wands benefit from the coin-based damage multiplier simultaneously
Handling Cursed Relics
Some relics carry negative side effects. Evaluate the trade-off against your current build before accepting.
Common curse types:
- Incoming damage +10–30%: Acceptable with 50+ permanent shield
- Max HP reduction: Dangerous if already below 70% HP; mitigated by Prospector's Vest passive healing
- Movement speed reduction: Manageable in stationary builds; Wand Lens knockback compensates
Take a cursed relic if two or more apply:
- Permanent shield is 50 or higher
- Current HP is at 70%+ of maximum
- The curse type is already compensated by existing relics
- You are in Stage 4 or later
- You hold Cursed Fanatic's Mask — each curse adds +10% all damage, making curses actively desirable
Unique Relic Spotlight
Mirror of Vision
Runaway best Unique. Three effects simultaneously. Any run that finds it should be restructured around the Guardian/flight/multi-wand paradigm.
Hourglass
One-time death prevention at 50% max HP. Disappears after use. In Nightmare difficulty — where a single mistake often ends a run — this relic eliminates one guaranteed failure point. Highest value in mid-run before the Prospector build's coin economy is established.
Reset Key
Reconstructs all held wands, spells, and relics and returns to the start of the chapter. A last-resort recovery option for a completely failed build. Disappears after use — only take it if the run is otherwise unwinnable.
Finitude Gauntlet
Periodically eliminates half of all non-boss enemies. Extremely powerful in high-density mob rooms; does not affect bosses. Secondary value: more enemy kills means faster Soulbone and Prospector's Gloves accumulation.