Slide & Slay relics
Relics are run-long bonuses. After every boss, and at shrines, you choose 1 of 3 relics, and they last until the run ends. Combining them is how each run becomes its own build.
11 relics can appear from your first endless run. The other 9 are unlocked in the Relic vault with banked gold. The daily dungeon offers all 20 to everyone.
| Relic | Effect | Availability |
|---|---|---|
| Whetstone Ring | Weapons deal +1 damage. | Starter |
| Blood Pact | Weapons deal +2 damage. −8 max health. | 300 gold |
| Vampire Fang | Every kill heals 1 health. | Starter |
| Golden Idol | All gold ×1.5, but monsters hit 1 harder. | 400 gold |
| Royal Mint | Coins are worth double. | 400 gold |
| Alchemist’s Flask | Potions heal 50% more. | Starter |
| Giant’s Heart | +10 max health, and heal 10 now. | Starter |
| Iron Ward | Take 1 less damage from every attack round. | Starter |
| Hourglass | Monsters wait one extra swipe between attacks. | Starter |
| Smith’s Hammer | New weapons often arrive pre-merged. | 500 gold |
| War Tome | Your ability needs 1 fewer kill. | Starter |
| Phoenix Feather | Once per run, rise with half your health instead of dying. | 900 gold |
| Lodestone | Slain monsters often leave a coin. | Starter |
| Thorn Mail | Monsters that hit you take 1 damage. | 500 gold |
| Lantern | Potions turn up more often. | Starter |
| Usurper’s Crown | Slaying a boss heals you fully. | 700 gold |
| Gambler’s Dice | Combo bonus gold ×3. | 600 gold |
| Anvil | Merging weapons heals 1 health. | Starter |
| Seer’s Eye | See through mimics. Chests carry no curse. | 700 gold |
| Wind Step | Once per depth, one swipe can go diagonally. | Starter |
Good combinations
- Golden Idol + Royal Mint: the biggest gold runs, if you can survive the harder hits.
- Vampire Fang + Anvil: steady healing from kills and merges, for long runs.
- Blood Pact + Whetstone Ring: +3 weapon damage that melts bosses, at the cost of max health.
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