Relics work throughout the run
Relics are passive equipment. Once equipped, they support you without taking a skill-card cast. The current loadout has seven relic slots. Their effects can improve damage, resource use, movement, scouting, survival or the rewards you receive.
A relic’s rarity can change its magnitude or determine whether the effect is available at all. Read the actual effect rather than judging only the frame. A lower-rarity relic that supports your main attack can be more useful than a rare effect whose condition you seldom meet.
Match the relic to its scope
Pay attention to the part of the game a relic names. War Cry’s skill bonus and a basic-blast relic do not support the same attacks. Feathered Wake increases free-flight speed, while combat movement and attack recovery have their own effects.
Cooldown, recovery and channel time are also different. Chrono Bead helps cards become ready sooner. Quicksilver Fists shortens melee recovery, while Deadeye Tempo shortens ranged recovery. Chronosplit Core shortens skill channels. Choose the one that reduces the delay that actually holds your sequence back.
| Need | Examples |
|---|---|
| Basic ranged pressure | Multishot, Spreadshot |
| Melee damage and displacement | Power Gauntlet, Ring Out |
| Healing during a fight | Life Charm |
| Shields from useful actions | Bulwark Engine |
| Easier Perfect Dodge timing | Bullet Time |
| Exploration and discovery | Long Sonar, Deep Echo |
| More recovery after victory | Field Medic |
Armor is not complete immunity
Shining Fist and Shining Blast protect the corresponding basic attack from ordinary interruption and knockback. Their effect does not automatically cover skill-card casts. Stronger attack classes and hazards can still matter.
World King’s Armor is a skill with its own broader protection rules. Barrier is a timed guard that can be broken by charged attacks and enemy specials. Endure prevents the first lethal exchange of a battle from immediately ending the run for its brief window. Treat each description as a specific answer rather than a general promise of safety.
New relics, duplicates and replacement
An empty slot makes a new relic easy to use. Once all slots are occupied, compare the new effect with the weakest part of your current loadout. Removing a support effect can weaken more than one card if the entire deck was built around it.
Duplicate handling can turn an otherwise unusable relic reward into crystals. Scrapping a relic also has a rarity-based crystal value. If you discard by mistake, the inventory provides a single immediate recovery opportunity, but another transaction clears it. Do not treat that temporary undo as long-term storage.
Treasure Sense has a special acquisition route tied to the wisp secret. It is not an ordinary random relic to expect from every chest. Its scouting capability can reveal opportunities that a straightforward damage relic cannot.
Stat items are run upgrades
Stat items increase Max HP, ATK, movement speed, critical damage or critical rate. Hold your portrait to review the current totals. A stat can accept up to four item stacks, while the magnitude per stack can vary with the source and rarity.
These bonuses last for the current run. They survive travel between planets and a resumed run, but they do not carry into a fresh run. The same run-only rule applies to Infusion Altar bonuses and growth relic effects.
Growth relics reward defeats across the run. Their value depends on how much fighting remains and which stat your build needs. Consider the route ahead when comparing a gradual bonus with a relic that improves the next difficult encounter immediately.

