Rune Dice Relic Guide – All Class and Universal Relics

Picking the right relics in Rune Dice can completely change how a run feels. Some relics turn weak dice into monster damage dealers, while others create endless healing, shields, or status effect combos that can carry entire fights on their own.

The game separates relics into two major categories:

  • Class Relics: Only appear while using that specific class.
  • Universal Relics: Can appear during any run and work with every build.

A lot of relics look simple at first, but many of them secretly combo together. Fire builds spread across entire enemy waves, stun chains can lock enemies forever, and poison setups can melt bosses without direct attacks.

Here’s a complete breakdown of every relic in the game, what it actually does in real combat, and which ones are worth building around.

Archer Relics

Bounty Fletching: This relic gives you 1 coin every time Finisher Die lands the killing blow on an enemy.

Bowman’s Pauldron: Knockback Die deals double damage whenever the target cannot be pushed backward.

Hunter’s Net: If Knockback Die fails to push an enemy, both that enemy and the one behind it become stunned for 1 turn.

Iron Grip: Piercing Die can hit a third enemy while also dealing bonus damage to it.

Scope Lenses: Sniper Die deals double damage when it only hits a single enemy target.

Spyglass: Sniper Die can target melee enemies whenever no ranged enemies are available.

War Quiver: Sniper Die deals double damage if it successfully hits multiple enemies.

Warbow Bracer: Piercing Die’s bonus damage increases from 50% to 100%.

Widow’s Bowstring: Finisher Die deals double damage to enemies.

Bard Relics

Backup Harp: Weakness Die will prioritize ranged enemies first when applying weakness stacks.

Battle Drum: Whenever you gain strength, random enemies immediately take damage equal to the strength gained.

Coin of Fortune: You gain 1 coin at the start of every turn if inspire is active on your hero.

Double Lute: Your direct attacks deal double damage to enemies affected by weakness stacks.

Echo Feather: Encore Die returns stronger after activation by gaining +1 die value up to a maximum of 5.

Harmony Maracas: While inspire and strength are both active, all incoming direct damage is reduced by 1.

Tuning Fork: Weakness Die also applies 1 freeze stack to enemies.

Victory Trumpet: Killing enemies with Encore Die grants 3 strength stacks to your hero.

Druid Relics

Bark Armor: Thorn stacks reduce incoming direct attack damage by 1.

Entangled Spirits: Spirit Die deals double damage against rooted enemies.

Nature’s Balance: Combat starts with 3 thorn stacks on your hero and 2 root stacks on the first enemy.

Overgrowth: If you have at least 5 thorn stacks at the start of a turn, you heal 5 HP and lose all thorns.

Spiritual Communion: Spirit kills summon additional spirits for every enemy defeated by that die.

Thorny Embrace: Taking 3 or more damage from one attack grants 1 thorn stack.

Thorny Roots: Applying root stacks to enemies also grants thorn stacks to your hero.

Mage Relics

Deep Freeze: Frozen enemies become unable to attack while freeze is active.

Ignition Point: Fire Die instantly deals damage equal to the number of fire stacks it applies.

Lightning Ignition: Lightning Die applies 1 fire stack to every enemy hit by chain lightning.

Moon Shard: Arcane Die always heals instead of dealing bonus damage.

Pyromaniac’s Focus: Fire Die prioritizes enemies that are already burning.

Shattering Cold: Frozen enemies take 50% more damage from direct attacks.

Spreading Flames: When a burning enemy dies, all its fire stacks spread to nearby enemies.

Sun Shard: Arcane Die always deals bonus damage instead of healing.

Necromancer Relics

Cursed Medallion: All enemies begin combat with 2 Curse stacks already applied.

Dark Armor: Curse stacks no longer decrease after activating.

Demon’s Hand: Drain Dice always target the first enemy instead of random targets.

Necromancer’s Tome: Curse Dice apply Curse stacks to all enemies at once.

Serpent Ring: Drain Dice heal for 100% of damage dealt instead of only 50%.

Skull Hairpin: Death Mark stacks no longer disappear over time.

Spirit Medallion: Drain Dice permanently reduce enemy maximum HP equal to damage dealt.

Paladin Relics

Crusader’s Sword: Rage Die gains +1 extra damage for every merge performed earlier that turn.

Divine Reward: At the end of combat, you gain 1 coin for each regeneration stack you still have.

Divine Spiral: Holy Die heals your hero for 5 HP whenever it kills an enemy.

Martyr’s Locket: Sacrificial Die heals your hero instead of damaging them.

Sacred Medallion: Holy Die heals additional HP based on merges made earlier that turn.

Solar Seal: Every combat begins with 3 regeneration stacks already active.

Templar’s Fist: Rage Die stuns enemies for 1 turn after hitting them.

Rogue Relics

Chaotic Evasion: Blind Strike Die grants 1 dodge stack after dealing damage.

Infectious Bomb: When poisoned enemies die, all enemies take damage equal to the poison stacks they had.

Lethal Confusion: Blind Strike Die attacks another random enemy after getting a kill.

Persistent Venom: Poison stacks no longer decrease over time.

Phantom Strike: All direct attacks gain bonus damage based on your current dodge stacks.

Warrior Relics

Crushing Blow: Fury Die always targets the first enemy in line.

Merciful Shield: Overwhelming Die converts excess killing damage into shield stacks.

Overwhelming Presence: High-value Stun Die merges stun one extra random enemy.

Reflective Barrier: Enemies take reflected damage whenever they attack your shields.

Relentless Fury: Fury Die grants shield stacks when dealing double damage to wounded enemies.

Shield Explosion: At the end of each turn, your shields explode and damage all enemies before disappearing.

Spreading Paralysis: Stunning already stunned enemies spreads the stun effect to adjacent enemies.

Unstoppable Force: Overwhelming Die continues dealing damage to enemies behind targets with 1 HP.

Universal Relics

Battle Aegis: You gain 10 shield stacks at the start of every combat.

Battle Scavenger: Every enemy kill grants 3 shield stacks.

Chaos Formation: Enemy positions become randomized whenever the table resets.

End Game Coins: Unused dice at the end of battle reward extra coins.

End Game Healer: Unused dice at the end of battle heal your hero.

Enemy Weakener: All incoming damage to your hero is reduced by 1.

Healing Coins: Coin Dice also heal your hero based on merge value.

Healing Echo: Healing Die creates another Healing Die after healing you.

Health Reserve: Increases your maximum HP by 15 and instantly heals 15 HP.

Hunter’s Trap: Your attacks deal double damage to enemies at full health.

Merchant’s Favor: Every round starts with an additional Coin Die on the field.

Mercy Roll: Skipping merges once per turn grants an extra dice throw.

Phoenix Essence: Healing also removes one negative effect from your hero.

Quick Reset: The number of turns required for table reset is reduced by 1.

Reset Bounty: Every field refresh grants 1 extra coin.

Singular Focus: If you only perform one merge in a round, its effect activates twice.

Soul Anchor: Fatal damage leaves you alive at 1 HP once per game.

Throwing Die Booster: Throwing Dice with value 1 are upgraded into value 2 instead.

Trickster’s Horn: All dice merges create results that are +1 stronger than normal.

Trident’s Blessing: Merged dice ignore enemy magnetism and only attract toward friendly dice.

Triumph Elixir: Winning combat restores 10 HP to your hero.