Relics are one of the main ways to shape a run in Rune Dice. Some relics work with any class, while others are built around a class’s signature dice and status effects.
Use the tables below as a quick reference. Effect is the normal relic effect. Enhanced effect is only filled in when the game lists a second, upgraded, or alternate version of that relic text.
Relic Unlocks
Permanent unlocks add relics or relic options to future runs once the requirement is complete. Shop slot unlocks expand the number of relic choices that can appear in shops.
Permanent Unlocks
| Unlock | Requirement |
|---|---|
| End Game Coins | Open 15 event chests |
| End Game Healer | Use the altar 15 times |
| Enemy Weakener | Defeat 7 mini-bosses |
| Healing Echo | Collect 15 dice in a single run |
| Healing Momentum | Defeat 42 Goblins |
| Health Reserve | Defeat 100 regular enemies |
| Hunter’s Trap | Deal 250 damage |
| Master Die Booster | Merge 1,000 dice |
| Phoenix Essence | Collect 10 relics in a single run |
| Quick Reset | Collect 100 gold in a single run |
| Reset Bounty | Visit 5 jesters |
| Singular Focus | Defeat 3 mini-bosses in a single run |
| Soul Anchor | Open 7 event chests |
| Spring Coil | Upgrade 10 dice |
| Trickster’s Horn | Merge 2,000 dice |
| Trident’s Blessing | Defeat 100 enemies in Hard Mode |
Shop Slot Unlocks
| Unlock | Requirement |
|---|---|
| Shop Relic Slot 3 | Collect 10 relics in a single run |
| Shop Relic Slot 4 | Defeat a boss with fewer than 3 relics |
Base Relics
Base relics are general relics rather than class-specific relics. They can support many different builds, especially when they improve economy, survivability, healing, or dice generation.
| Relic | Effect | Enhanced effect |
|---|---|---|
| Battle Aegis | Gain 10 shields when entering combat. | |
| Battle Scavenger | Gain 3 shield for each enemy killed. | |
| Chaos Formation | When the table resets, enemies are placed in random order. | |
| Dice Factory | Creates a die with value 1 every third merge. | |
| End Game Coins | Dice discarded at battle end grant 1 coin each. | |
| End Game Healer | Dice discarded at battle end heal the hero for 1 HP each. | |
| Enemy Weakener | Reduces all incoming damage to the hero by 1, to a minimum of 1. | |
| Explosive Cache | Adds one extra Bomb Die to the field at the start of each round. | |
| Healing Coins | Coin Dice also heal for their merge value. | |
| Healing Echo | When Healing Die heals you, create a Healing Die on the field with value equal to the amount healed. | |
| Healing Momentum | Restores 1 HP each time a class die activates. | |
| Healing Touch | 20% chance that your throwing die will be a Healing Die. | |
| Hunter’s Trap | All your attacks deal double damage to enemies with full HP. | |
| Lucky Horseshoe | Shop rerolls cost 2 coins instead of 4. | |
| Merchant’s Favor | Adds one extra Coin Die to the field at the start of each round. | |
| Mercy Roll | Gain an extra dice throw if you did not merge anything, once per turn. | |
| Personal Scales | All shop items cost 20% less. | |
| Phoenix Essence | Healing Die also removes 1 negative effect from the hero when activated. | |
| Quick Reset | Reduces the number of turns until table reset by 1. | |
| Reset Bounty | Gain 1 coin each time the field refreshes. | |
| Singular Focus | Duplicates the dice queue if only one merge occurs in a round. | |
| Soul Anchor | When receiving fatal damage, survive this turn with 10 HP instead. Once per game. | |
| Spring Coil | Merged dice jump higher when seeking their targets. | |
| Throwing Die Booster | Replaces throwing die value 1 with value 2. | |
| Trickster’s Horn | All dice merges produce a result that is 1 higher than normal. | |
| Trident’s Blessing | Merged dice ignore enemy dice magnetism and only attract to friendly dice. | |
| Triumph Elixir | Restore 10 HP after winning combat. |
Archer Relics
Archer relics mostly improve Heartseeker Die, Knockback Die, Piercing Die, and Volley Die. This class leans into target selection, positioning, and scaling damage across enemy lines.
| Relic | Effect | Enhanced effect |
|---|---|---|
| Bounty Fletching | Gain 1 coin when Heartseeker Die kills an enemy. | When Heartseeker Die kills an enemy, gain coins equal to its value. |
| Bowman’s Pauldron | When Knockback Die pushes an enemy into another enemy, both take damage equal to their attack values. | |
| Force Crystal | 30% chance that your throwing die will be a Knockback Die. | |
| Hunter’s Net | All enemies begin each combat stunned for 1 turn. | |
| Iron Grip | If Piercing Die cannot find more enemies to pierce, it deals all leftover damage to the current enemy. | |
| Ranger’s Cloak | Ignore the first direct attack damage received in each combat. | |
| Scope Lenses | Volley Die deals double damage if it hits more than one target. | |
| Spyglass | Volley Die deals double damage if it hits only one target. | |
| War Quiver | Volley Die deals damage to all enemies on the field. | |
| Warbow Bracer | Piercing Die deals full damage to each enemy hit. The number of enemies hit equals the die’s value. | |
| Widow’s Bowstring | Heartseeker Die deals 4x damage instead of 2x. |
Bard Relics
Bard relics reward builds around Encore, Mockery, Inspiration, and Rally. They are strongest when you can keep buffs active while spreading pressure across enemies.
| Relic | Effect | Enhanced effect |
|---|---|---|
| Backup Harp | Mockery Die prioritizes ranged enemies when applying mockery stacks. | |
| Battle Drum | When you gain rally, deal damage equal to the rally gained to a random enemy. | |
| Coin of Fortune | At the start of each turn, if the hero has inspiration, gain 1 coin. | |
| Double Lute | Your direct attacks deal double damage to enemies with mockery stacks. | |
| Echo Feather | Encore Die returns to the field with a maximum value of 7 instead of 5. | |
| Harmony Maracas | While you have both inspiration and rally active, reduce all incoming direct damage by 1, to a minimum of 1. | |
| Jester’s Cap | When an enemy is defeated, apply 1 mockery to a random enemy. | |
| Mockery Crystal | 30% chance that your throwing die will be a Mockery Die. | |
| Resonance Crystal | 15% chance that your throwing die will be an Inspiration Die. | |
| Tuning Fork | Mockery Die also applies 1 freeze to the target enemy. | |
| Victory Trumpet | When Encore Die kills an enemy, grant 3 rally to the hero. |
Druid Relics
Druid relics build around Growth, Root, Spirit, and Thorn effects. They mix healing, damage prevention, and delayed payoff from status stacks.
| Relic | Effect | Enhanced effect |
|---|---|---|
| Bark Armor | If you have thorns, absorb 1 damage from each direct attack, to a minimum of 1. | If you have more than 3 thorns, absorb 2 damage from each attack instead of 1. |
| Briar Crystal | 20% chance that your throwing die will be a Thorn Die. | |
| Druid’s Mantle | Start each combat with 3 Growth. | |
| Entangle Crystal | 25% chance that your throwing die will be a Root Die. | |
| Entangled Spirits | Spirit Die deals double damage to rooted enemies. | |
| Life Force | Growth Die healing is twice as effective, but Spirit Die targets only 2 enemies instead of 3. | |
| Nature’s Balance | Start each combat with 3 thorn stacks and apply 2 root stacks to the first enemy. | |
| Overgrowth | At the start of each turn, if you have 5 or more thorns, heal 5 HP and remove all thorns. | When Root Die activates, heal the hero for 1 HP. |
| Spiritual Communion | When Spirit kills an enemy, summon one additional spirit for each enemy killed by this die. | When Spirit Die kills at least one enemy, activate it again. |
| Symbiotic Growth | When Growth Die would overheal you, convert the excess healing into thorn stacks instead. | At the end of combat, each unused Growth increases your maximum HP by 1 and heals you. |
| Thorny Embrace | When you take 3 or more damage from a single attack, gain 1 thorn stack. | Thorn stacks on the hero cannot drop below 2. |
| Thorny Roots | Root Die also applies 1 thorn stack to the hero for each root stack applied to enemies. |
Mage Relics
Mage relics support Freeze, Fire, Lightning, and Arcane dice. Many of them either improve status damage or make the Mage’s special dice more reliable.
| Relic | Effect | Enhanced effect |
|---|---|---|
| Deep Freeze | Frozen enemies cannot attack while the freeze effect is active. | |
| Frost Crystal | 20% chance that your throwing die will be a Freeze Die. | |
| Ignition Point | Fire Die deals immediate damage equal to the fire stacks applied, then applies those stacks. | |
| Mage Certificate | Every second basic attack of the Mage is magical instead of physical. | |
| Moon Shard | Arcane Die always heals instead of dealing bonus damage. Combines with Sun Shard for both effects. | |
| Nikola’s Gauntlet | Lightning Die applies 1 weakness to each enemy hit during its chain jumps. | |
| Pyromaniac’s Focus | Fire Die prioritizes the enemy with the most fire. If tied, targets randomly. | |
| Shattering Cold | Frozen enemies take 50% more damage from direct attacks. | |
| Spreading Flames | When an enemy with fire dies, spread half of their fire to all enemies. | |
| Sun Shard | Arcane Die always deals bonus damage instead of healing. Combines with Moon Shard for both effects. | |
| Thunder Strike | Lightning Die has a 35% chance to not reduce damage when chaining to the next enemy, extending the chain longer. |
Necromancer Relics
Necromancer relics focus on Curse, Drain, Soul, and Death Mark effects. They can turn enemy deaths into healing, max HP, or field-wide damage.
| Relic | Effect | Enhanced effect |
|---|---|---|
| Cursed Medallion | All enemies start combat with 2 Curse stacks. | |
| Dark Armor | Curse stacks no longer decrease when triggered. | |
| Dark Crystal | 25% chance that your throwing die will be a Drain Die. | |
| Demon’s Hand | Drain dice target the first enemy instead of a random enemy. | |
| Medusa’s Head | Each Necromancer die has a 25% chance to return to the field after activation. | |
| Necromancer’s Tome | Curse dice apply Curse to all enemies, but at half the value, rounded up. | |
| Reaper’s Scythe | Soul Die’s kill effect increases max HP by 4 and heals for 4 instead. | |
| Serpent Ring | Drain dice heal for 100% of damage dealt instead of 50%. | |
| Skull Hairpin | Death Mark stacks no longer decrease each turn. | |
| Soul Jar | Restores 1 HP whenever you defeat an enemy. | |
| Spirit Medallion | Drain dice reduce enemy max HP by the damage dealt. |
Paladin Relics
Paladin relics combine Penance, Judgment, Holy, and Regeneration effects. Several of them turn self-inflicted fire or prior merges into extra damage.
| Relic | Effect | Enhanced effect |
|---|---|---|
| Crusader’s Seal | Penance Die deals 3x damage but applies 2 fire to the hero. | |
| Crusader’s Sword | Judgment Die deals 1 bonus damage for each merge performed this turn before it. | Judgment Die deals 2 bonus damage for each merge instead of 1. |
| Divine Reward | At the end of combat, gain 1 coin for each regeneration you currently have. | |
| Divine Spiral | Holy Die deals additional damage equal to the hero’s fire. | |
| Golden Laurel | Holy Die removes 1 stack of a random negative effect from the hero when activated. | |
| Martyr’s Locket | All your physical attacks deal additional damage equal to your current fire, then reduce fire by 1. | Penance Die deals additional damage equal to the hero’s fire. |
| Radiant Crystal | 25% chance that your throwing die will be a Regeneration Die. | |
| Sacred Medallion | Holy Die heals 1 extra HP for each merge performed this turn before it. | |
| Solar Seal | Start each combat with 3 regenerations on the hero. | |
| Templar’s Fist | Judgment Die stuns the target for 1 turn. |
Rogue Relics
Rogue relics improve Poison, Backstab, Dodge, and Blind Strike effects. They reward finishing enemies quickly and keeping dodge stacks active.
| Relic | Effect | Enhanced effect |
|---|---|---|
| Amber Scorpion | Applies 1 poison to all enemies at the start of combat. | |
| Assassinate | Backstab Die deals double damage. | |
| Chaotic Evasion | Blind Strike Die also grants 1 dodge stack to the hero after dealing damage. | |
| Evasive Maneuvers | When you merge Dodge Die of value 3 or higher, gain 1 additional dodge stack. | |
| Infectious Bomb | When an enemy with poison stacks dies, all enemies take damage equal to the number of poison stacks. | |
| Lethal Confusion | When Blind Strike Die kills an enemy, it strikes another random enemy again. | |
| Paralyzing Strike | Backstab Die also stuns the target for 1 turn. | |
| Persistent Venom | Poison stacks never decrease over time. | |
| Phantom Strike | All your direct attacks gain 1 damage for each dodge stack you currently have. | |
| Venomous Essence | 25% chance that your throwing die will be a Poison Die. |
Warrior Relics
Warrior relics improve Fury, Shield, Overwhelming, and Stun dice. The class gets a lot of value from damage prevention, stun control, and converting defense into offense.
| Relic | Effect | Enhanced effect |
|---|---|---|
| Crushing Blow | Fury Die always targets the first enemy instead of a random one. | |
| Guardian’s Symbol | 20% chance that your throwing die will be a Shield Die. | |
| Merciful Shield | Overwhelming Die converts all damage dealt to enemies with 1 HP into shield points for the hero. | |
| Overwhelming Presence | When you merge Stun Die of value 4 or higher, stun one additional random enemy. | |
| Pocket Aegis | Gain 3 shields when entering combat. | |
| Reflective Barrier | Enemies take 50% damage back when attacking your shields. | |
| Relentless Fury | Fury Die also grants 1 shield stack when dealing double damage to wounded enemies. | |
| Shield Explosion | At the end of each turn, deal damage to all enemies equal to your current shield stacks, then remove all shields from the hero. | |
| Spreading Paralysis | If Stun Die targets an enemy that is already stunned, stun an adjacent enemy instead for the same duration. | |
| Stunning Rune | 15% chance that your throwing die will be a Stun Die. | |
| Unstoppable Force | If an enemy has 1 HP, Overwhelming Die deals full damage to the next enemy behind it. |
Run Result Stats
The run result screen tracks combat performance, economy, upgrades, and clear speed. These counters are useful when chasing unlocks because several relic and shop upgrades require totals such as gold collected, dice merged, or relics collected in a single run.
| Stat | What it tracks |
|---|---|
| Altar Used | How many times you used an altar. |
| Bosses Killed | Bosses defeated during the run. |
| Damage Dealt | Total damage dealt. |
| Damage Received | Total damage taken. |
| Dice Upgraded | Dice upgrades performed. |
| Enemies Killed | Enemies defeated. |
| Final Health | Health remaining at the end of the run. |
| Gold Obtained | Gold collected. |
| Gold Spent In Shop | Gold spent in shops. |
| Highest Dice Value | Highest die value reached through merging. |
| Longest Merge Chain | Best dice combo chain. |
| Min Turns Combat Node Passed | Fewest turns used to clear a combat node. |
| Rewards Taken | Rewards claimed during the run. |
| Round Damage Dealt | Highest damage dealt in one round. |
| Run Time | Total run duration. |
| Runes Used | Runes used. |
| Shop Purchases Amount | Shop purchases made. |
| Total Merges | Total dice merges performed. |