Ancient Relic
Nutritious Oyster
EventEffect
Picked Up During an Event
Flavor Text
“Details for this relic will be revealed in the future...”
296 relics; most work for any class, but forty don't.
Data from build 23811903, updated
Relics in Slay the Spire 2 don’t take a card slot or cost energy to use. Pick one up and its effect runs for the rest of the climb, stacked on top of everything else you’re carrying. Most also carry a line of flavor text under the mechanical effect, Mega Crit’s usual trick for making a stat bump read like part of the world. Power climbs with rarity: a Common relic nudges one stat, an Ancient one can flip how your deck wins fights. Most relics work for any class, but roughly forty sit locked to a single one, and a relic that’s dead weight for the Necrobinder can be the reason a Defect run clicks. Read the mechanical text first; the flavor text can wait until after the fight.
Relic rarity runs from Starter (the one relic tied to your class from turn one) through Common, Uncommon, and Rare out of chests and combat rewards, then Shop and Event relics found only at the Merchant or in encounters, up to Ancient at the top. A Common relic nudges one stat. An Ancient one can decide how a run ends. Circlet skips the ladder entirely: it’s the game’s fallback pick when there’s nothing left to give you.
Two pools are open to every class: Shared, the everyday spread from chests, combat, and shops, and a rarer pool tied to Ancients and story Events. Forty more relics split evenly across the five classes, eight apiece, and stay locked to whichever one they belong to. Ironclad, Silent, and Defect carry their locked sets over from the original Slay the Spire; Regent and Necrobinder get new ones built for this sequel. A relic that flops for one class can carry an entire build for another.
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