Reliquary cards

NameImageRarityTypeCostDescription
SpecialStatus0pearlescence
Ambrosial VaporSpecialSkill0Retain. Gain 5 (9) Mantra. Exhaust.
Ancient VaporSpecialSkill0Retain. Remove 1 Artifact from the enemy (ALL enemies). Exhaust.
Beefy VaporSpecialSkill0Retain. Gain 2 (4) Strength. At the end of this turn, lose 2 (4) Strength. Exhaust.
Billowing VaporSpecialPower0Retain. Gain 1 (!M!) orb slot(s).
Blast Off!SpecialAttack0Deal 20 (30) damage and apply 1 Vulnerable to ALL enemies. Exhaust.
Blood VaporSpecialSkill0Retain. Heal for 10 (20) percent of your Max HP. Exhaust.
Brisk VaporSpecialSkill0Retain. Gain 2 (4) Dexterity. At the end of this turn, lose 2 (4) Dexterity. Exhaust.
Chaotic VaporSpecialSkill0Retain. Play the top (!M!) card(s) of your draw pile. Exhaust.
Cleansing VaporSpecialSkill0Retain. Exhaust a random (all) Status or (and) Curse card(s) in your hand. Exhaust.
Concentrated VaporSpecialPower0Retain. Gain 1 (2) Focus. Exhaust.
Dark VaporSpecialSkill0Retain. Trigger the passive ability of all Dark orbs (!M! times). Exhaust.
Deceptive VaporSpecialSkill0Retain. Add a (!M!) Shiv+ into your hand. Exhaust.
Deja VaporSpecialSkill0Retain. Return a (!M!) random card(s) from your discard pile to your hand. Exhaust.
Energetic VaporSpecialSkill0Retain. Gain [W] ([E] [E]). Exhaust.
Enshrouding VaporSpecialSkill0Retain. Gain 6 (12) Block. Exhaust.
Entropic VaporSpecialSkill0Retain. A random one (Each) of your potions turns into a new potion. Exhaust.
Explosive VaporSpecialAttack0Retain. Deal 5 (10) damage to ALL enemies. Exhaust.
Fiery VaporSpecialAttack0Retain. Deal 10 (20) damage. Exhaust.
Fruity VaporSpecialSkill0Retain. Gain 1 (2) Max HP. Exhaust.
Ghostly VaporSpecialSkill0Retain. 50 (90) percent chance to apply 1 Intangible. Exhaust.
Glowing VaporSpecialSkill0Retain. Add (!M! copies of) a random Skill card into your hand. It costs (They cost) 0 this turn. Exhaust.
Hissing VaporSpecialSkill0Retain. Randomize the costs (cost) of half of the (not half of the)cards in your hand, rounded up (not, rounded up). Exhaust.
Insulating VaporSpecialSkill0Retain. Prevent the next (!M!) time(s) you would lose HP. Exhaust.
Maddening VaporSpecialSkill0Retain. Add (!M! copies of) a random Attack card into your hand. It costs (They cost) 0 this turn. Exhaust.
Menacing VaporSpecialSkill0Retain. Apply 1 (2) Vulnerable. Exhaust.
Miraculous VaporSpecialSkill0Retain. Add a Miracle (*Miracle+) into your hand. Exhaust.
Obscuring VaporSpecialSkill0Retain. Spend 100 (50) Gold to escape from a non-boss combat. Receive no rewards. Exhaust.
Permeating VaporSpecialPower0Retain. Gain 2 (4) Regeneration.
Poised VaporSpecialSkill0Retain. If you aren't (are) in a Stance, enter (not a Stance, enter)Calm or Wrath randomly (, enter the other stance). Exhaust.
Poisonous VaporSpecialSkill0Retain. Apply 3 (6) Poison. Exhaust.
Powerful VaporSpecialSkill0Retain. Add (!M! copies of) a random Power card into your hand. It costs (They cost) 0 this turn. Exhaust.
Prickly VaporSpecialPower0Retain. Gain 1 (2) Thorns.
Quenching VaporSpecialSkill0Retain. Upgrade a random (half of the) card(s) in your hand for the rest of combat (, rounded up, at random). Exhaust.
Ritual VaporSpecialPower0Retain. Gain 1 Ritual and lose 3 (1) Strength.
Shifting VaporSpecialSkill0Retain. Discard 1 card at random (your hand), then draw 1 (that many) card(s). Exhaust.
Shining VaporSpecialPower0Retain. Gain 3 (6) Metallicize.
Sickly VaporSpecialSkill0Retain. Apply 1 (2) Weak. Exhaust.
Steel VaporSpecialPower0Retain. Gain 2 (4) Plated Armor.
Strong VaporSpecialPower0Retain. Gain 1 (2) Strength.
Swift VaporSpecialSkill0Retain. Draw a (!M!) card(s). Exhaust.
Swirling VaporSpecialPower0Retain. Gain 1 (2) Dexterity.
Transparent VaporSpecialSkill0Retain. Add (!M! copies of) a random Colorless card into your hand. It costs (They cost) 0 this turn. Exhaust.
Unknown VaporSpecialSkill0Retain. Add a (!M!) random Vapor card(s) into your hand. Exhaust.
Vaporous VaporSpecialSkill0Retain. This turn, your next (!M!) cost 0 or 1 card(s) is (are) played twice. Exhaust.
VimSpecialPower0Gain [E] ([E]) at the start of your turn.

Reliquary relics

NameImageTierPoolDescriptionFlavor
AerogelCommonUpon pickup, choose a card. Whenever you shuffle your draw pile with this card in it, it will end up on top.Weighs next to nothing, and makes a great insulator against bad luck.
Aluminium FoilCommonCard rewards tend to be Upgraded and of a higher rarity.Maybe if you put this on all your cards, people would respect you.
BoomerangCommonPut the fourth card you play each turn on top of your draw pile.If you love something, let it go. Or just frickin' chuck it.
BucklerCommonThe next 2 times you play an upgradeable card that's in your deck, Upgrade it permanently.Emblazoned with the famed cygnet signet of Merek.
CrucibleCommonWhenever you remove an Upgraded card from your deck, Upgrade2 random cards in your deck.As long as it can handle temps up to 451°F, it should do the job.
CrutchesCommonWhenever you get a Status, enemies lose 1Strength during their next turn.You're not the one that's gonna need these.
Elizabethan CollarCommonUpon pickup, your Curses become Injuries. All Curses you obtain become Injuries.If you'd just stop messing with it—!
Expired CouponCommonWhen you reach 70 or more total unblocked damage dealt in a combat, deal 10 damage to ALL enemies.Good for 10% off an "ass-beating." Who printed this thing, anyway?
Ferry PassCommonThe next time you play every unique playable card in your deck in one combat, add a Rare relic to that combat's reward.It reads, "Enjoy your trip to Lastcel Isle!"
Ivory TrinketCommonPurpleEvery 5th time you Retain a Miracle, add a Miracle into your hand.Someone cut the tusk from an elephant, just to whittle it into a smaller tusk. But why?
KnochCommonEnemies with 25% or less health are Weak.It keeps sinking to the bottom of your pack.
Party BalloonCommonPower cards start each combat in the top half of your draw pile.Once you pop, the fun immediately stops.
Porcupine QuillsCommonWhenever you receive 12 or more unblocked damage, deal that much damage back.If these get ya, you must have really deserved it.
Promissory NotesCommonWhenever you receive a debuff from an enemy, your first Attack against that enemy next turn deals 5 additional damage.An ancient instrument of subterfuge.
Radioactive PelletCommonGreenPoison doesn't decrement.The secret weapon of the world's most dastardly villains.
Rose-Tinted GlassesCommonThe first 2 times you draw a Status each combat, Exhaust it and draw a card.You know what? Things aren't so bad.
Rosewood LuteCommonWhenever you block damage exactly, gain [E] next turn.Anyway, here's "Wonderspire."
Sharkskin SheathCommonWhenever you end your turn with no cards in hand, draw a card next turn.If only you had a sharkskin knife to put in it.
Silk GloveCommonWhenever you would discard a single card at the end of your turn, Retain it.Left behind by a fancy lady who doesn't mess around.
SpinnerCommonWhenever you play a card of a different type than the previous that turn, gain 1Block.Please don't land on red, please don't land on red... son of a—!
StilettoCommonEnemies gain 50% less Block.Designed to slip between the plates and links of most any armor.
StimpackCommonRedThe first time your HP drops to 50% or below each combat, your Attacks deal double damage for 1 turn.The dogtags bear the initials "T.O.P."
Tattered RugCommonYou can sell potions to the Merchant.What, you think anyone can just set up shop?
Thumb DriveCommonBlueAt the start of each combat, Channel1Data.Who's got three thumbs and a backup copy of the ancient Internet? This AI.
Training WheelCommonWhenever you draw a hand with no Attacks or no Skills, put a random card of that type from your draw pile into your hand.Its exterior is pristine, but it's so rusted on the inside that it can barely turn.
Tuning ForkCommonWhenever you break an enemy's Block exactly, deal 10 damage to it.If you try eating with it, you're liable to break a tooth.
Weak TeaCommonThe first 2 Colorless cards you play each combat cost 1 less.If you can sleep after drinking it, what's the point?
Ball BearingUncommonWhenever you shuffle your draw pile, shuffle in a FlashofSteel or Finesse, chosen randomly.Keeps things running smooth.
BellowsUncommonRedEvery 5 times you Exhaust a card, shuffle a card from your exhaust pile into your draw pile.Boy, if this were bigger than an inch across, it could really come in handy.
Blood SugarUncommonWhenever you enter a room, heal 7 HP, then decrease that number by 1.Rest to reset it to 7.You know you shouldn't, but you just can't help yourself!
Boiling FlaskUncommonAt the start of each combat, if your potion slots are full, choose a Vapor card and add it into your hand.A round-bottom boiling flask, five thousand milliliters!
Feather DusterUncommonUpon pickup, remove any number of cards from your deck except Strike, Defend, and Curse cards."My life's mistakes, they lay about me like so much dust." - Cademo
FirecrackersUncommonOverkill damage is dealt to a random enemy.Makes quite a racket. Keep it down out there, y'dang kids!
Gummy VitaminsUncommonRight click during combat to activate. Once per turn, you may draw a card, then shuffle a Slimed into your draw pile.Mmm, chewy!
HardlightUncommonRedWhen your HP falls to 10 or less for the first time, permanently gain 2Strength.The words "DO NOT FOLLOW" have been scratched under the brim.
Hot PokerUncommonWhenever you draw a card during your turn, deal damage equal to its cost to a random enemy.Wouldn't want to be caught at the business end of this thing.
Ice Cube TrayUncommonFor every 4 cards you add to your deck, you may remove a card from your deck.Everyone who knew how to use this thing died a long time ago.
Iridium ChainUncommonWhenever you play a Power card, put an Ethereal copy into your hand that costs 1 more.You try to count the links, but never come up with the same number twice.
Jackalope AntlerUncommonWhenever an enemy dies, refund the Energy cost of the last card you played.Whatever creature this came from must be running around lopsided.
Lead DartUncommonThe first time each combat you have 10 cards in hand, gain 3Strength.Form over function? Function over form? "How about neither?" it seems to ask.
Love-Emitting DiodeUncommonBluePositive Focus affects your rightmost Orb 3 times.Spread the love, pursuant to the principles of the inverse-square law.
Medicine BallUncommonRedYou have additional Strength equal to the highest Strength among enemies (0 minimum).If only you had someone to toss this around with...
Mudwin's CradleUncommonPurpleEntering Divinity requires 3 less Mantra.Most popular desk toy.
New FriendUncommonStrikes and Defends Exhaust50% of the time.This little guy won't stop following you... and boy is he hungry.
Paper SnowflakeUncommonThe newest card in your deck that costs 1 or more costs 1 less.Is this what this is supposed to look like?
Peacock ShieldUncommonPurpleWhenever you enter Wrath, double your Block.Presents a remarkable defense.
Plasma LobsterUncommonIncreases your attack damage by 2 while you have Block.Smells of petrichor.
Prayer BoxUncommonPurpleYou keep your Mantra between combats.It's the perfect shape to hold your square prayers.
Princely HelmetUncommonDouble the first X Block you gain each combat, where X is 8 times the current Act.Way too small to fit on your head. If it were Ours, We'd make it much bigger.
Purple-Tinged LeafUncommonUpon pickup, choose an Attack. Whenever you play this card, heal 1 HP.This leaf has the appearance, unique in all the plant kingdom, of having been drawn by a grade schooler.
Quartz CubeUncommonAt the start of each combat with 3 or more enemies, apply 2Stunned and 2Invincible to one.It's like an ice cube that never melts, but also isn't cold.
Runic RemoteUncommonWhenever you win a combat without taking damage, you may add a card corresponding to a defeated enemy into your deck.Take hold of your destiny.
Sculpting SteelUncommonUpon pickup, becomes a copy of a random Common, Uncommon,Rare, or Shop relic you already have.Malleable as clay one second, hard as stone the next.
Short FuseUncommonBlueYour Lightning Orbs target the enemy with the least HP.It might blow at any moment.
SideboardUncommonChosen card rewards go into a separate pile. You can move cards from that pile to your deck between combats.A board for you to keep cards... on? In?
SodUncommonPut an Upgraded copy of every 8th unupgraded card you play into your hand.Contrary to popular belief, it's not greener on the other side. It's brown.
Spire of HannoyUncommonWeak and Vulnerable are 10% more effective against enemies for every stack past the 1st (max 30%).This puzzle's namesake Spire must have been even deadlier and more perplexing than this one.
SplatulaUncommonWhenever you Attack an enemy for half or more of its Max HP, set its HP to 0.Features a nonstick coating for easy cleanup.
Tank TopUncommonWhenever you Attack the enemy with the most HP, if there are 2 or more enemies, deal 3 damage to the front enemy.The rusted remnant of a once-great warrior tribe.
Thinking CapUncommonAt the start of each combat, draw the second-to-last card you played last combat. (Only cards in your deck count.)With this big ol' cone on your head, everyone can see how smart you are.
Toy RocketUncommonThe first time you play a cost 3, cost 2, and cost 1 card in a row each combat, add a powerful cost 0Attack into your hand.We choose to go to the Spire.
Traffic ConeUncommonThe first time an enemy does something other than attack, it loses 2Strength.In the dark of the Spire, its glinting stripes attain an unlikely menace.
Trident HeadUncommonThe first card you play on a single enemy each combat is copied to all other enemies.A part of the weapon wielded by the fabled Wave King.
Underdog BoneUncommonWhenever you play an unupgraded card, if there's an Upgraded copy in your draw pile, put it into your hand.Someone must have been a very good boy or girl.
VitrineUncommonUpon pickup, remove a card from your deck. You may shuffle it into your draw pile anytime during your turn. Right click to activate.The perfect place to present your most prized possessions.
Witchy DiceUncommonAt the start of each combat, play a random card of any color.What a lucky find! #blessed
ConveyorRareBlueAt the start of your turn, Channel a type of Orb of which you have 3 or more Channeled.Takes you where you want to go.
DhvajaRarePurpleWhenever you enter Divinity,Divinity's damage multiplier increases by 1 this combat.Victory shall be yours... eventually.
EXARareBlueAt the start of your turn, if you have no Lightning,Frost, and/or Dark Orbs Channeled,Channel an Orb of a random missing type.Only your superhuman eyesight allows you to see this nanoscopic machine.
Fishing ReelRareEach turn, you can pay for 1 card with next turn's Energy.There's always the next sucker.
Kill PillRareGreenThe first time you apply Poison to each enemy each turn, it triggers immediately.Would look pretty cool on the back of a leather jacket.
Knife BlockRareGreenWhenever you create Shivs, create an additional one."Who could ever need this many knives?" asked the world's stupidest person.
Ouija BoardRareRight click during combat to activate. Once per turn, pay the cost of a card in your discard pile plus 1 to play it and shuffle it into your draw pile.Only as mysterious as you make it.
PushpinRareGreenThe cards in your opening hand Retain for the rest of combat.Sometimes used to solve murders, but the most skilled assassins can use them to commit one.
Sheep's Eye MarbleRareWhenever you play two copies of the same card in a row, play it again.You feel dumber just looking at it.
Twin PearlsRareYou start each turn with Pearlescence in your hand.They are completely identical in every way, impossible to tell apart. Close enough, anyway.
The Holy GrailSpecialThe first time you would die each combat, die next turn instead.You have chosen... wisely.
Big HammerBossRedYou may upgrade Red cards a second time. Upon pickup, Upgrade an Upgraded card.Truly, it is the biggest hammer you have ever seen.
CragglerootBossGain [E] at the start of your turn. The first card you draw each turn costs 1 more this combat.This root has seen some hard times. Maybe it will see you through hard times as well?
EmberBossGain [E] at the start of your turn. Take 2 damage for each Energy beyond the third you spend each turn.Hachi machi, that's hot!
Free SamplesBossGain [E] at the start of your turn. Whenever an enemy deals unblocked attack damage to you, it gains 1Intangible if it's not already.Everyone's going to want a piece.
Kinked SpringBossGain [E] at the start of your turn. Your discard pile only shuffles into your draw pile when you end your turn with an empty draw pile.Someone overwound this thing, and it ain't comin' back.
Rabbit EarsBossBlueYou may upgrade Blue cards a second time. Upon pickup, Upgrade an Upgraded card."You're listening to 98.7 FM: The Fever. Don't touch that dial!"
Red CapeBossGain [E] at the start of your turn. Whenever you Attack a single enemy, other enemies can't be targeted until it dies.Who wants the horns?
Red PaperclipBossGain [E] at the start of your turn. Replaces 2 random Common or Uncommon relics.A powerful symbol of barter.
Rustam's PendantBossGain [E] at the start of your turn. Has a different drawback for each character.It's just a hunk of metal, but it seems to know something about you.
Short StrawBossAt the start of your turn, gain [E] and choose a random card in your hand. If it's still in your hand at the end of the turn, you lose 10 HP.This may not have been the pick.
Skeleton KeyBossGreenYou may upgrade Green cards a second time. Upon pickup, Upgrade an Upgraded card.What does it unlock? You.
SolitaireBossPurpleYou may upgrade Purple cards a second time. Upon pickup, Upgrade an Upgraded card.You dreamed of it, once. How it crossed over into reality is a mystery.
Third ArmBossStart each combat with a cost 0Power in your draw pile that gives you [E] every turn.It's tiny, and it doesn't even have fingers.
Writ of MandamusBossGain [E] at the start of your turn. At the end of your turn, you lose 5Block.It begins, "Whatever you're thinking about doing: hold it, mister."
BookmarkShopAt the start of each combat, draw an extra card for each Innate card in your deck."Now, where was I..."
BouncerShopGreenUpon pickup, choose a card. It becomes Unplayable. If it's discarded from your hand, play it.I hope you have a plan for the landing.
Broken ClockShopEach combat starts with two player turns, then two enemy turns.This one is only wrong twice a day, somehow, and right the rest of the time.
Citrus ReamerShopThe first time each turn you have 10 cards in hand, gain [E] .Why squeeze when you can ream?
Crusader's MapShopPoints the way to a fabled fontofimmortality.Search for the truth.
Finger TrapShopYou can't lose HP during your turn.Maybe if you chilled out for a second, you could get it off.
Oven MittShopPrevent the next 6 times you would lose HP.It's already starting to fall apart.
Rattle CoinShopDouble the first unblocked attack damage dealt to you and ALL enemies each combat.Both sides depict the same strangely familiar creature.
SoularoidShopWhenever you play a non-Status card with a different name than any card in your deck, add a copy of it to your deck.Those guys with the beards were right...?!
Tam-TamShopRedWhenever you start your turn with Block, you and ALL enemies gain 1Strength.GONG.

Reliquary keywords

NameDescription
atonementUpon entering this Stance, lose [W] [W] . You can't change Stances. Exit this Stance at the start of your next turn.
biasOrb: Lose 1 Focus each turn.
dataOrb: Gains Focus.
devotionYou gain Mantra at the start of your turn.
injuriesInjuries are unplayable Curse cards.
ionWhen you have 2Ion, lose 2Ion and Channel1Lightning.
pearlescencePearlescence is a card that copies the last card played in a turn.
reliquary:translation_noteNo need to translate this.
vaporVapors are cards with minor effects derived from your potions. They Retain and Exhaust.