All relics in Slay the Spire 2 and their effects


Relics are a major element in Slay the Spire 2, and properly using them can make each run quite efficient. While some are commonly found from the beginning, you must level up and complete specific tasks to acquire them gradually. You can stack these up as many as you like during a run, and since their spawns are random throughout, getting effective relics requires a little bit of luck, as well.

Here are all kinds of relics available in Slay the Spire 2 and details about how they work.


List of all relics in Slay the Spire 2 and their effects during a run

Some relics can be acquired through events in Slay the Spire 2 (Image via Mega Crit)
Some relics can be acquired through events in Slay the Spire 2 (Image via Mega Crit)

To be specific, there are six types of relics available in Slay the Spire 2 (as of now): Character relics (starter), Common relics, Uncommon relics, Rare relics, Ancient relics, and Event relics. These can be unlocked in various ways, including going for numerous runs, unlocking the Epochs, completing events, and more.

That said, all of the obtainable relics in Slay the Spire 2, along with their effects, are mentioned below:

Starter relics for characters in Slay the Spire 2

1) Burning Blood

  • Used by: The Ironclad
  • Effect: At combat end, heal for six HP.

2) Ring of the Snake

  • Used by: The Silent
  • Effect: At each combat start, draw two extra cards.

3) Divine Right

  • Used by: The Regent
  • Effect: At each combat start, get three Stars.

4) Bound Phylactery

  • Used by: The Necrobinder
  • Effect: At the start of your turn, summon one.

5) Cracked Core

  • Used by: The Defect
  • Effect: At each combat start, channel one Lightning.

6) Black Blood

  • Used by: The Ironclad
  • Effect: At combat end, heal for 12 HP.

7) Ring of the Drake

  • Used by: The Silent
  • Effect: At the start of the first three turns, draw two additional cards.

8) Divine Destiny

  • Used by: The Regent
  • Effect: At each combat start, get six Stars.

9) Phylactery Unbound

  • Used by: The Necrobinder
  • Effect: At each combat start, summon five. At your turn, summon two.

10) Infused Core

  • Used by: The Defect
  • Effect: At each combat start, channel three Lightning.

Common relics in Slay the Spire 2

  1. Amethyst Aubergine: Enimes drop 10 additional Gold.
  2. Anchor: Start each combat with 10 Block.
  3. Bag of Preparation: At each combat’s start, draw two additional cards.
  4. Blood Vial: At each combat’s start, heal for two HP.
  5. Book of Five Rings: Every five cards you add to your deck, heal for 15 HP.
  6. Bronze Scales: Start each combat with three Thorns (when hit by an attack, deal damage back).
  7. Centennial Puzzle: First time you lose HP each combat, draw three cards.
  8. Festive Popper: At each combat’s start, deal nine damage to all enemies.
  9. Gorget: At each combat’s start, gain 4 Plating (gain block at each turn’s end).
  10. Happy Flower: Every three turns, gain Energy.
  11. Juzu Bracelet: Regular enemy combats are no longer in ‘?’ rooms.
  12. Lantern: Start each combat with an extra Energy.
  13. Meal Ticket: Enter any shop room to heal for 15 HP.
  14. Oddly Smooth Stone: Start each combat with one Dexterity (improves Block from cards).
  15. Pendulum: Shuffle your Draw Pile to draw a card.
  16. Permafrost: First time you play a Power each combat, gain six Block.
  17. Potion Belt: Gain two potion slots.
  18. Regal Pillow: Rest to heal for an extra 15 HP.
  19. Strawberry: Raise max HP by seven.
  20. Strike Dummy: Cards that have ‘Strike’ deal an extra three damage.
  21. Tiny Mailbox: Rest to make a random potion.
  22. Vajra: Start each combat with one Strength (adds extra damage to attacks).
  23. Venerable Tea Set: Enter a Rest area and start the next fight with an extra two Energy.
  24. War Paint: Upgrade two random Skills.
  25. Whetstone: Upgrade two random attacks.
  26. Red Skull: When HP is at or below 50%, get an extra three Strength (adds extra damage to attacks).
  27. Snecko Skull: When you proc Poision, deal an extra Poision.
  28. Fencing Manual: Forge 10 at each combat’s start (required for the Regent’s blade).
  29. Bone Flute: Gain two Blocks when Otsy attacks (Necrobinder).
  30. Data Disk: Start each combat with one Focus (increases the Defect’s Orbs’ effectiveness).

Uncommon relics in Slay the Spire 2

  1. Akabeko: At each combat’s start, gain eight Vigor (deals extra damage during next attack).
  2. Bag of Marbles: At each combat’s start, apply one Vulnerable to all enemies (enemies take 50% more damage from attacks).
  3. Bellows: The first Hand you draw each combat is upgraded.
  4. Bowler Hat: Get 20% extra Gold.
  5. Candelabra: During the start of the second turn, get two Energy.
  6. Eternal Feather: For every five cards in your deck, heal for three HP as you enter a Rest area.
  7. Gremlin Horn: When an enemy dies, get one Energy and draw one card.
  8. Horn Cleat: Gain 14 Block during the start of your second turn.
  9. Joss Paper: Every five times you Exhause (remove) a card, draw one card.
  10. Kusarigama: When you play three attacks in a single turn (every time), deal six damage to a random enemy.
  11. Letter Opener: When you play three Skills in a single turn (every time), deal five damage to all enemies.
  12. Lucky Fysh: When you add a card to the deck, get 15 Gold.
  13. Mercury Hourglass: At the turn’s start, deal three damage to all enemies.
  14. Miniature Cannon: Upgraded attacks deal three extra damage.
  15. Nunchaku: Every time you play 10 attacks, gain one Energy.
  16. Orichalcum: When you end a turn without using Block, get six Block.
  17. Ornamental Fan: Every time you play three attacks in one turn, get four Block.
  18. Pantograph: At each boss battle’s start, heal for 25 HP.
  19. Parrying Shield: When you end a turn with at least 10 Block, attack a random enemy with six damage.
  20. Pear: Raise max HP by 10.
  21. Pen Nib: Every 10th attack deals double damage.
  22. Petrified Toad: At each combat’s start, get a Potion-Shaped Rock (it deals 15 damage).
  23. Planisphere: When you enter a ‘?’ room, heal for four HP.
  24. Red Mask: At each combat’s start, apply one Weak to all enemies (these opponents deal 25% less damage).
  25. Reptile Trinket: Using a potion gives you three strength in that respective turn.
  26. Ripple Basin: When you don’t play any attacks in a turn, get four Block.
  27. Sparkling Rouge: At the start of the third turn, get one Strength and one Dexterity.
  28. Stone Cracker: At boss battles’ start, upgrade three random cards from your draw pile (for the rest of the combat).
  29. Tuning Fork: Every time you play 10 Skills, get seven Blocks.
  30. Vambrace: When you get Block from a card each combat (for the first time), the Block amount is doubled.
  31. Paper Phrog: Vulnerable enemies take 75% extra damage.
  32. Self-Forming Clay: When you lose HP in battles, get three Blocks in the next turn.
  33. Tingsha: When you discard a card during your turn, deal three damage to a random enemy (can be dealt multiple times).
  34. Twisted Funnel: At each combat’s start, proc four Poison to all enemies.
  35. Galactic Dust: For every 10 Stars you spend, get 10 Blocks (the Regent).
  36. Regalite: When you make a Colorless card, get two Blocks.
  37. Book Repair Knife: When a non-minion opponent dies to Doom, heal for three HP.
  38. Funerary Mask: At each combat’s start, add three Souls to your Draw Pile.
  39. Gold-Plated Cables: The rightmost Orb triggers its passive for an extra time (the Defect).
  40. Symbiotic Virus: At each combat’s start, channel 1 Dark (the Defect).

Rare relics in Slay the Spire 2

  1. Art of War: Don’t play any attack cards during your turn to get an extra Energy.
  2. Beating Remnant: Do not lose more than 20 HP in a single turn.
  3. Captain’s Wheel: At the third turn’s start, get 18 Blocks.
  4. Chandelier: At the third turn’s start, get three Energy.
  5. Cloak Clasp: At your turn’s end, get one Block for each card in your hand.
  6. Frozen Egg: When you add a Power to your deck, you can upgrade it.
  7. Gambling Chip: At each combat’s start, discard any number of cards, then replace them with new cards.
  8. Game Piece: When you play a Power, draw one card.
  9. Girya: Get Strength at Rest areas (max three times).
  10. Ice Cream: Energy is conserved from one turn to the next.
  11. Intimidating Helmet: When you play a card that needs two or more Energy, get four Blocks.
  12. Kunai: Whenever you play three attacks during one turn, get one Dexterity.
  13. Lasting Candy: Every other combat, card rewards get an extra Power.
  14. Lizard Tail: If you’re going to die, heal to 50% of your max HP (once).
  15. Mango: Raise max HP by 14.
  16. Meat on the Bone: If HP is at or below 50% during combat’s end, heal for 12 HP.
  17. Molten Egg: When you add an Attack card to your deck, you can upgrade it.
  18. Mummified Hand: When a Power card is played, a random card in hand is free to play for that turn.
  19. Old Coin: Get 300 Gold.
  20. Pocket Watch: When you play three or fewer cards during a turn, draw three extra cards during the next turn’s start.
  21. Prayer Wheel: Normal enemy rewards contain an extra card.
  22. Rainbow Ring: The first time an Attack is played, and Power each turn, get one Strength and one Dexterity.
  23. Razor Tooth: Each time you use an Attack or Skill, upgrade it for the rest of the combat.
  24. Shovel: Use it to dig at Rest areas and get a random relic.
  25. Shuriken: Each time you play three Attacks in a single turn, get one Strength.
  26. Stone Calendar: At your seventh turn’s end, inflict 42 damage to all enemies.
  27. Study Clamp: Up to 10 Blocks persist across turns.
  28. The Courier: The Merchant at the shop never runs out of cards, relics, and potions. The prices are reduced by 20%.
  29. Toxic Egg: When you add a Skill to your deck, you can upgrade it.
  30. Tungsten Rod: Lose one HP less every time you lose HP.
  31. Unceasing Top: When you have no cards during your turn, draw a card.
  32. Unsettling Lamp: At the beginning of each combat, if you play a card that has debuffs, double its effect.
  33. Vexing Puzzlebox: At each combat’s start, add one random card to your hand that costs no Energy.
  34. White Beast Statue: All combat rewards boast potions.
  35. White Star: All Elite rewards have an extra Rare card.
  36. Charon’s Ashes: When you Exhaust a card, inflict damage to all enemies.
  37. Demon Tongue: When you lose HP for the first time during your turn, heal for equal lost HP.
  38. Ruined Helmet: When you get Strength on each combat for the first time, double that amount.
  39. Helical Dart: When you play a Shiv card, get one Dexterity this turn (the Silent).
  40. Paper Krane: Weak enemies deal 40% less damage.
  41. Tough Bandages: When you discard a card in your turn, get three Blocks.
  42. Lunar Pastry: At your turn’s end, get one Star (the Regent).
  43. Mini Regent: When you spend one Star for the first time in each turn, get one Strength (the Regent).
  44. Orange Dough: At each combat’s start, add two random Colorless cards to your hand.
  45. Big Hat: At each combat’s start, add two random Ethereal cards to your hand (the Necrobinder).
  46. Bookmark: At each turn’s end, lower the cost of a random retained card by one until used.
  47. Ivory Tile: When you play a card that needs three or more Energy, get one Energy.
  48. Emotion Chip: If HP was lost during the earlier turn, trigger all Orbs’ passive effects at the turn’s start (the Defect).
  49. Metronome: First time when you channel seven Orbs each combat, inflict 30 damage to all enemies (the Defect).
  50. Power Cell: At each combat’s start, add two zero-cost cards from the draw pile to your hand.

Shop relics in Slay the Spire 2

  1. Belt Buckle: When you have no potions, get two extra Dexterity.
  2. Bread: At the first turn’s start, lose two Energy. Next, at the start of the other turn, get one Energy.
  3. Burning Sticks: When you Exhaust a Skill for the first time each combat, add a copy of that to your hand.
  4. Cauldron: Brew five random potions.
  5. Chemical X: Cards that cost X get increased effects by two.
  6. Dingy Rug: Card rewards contain Colorless cards.
  7. Dolly’s Mirror: Get an extra copy of a card to your deck.
  8. Dragon Fruit: When you get Gold, max HP is raised by one.
  9. Ghost Seed: Strikes and Defends get Ethereal (the Necrobinder).
  10. Gnarled Hammer: Upgrade up to three Attacks with three Sharp (Sharp increases the damage of a card by three).
  11. Kifuda: Upgrade up to three cards with Adroid (Adroit lets you get three Blocks).
  12. Lava Lamp: At the combat’s end, upgrade all card rewards if you took zero damage.
  13. Lee’s Waffle: Raise max HP by seven and heal all HP.
  14. Membership Card: 50% off on items.
  15. Miniature Tend: Choose any options at Rest areas.
  16. Mystic Lighter: Enhanced Attack inflicts nine extra damage.
  17. Orrey: Get five card rewards.
  18. Punch Dagger: Upgrade an Attack with five Momentum (Momentum increases a card’s attack damage by five in combat when used).
  19. Ringing Triangle: Retain your hand on the combat’s first turn (Retained cards are not discarded at the turn’s end).
  20. Royal Stamp: Choose an Attack or Skill in your deck to upgrade with Royally Approved (Royally Approved cards have Innate and Retain).
  21. Screaming Flagon: When you end your turn with no cards, inflict 20 damage to all enemies.
  22. Sling of Courage: Start Elite combats with two Strength.
  23. The Abacus: When you shuffle your draw pile, get six Blocks.
  24. Toolbox: At each combat’s start, pick one to three random Colorless cards, then add the picked card to your hand.
  25. Wing Charm: A random card in every card reward in Enchanted with one Swift (when Swift cards are played for the first time, draw one card).
  26. Brimstone: At each turn’s start, get two Strength, while all enemies get one Strength.
  27. Ninja Scroll: At each combat’s start, add three Shivs to your hand.
  28. Vitruvian Minion: Cards that have ‘Minion’ inflict double damage and get double Block.
  29. Undying Sigil: Enemies that have at least as much Doom as HP inflict 50% less damage (the Necrobinder).
  30. Runic Capacitor: Start each combat with three extra Orb slots (the Defect).

Also read: Wax Relics in Slay the Spire 2, explained


Ancient relics in Slay the Spire 2

Select any of the three Ancient relic options (Image via Mega Crit)
Select any of the three Ancient relic options (Image via Mega Crit)

These Slay the Spire 2 relics can only be obtained by the Ancients. You will encounter them three times in each run (if you go all the way to the end), and they appear randomly. Moreover, only one relic can be chosen from one Ancient. Here are the details:

Neow relics

  1. Arcane Scroll: Get a random Rare card for your deck.
  2. Booming Conch: At Elite battles’ start, draw two extra cards.
  3. Cursed Pear: Get Greed (one unplayable card) and 333 Gold.
  4. Golden Pearl: Get 150 Gold.
  5. Large Capsule: Get two random relics, and add an extra Strike and Defend to your deck.
  6. Lava Rock: Act 1 boss drops two relics.
  7. Lead Paperweight: Choose one or two Colorless cards for your deck.
  8. Leafy Poultice: Transform one of the Strikes and one of your Defends (to random cards), then lose 10 max HP.
  9. Lost Coffer: Get one card reward and procure one random potion.
  10. Massive Scroll: choose one of three multiplayer Colorless cards for your deck.
  11. Neow’s Torment: Add one Neow’s Fury to your deck (has 10 damage and puts two random cards from your discard pile to your hand).
  12. New Leaf: Transform one card (to a random card).
  13. Nutritious Oyster: Raise max HP by 11.
  14. Pomander: Upgrade a card.
  15. Precarious Shears: Remove two cards from your deck and take 13 damage.
  16. Precise Scissors: Remove one card from your deck.
  17. Scroll Boxes: Lose all Gold and choose one of two packs of cards for your deck.
  18. Silver Crucible: The first three card rewards are upgraded. The first treasure chest is empty.
  19. Small Capsule: Get a random relic.
  20. Stone Humidifier: Rest at a Rest area to raise max HP by five.

Orobas relics

  1. Alchemical Coffer: Get four potion slots filled with random choices.
  2. Archaic Tooth: Transform a starter card with an Ancient version.
  3. Driftwood: You may reroll each card reward once.
  4. Electric Shrymp: Upgrade a Skill with Imbued (it is played automatically at each combat’s start).
  5. Glass Eye: Get two Common cards, two Uncommon cards, and one Rare card.
  6. Prismatic Gem: Get one Energy at each turn’s start. Card rewards contain cards from other colors.
  7. Radiant Pearl: At each combat’s start, add one Luminesce to your Hand.
  8. Sand Castle: Upgrade six random cards.
  9. Sea Glass: Choose any cards from 15 options from another character.
  10. Touch of Orobas: Replace starter relic with an Ancient iteration.

Pael relics

  1. Pael’s Blood: At each turn’s start, draw one extra card.
  2. Pael’s Claw: Upgrade all Defends with Goopy (it obtains Exhaust, and when used, permanently increases its Block by one).
  3. Pael’s Eye: If you end your turn without playing cards (during each combat’s first time), Exhaust your hand, and take an extra turn.
  4. Pael’s Flesh: Get an extra Energy at the start of the third turn, and in every turn afterwards.
  5. Pael’s Growth: Upgrade a card.
  6. Pael’s Horn: Add two Relax to your deck (has 15 Block, and in the next turn, you can draw two cards and get two Energy).
  7. Pael’s Legion: Block becomes 2x from a card, and goes to sleep for the next two turns.
  8. Pael’s Tears: If you end a turn without using any Energy, get an extra two Energy in the next turn.
  9. Pael’s Tooth: Remove five cards from the deck. After every battle, randomly add one upgraded card.
  10. Pael’s Wing: You can sacrifice card rewards to Pael and get for every two sacrifices, get a relic.

Tezcatara relics

  1. Biiig Hug: Remove four cards from the deck. When you shuffle the draw pile, add a Soot into it (unplayable card).
  2. Golden Compass: Replace the Act 2 map with a single path.
  3. Nutritious Soup: Upgrade all Strikes in the deck with Tezcatara’s Ember.
  4. Pumpkin Candle: Get one Energy at each turn’s start. It gets removed at the start of Act 3.
  5. Seal of Gold: At each turn’s start, spend five Gold to get one Energy.
  6. Storybook: Add one Brightest Flame card to your deck (get two Energy, draw two cards, lose one max HP).
  7. Toasty Mittens: At the turn’s start, Exhaust the top card of the draw pile and getone Strength.
  8. Toy Box: Get four Wax relics. Every three combats, your leftmost Wax relic gets removed.
  9. Very Hot Cocoa: Start each combat with four Energy.
  10. Yummy Cookie: Upgrade four cards.

Nonupeipe relics

  1. Beautiful Bracelet: Choose three cards for your deck. Upgrade them with three Swift (when this card is played for the first time, draw three cards).
  2. Blessed Antler: Get Energy at each turn’s start. Also, at each combat’s start, shuffle three Dazed to the draw pile.
  3. Brilliant Scarf: The fifth card in each turn is free of cost.
  4. Delicate Frond: At each combat’s start, fill all empty potion slots with random options.
  5. Diamond Diadem: When you play two or fewer cards during a turn, take 50% less from enemies.
  6. Fur Coat: Mark seven random combats, and enemies from those rooms will have one HP.
  7. Glitter: Upgrade all card rewards with Glam.
  8. Jewelry Box: Add one Apotheosis to the deck (has Innate, and upgrades all cards).
  9. Looming Fruit: Increases Max HP.
  10. Signet Ring: Get 999 Gold.

Tanx relics

  1. Claws: Transform upto six cards into Maul (it deals five damage twice, and increases the damage to all Maul cards by one this combat).
  2. Crossbow: At each turn’s start, add a random Attack to your hand. It costs zero Energy this turn.
  3. Iron Club: Every four cards you play, you can draw one.
  4. Meat Cleaver: Cook at Rest areas to remove two cards from your deck. Get nine max HP in these areas.
  5. Sai: At your turn’s start, get seven Blocks.
  6. Spiked Gauntlets: Get one Energy at each turn’s start, but Powers cost one extra Energy.
  7. Tanx’s Whistle: Add one Whistle to the deck (this card inflicts 33 damage and stuns an enemy).
  8. Throwing Axe: The first card in each combat’s turn can be played for an extra time.
  9. Tri-Boomerang: Select three Attacks in your deck. They are upgraded using Instinct (it reduces the cost of this card by one).
  10. War Hammer: When you kill an Elite, upgrade four random cards.

Vakuu relics

  1. Blood-Soaked Rose: Add one Enthralled to the deck and get one Energy at each turn (this card needs to be used first before others).
  2. Choices Paradox: At each combat’s start, add one of five random cards to your hand. Then, add Retain to the selected one.
  3. Distinguished Cape: Lose nine max HP and add three Apparitions to the deck.
  4. Fiddle: At each turn’s start, draw two extra cards.
  5. Jaweled Mask: At each combat’s start, put a random Power in the hand (free of cost).
  6. Lord’s Parasol: When you interact with the Merchant, get everything from him.
  7. Music Box: Creates an Ethereal copy of the first attack of each turn.
  8. Preserved Fog: Remove five cards and add Folly (unplayable card).
  9. Sere Talon: Add two random Curses and three Wishes to the deck.
  10. Whispering Earring: Get one Energy at each turn’s start, and Vakuu helps in the first run.

Darv relics

  1. Astrolabe: Transform three cards and then upgrade those.
  2. Black Star: Elite rewards have an extra relic.
  3. Calling Bell: Get three unique Curses (unplayable cards) and three relics.
  4. Dusty Tome: Get an Ancient card.
  5. Ectoplasm: Cannot get any Gold, but receives one Energy at each turn’s start.
  6. Empty Cage: Remove two cards from the deck.
  7. Pandora’s Box: Transform all Strikes and Defends.
  8. Philosopher’s Stone: Get one Energy at each turn’s start, while all enemies start with one Strength.
  9. Runic Pyramid: At your turn’s end, no longer discard your hand.
  10. Snecko Eye: At your turn’s start, draw two extra cards, and start each combat Confused (the card costs are randomized from zero to three).
  11. Sozu: Get one Energy at each turn’s start, but you cannot get any potion.
  12. Velvet Choker: Get one Energy at each turn’s start, but you cannot use more than six cards per turn.

Event relics in Slay the Spire 2

  1. Anchor???: Start each combat with four Blocks.
  2. Big Mushroom: Increase Max HP, and at each combat’s start, draw two fewer cards.
  3. Bing Bong: When you add a card to the deck, add one extra copy.
  4. Blood Vial???: At each combat’s start, heal for one HP.
  5. Bone Tea: At the start of the combat, upgrade the starting hand.
  6. Byrdpip: Get the Byrd Swoop card, which deals 14 damage and also stays with you in battles.
  7. Darkstone Periapt: When you get a Curse, raise the Max HP.
  8. Daughter of the Wind: When you use an Attack, get one Block.
  9. Dream Catcher: When you Rest, you may add a card to the deck.
  10. Ember Tea: At the start of the next five combats, get two Strength.
  11. Forgotten Soul: When you Exhause a card, inflict one damage to a random opponent.
  12. Fragrant Mushroom: Lose 15 HP and upgrade three random cards.
  13. Fresnel Lens: When you add a card that gets Block to the deck, upgrade it with two Nimble (it increases the Block gained by two).
  14. Hand Drill: When you break an enemy’s Block, proc two Vulnerable.
  15. Happy Flower???: Every five turns, get one Energy.
  16. History Course: At your turn’s start, use a copy of your last played Attack or Skill.
  17. Lee’s Waffle???: Heal 10% of your HP.
  18. Lost Wisp: When you play a Power, inflict eight damage to all enemies.
  19. Mango???: Raise max HP by 3.
  20. Maw Bank: When you climb a floor, get 12 Gold. The process ends when you purchase from the shop.
  21. Mr. Struggles: At the turn’s start, inflict damage equal to the turn number to all enemies.
  22. Orichalcum???: If your turn ends without a Block, get three Blocks.
  23. Pollinous Core: Every four turns, draw two extra cards.
  24. Royal Poison: At each combat’s start, lose four HP.
  25. Snecky Eye???: Start each combat Confused (the card costs are randomized from zero to three).
  26. Strike Dummy???: Cards with ‘Strike’ inflict one extra damage.
  27. Sword of Jade: Start each combat with three Strength.
  28. Sword of Stone: It transforms into a strong relic after killing five Elites.
  29. Tea of Discourtesy: At next combat’s start, shuffle two Dazed (unplayable Ethereal) into the draw pile.
  30. The Boot: If you can inflict four or fewer unblocked damage, you can increase the attack to five.
  31. The Chosen Cheese: At a combat’s end, get one max HP.
  32. The Merchant’s Rug???: Nothing.
  33. Venerable Tea Set???: When you enter a Rest area, start the subsequent combat with an extra Energy.
  34. Wongo Customer Appreciation Badge: Nothing.
  35. Wongo’s Mystery Ticket: Get three random relics after five combats.

This covers all of the available Slay the Spire 2 relics and their effects during its early access period.

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