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

UnlockRequirement
End Game CoinsOpen 15 event chests
End Game HealerUse the altar 15 times
Enemy WeakenerDefeat 7 mini-bosses
Healing EchoCollect 15 dice in a single run
Healing MomentumDefeat 42 Goblins
Health ReserveDefeat 100 regular enemies
Hunter’s TrapDeal 250 damage
Master Die BoosterMerge 1,000 dice
Phoenix EssenceCollect 10 relics in a single run
Quick ResetCollect 100 gold in a single run
Reset BountyVisit 5 jesters
Singular FocusDefeat 3 mini-bosses in a single run
Soul AnchorOpen 7 event chests
Spring CoilUpgrade 10 dice
Trickster’s HornMerge 2,000 dice
Trident’s BlessingDefeat 100 enemies in Hard Mode

Shop Slot Unlocks

UnlockRequirement
Shop Relic Slot 3Collect 10 relics in a single run
Shop Relic Slot 4Defeat 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.

RelicEffectEnhanced effect
Battle AegisGain 10 shields when entering combat.
Battle ScavengerGain 3 shield for each enemy killed.
Chaos FormationWhen the table resets, enemies are placed in random order.
Dice FactoryCreates a die with value 1 every third merge.
End Game CoinsDice discarded at battle end grant 1 coin each.
End Game HealerDice discarded at battle end heal the hero for 1 HP each.
Enemy WeakenerReduces all incoming damage to the hero by 1, to a minimum of 1.
Explosive CacheAdds one extra Bomb Die to the field at the start of each round.
Healing CoinsCoin Dice also heal for their merge value.
Healing EchoWhen Healing Die heals you, create a Healing Die on the field with value equal to the amount healed.
Healing MomentumRestores 1 HP each time a class die activates.
Healing Touch20% chance that your throwing die will be a Healing Die.
Hunter’s TrapAll your attacks deal double damage to enemies with full HP.
Lucky HorseshoeShop rerolls cost 2 coins instead of 4.
Merchant’s FavorAdds one extra Coin Die to the field at the start of each round.
Mercy RollGain an extra dice throw if you did not merge anything, once per turn.
Personal ScalesAll shop items cost 20% less.
Phoenix EssenceHealing Die also removes 1 negative effect from the hero when activated.
Quick ResetReduces the number of turns until table reset by 1.
Reset BountyGain 1 coin each time the field refreshes.
Singular FocusDuplicates the dice queue if only one merge occurs in a round.
Soul AnchorWhen receiving fatal damage, survive this turn with 10 HP instead. Once per game.
Spring CoilMerged dice jump higher when seeking their targets.
Throwing Die BoosterReplaces throwing die value 1 with value 2.
Trickster’s HornAll dice merges produce a result that is 1 higher than normal.
Trident’s BlessingMerged dice ignore enemy dice magnetism and only attract to friendly dice.
Triumph ElixirRestore 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.

RelicEffectEnhanced effect
Bounty FletchingGain 1 coin when Heartseeker Die kills an enemy.When Heartseeker Die kills an enemy, gain coins equal to its value.
Bowman’s PauldronWhen Knockback Die pushes an enemy into another enemy, both take damage equal to their attack values.
Force Crystal30% chance that your throwing die will be a Knockback Die.
Hunter’s NetAll enemies begin each combat stunned for 1 turn.
Iron GripIf Piercing Die cannot find more enemies to pierce, it deals all leftover damage to the current enemy.
Ranger’s CloakIgnore the first direct attack damage received in each combat.
Scope LensesVolley Die deals double damage if it hits more than one target.
SpyglassVolley Die deals double damage if it hits only one target.
War QuiverVolley Die deals damage to all enemies on the field.
Warbow BracerPiercing Die deals full damage to each enemy hit. The number of enemies hit equals the die’s value.
Widow’s BowstringHeartseeker 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.

RelicEffectEnhanced effect
Backup HarpMockery Die prioritizes ranged enemies when applying mockery stacks.
Battle DrumWhen you gain rally, deal damage equal to the rally gained to a random enemy.
Coin of FortuneAt the start of each turn, if the hero has inspiration, gain 1 coin.
Double LuteYour direct attacks deal double damage to enemies with mockery stacks.
Echo FeatherEncore Die returns to the field with a maximum value of 7 instead of 5.
Harmony MaracasWhile you have both inspiration and rally active, reduce all incoming direct damage by 1, to a minimum of 1.
Jester’s CapWhen an enemy is defeated, apply 1 mockery to a random enemy.
Mockery Crystal30% chance that your throwing die will be a Mockery Die.
Resonance Crystal15% chance that your throwing die will be an Inspiration Die.
Tuning ForkMockery Die also applies 1 freeze to the target enemy.
Victory TrumpetWhen 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.

RelicEffectEnhanced effect
Bark ArmorIf 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 Crystal20% chance that your throwing die will be a Thorn Die.
Druid’s MantleStart each combat with 3 Growth.
Entangle Crystal25% chance that your throwing die will be a Root Die.
Entangled SpiritsSpirit Die deals double damage to rooted enemies.
Life ForceGrowth Die healing is twice as effective, but Spirit Die targets only 2 enemies instead of 3.
Nature’s BalanceStart each combat with 3 thorn stacks and apply 2 root stacks to the first enemy.
OvergrowthAt 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 CommunionWhen 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 GrowthWhen 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 EmbraceWhen you take 3 or more damage from a single attack, gain 1 thorn stack.Thorn stacks on the hero cannot drop below 2.
Thorny RootsRoot 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.

RelicEffectEnhanced effect
Deep FreezeFrozen enemies cannot attack while the freeze effect is active.
Frost Crystal20% chance that your throwing die will be a Freeze Die.
Ignition PointFire Die deals immediate damage equal to the fire stacks applied, then applies those stacks.
Mage CertificateEvery second basic attack of the Mage is magical instead of physical.
Moon ShardArcane Die always heals instead of dealing bonus damage. Combines with Sun Shard for both effects.
Nikola’s GauntletLightning Die applies 1 weakness to each enemy hit during its chain jumps.
Pyromaniac’s FocusFire Die prioritizes the enemy with the most fire. If tied, targets randomly.
Shattering ColdFrozen enemies take 50% more damage from direct attacks.
Spreading FlamesWhen an enemy with fire dies, spread half of their fire to all enemies.
Sun ShardArcane Die always deals bonus damage instead of healing. Combines with Moon Shard for both effects.
Thunder StrikeLightning 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.

RelicEffectEnhanced effect
Cursed MedallionAll enemies start combat with 2 Curse stacks.
Dark ArmorCurse stacks no longer decrease when triggered.
Dark Crystal25% chance that your throwing die will be a Drain Die.
Demon’s HandDrain dice target the first enemy instead of a random enemy.
Medusa’s HeadEach Necromancer die has a 25% chance to return to the field after activation.
Necromancer’s TomeCurse dice apply Curse to all enemies, but at half the value, rounded up.
Reaper’s ScytheSoul Die’s kill effect increases max HP by 4 and heals for 4 instead.
Serpent RingDrain dice heal for 100% of damage dealt instead of 50%.
Skull HairpinDeath Mark stacks no longer decrease each turn.
Soul JarRestores 1 HP whenever you defeat an enemy.
Spirit MedallionDrain 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.

RelicEffectEnhanced effect
Crusader’s SealPenance Die deals 3x damage but applies 2 fire to the hero.
Crusader’s SwordJudgment 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 RewardAt the end of combat, gain 1 coin for each regeneration you currently have.
Divine SpiralHoly Die deals additional damage equal to the hero’s fire.
Golden LaurelHoly Die removes 1 stack of a random negative effect from the hero when activated.
Martyr’s LocketAll 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 Crystal25% chance that your throwing die will be a Regeneration Die.
Sacred MedallionHoly Die heals 1 extra HP for each merge performed this turn before it.
Solar SealStart each combat with 3 regenerations on the hero.
Templar’s FistJudgment 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.

RelicEffectEnhanced effect
Amber ScorpionApplies 1 poison to all enemies at the start of combat.
AssassinateBackstab Die deals double damage.
Chaotic EvasionBlind Strike Die also grants 1 dodge stack to the hero after dealing damage.
Evasive ManeuversWhen you merge Dodge Die of value 3 or higher, gain 1 additional dodge stack.
Infectious BombWhen an enemy with poison stacks dies, all enemies take damage equal to the number of poison stacks.
Lethal ConfusionWhen Blind Strike Die kills an enemy, it strikes another random enemy again.
Paralyzing StrikeBackstab Die also stuns the target for 1 turn.
Persistent VenomPoison stacks never decrease over time.
Phantom StrikeAll your direct attacks gain 1 damage for each dodge stack you currently have.
Venomous Essence25% 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.

RelicEffectEnhanced effect
Crushing BlowFury Die always targets the first enemy instead of a random one.
Guardian’s Symbol20% chance that your throwing die will be a Shield Die.
Merciful ShieldOverwhelming Die converts all damage dealt to enemies with 1 HP into shield points for the hero.
Overwhelming PresenceWhen you merge Stun Die of value 4 or higher, stun one additional random enemy.
Pocket AegisGain 3 shields when entering combat.
Reflective BarrierEnemies take 50% damage back when attacking your shields.
Relentless FuryFury Die also grants 1 shield stack when dealing double damage to wounded enemies.
Shield ExplosionAt the end of each turn, deal damage to all enemies equal to your current shield stacks, then remove all shields from the hero.
Spreading ParalysisIf Stun Die targets an enemy that is already stunned, stun an adjacent enemy instead for the same duration.
Stunning Rune15% chance that your throwing die will be a Stun Die.
Unstoppable ForceIf 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.

StatWhat it tracks
Altar UsedHow many times you used an altar.
Bosses KilledBosses defeated during the run.
Damage DealtTotal damage dealt.
Damage ReceivedTotal damage taken.
Dice UpgradedDice upgrades performed.
Enemies KilledEnemies defeated.
Final HealthHealth remaining at the end of the run.
Gold ObtainedGold collected.
Gold Spent In ShopGold spent in shops.
Highest Dice ValueHighest die value reached through merging.
Longest Merge ChainBest dice combo chain.
Min Turns Combat Node PassedFewest turns used to clear a combat node.
Rewards TakenRewards claimed during the run.
Round Damage DealtHighest damage dealt in one round.
Run TimeTotal run duration.
Runes UsedRunes used.
Shop Purchases AmountShop purchases made.
Total MergesTotal dice merges performed.