Relics
Passive permanent effects for the run. You start with 1 (character-specific starter) and accumulate ~10–20 by the end of a successful run.
The Council of Ghosts event — a textbook bonus-with-drawback choice: gain 5 Apparition (a powerful run-defining buff) at the cost of 50% max HP. Most game-warping rewards in Spire pair upside with real cost. Source: Steam.
Where relics come from
| Source | Guaranteed? |
|---|---|
| Elites | ✅ every elite |
| Treasure rooms | ✅ |
| Bosses | ✅ choice of 3 |
| Shops | purchasable |
| Events | sometimes |
| Acts 3 & 4 transitions | special |
Rarities
- Common / Uncommon / Rare / Boss / Special / Shop tiers.
- Default odds: ~50% / 33% / 17% (Common / Uncommon / Rare). Chests skew differently.
- Each character has its own relic pool plus a shared pool. Some relics only drop for one character.
Why relics are the deepest design lever
Relics fundamentally break rules. A few examples:
| Relic | Effect |
|---|---|
| Snecko Eye | All card costs are randomized 0–3 each time you draw them, and you draw +2 cards per turn |
| Runic Pyramid | Never discard your hand at end of turn |
| Velvet Choker | You can only play 6 cards per turn, but you start with +1 energy |
| Calling Bell | Gain a curse, gain 3 specific relics |
| Ectoplasm | +1 energy, you can't gain gold |
| Coffee Dripper | +1 energy, you can no longer Rest |
| Sozu | +1 energy, can no longer get potions |
| Pandora's Box | Transform every Strike and Defend in your deck |
Each relic is a small modifier that turns a normal run into a specific puzzle. Combined with deck composition, relics produce hundreds of distinct "this run is about X" identities. Snecko Eye + Runic Pyramid is a wildly different game from Velvet Choker + Calling Bell.
See rule-breaking-relics.
Boss relics — the highest-stakes choice
After each act boss, pick 1 of 3 boss relics. These are the most game-warping options in the game. Most have a real drawback alongside a powerful bonus:
- Pandora's Box → transform every Strike and Defend.
- Sozu → +1 energy / no potions.
- Coffee Dripper → +1 energy / no Rest.
- Black Star → Elites drop a powerful Boss-tier relic / common-tier act 1 relic gone.
The drawback is the design point. Boss relics force you to commit to a strategy direction. They make the run "about" something — and they prevent you from picking up the most-broken option without a real cost.
See bonus-with-drawback.
What this teaches
If your game has run-defining loot, give it costs. Uncosted upgrades flatten variety because every "great" run has the same shape. Costed upgrades create distinct "this is what the run is about" identities — and force the player to commit to a path rather than collect everything.
Patterns this exemplifies
rule-breaking-relicsbonus-with-drawback