Relics
Relics are permanent for the rest of a run. They come from elites, treasure and bosses, and the peddler sells them. Relics marked with a requirement must be unlocked first.
Lucky Bone
Skulls count as Wild.
Loaded Dice
One extra reroll on the first turn of each combat.
Bone Throne
Bones count for 1 extra.
Ancient Idol
Three-of-a-kind rituals activate twice.
Cursed Crown
No rerolls on the first turn. Your damage is tripled.
Bloodletter Torc
Heal 3 for each Sword you count in a ritual.
Ironroot Ward
Gain 5 Block whenever your ritual counts a number.
Twin Fang
If your ritual counts three or more dice, a number among them, its damage strikes twice.
Warden's Aegis
Gain 1 Block for each Shield you count in a ritual.
Skull Beacon
When you roll, deal 1 damage to the focused enemy per Skull.
Whetstone Rune
Every ritual deals 3 extra damage.
Runecut Compass
One extra reroll every turn.
Oathstone
Gain 4 Block whenever you play a ritual.
Serpent Ring
Every ritual you play also inflicts 1 Poison on the focused enemy.
Grave Banner
When you roll, deal 1 damage to the focused enemy per Bone.
Hoarder's Idol
At turn's end, your damage this turn is multiplied by the unique numbers left unspent in your hand (up to ×3).
Berserker's Mark
Every hit you land deals 2 extra damage.
Oath of Pain Land a 50-damage hit
Every hit you land deals 4 extra damage. Every hit you take deals 2 extra.
Sunken Chalice
When you roll, heal 1 for each Cross.
Ironbreaker Maul Win a run as the Marauder
Your number-based damage pierces wards that would block it.