Relics

Everything that can sit on the relic shelf: what it does on the anvil, how rare it is, how many swords it costs and the day the shop starts stocking it.

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Ash SieveWhen a sword breaks, gain 500 G.Day 2· 1Bent Nail+4 Success tickets.Day 2· 1Black KnotBreak chance reduced by 10%.Day 2· 1Blunt MalletConvert 1 Damage ticket into a Success ticket.Day 2· 1Bound IdolThe first time each sword reaches +4, +8, +12… its value rises by 15%.Day 2· 1Charcoal PouchSword base value +80 G.Day 2· 1First BrandIf a sword’s first strike is Success or Great, gain +2 extra levels.Day 2· 1Heavy PaperweightEach Hold: sword value +180 G.Day 2· 1Inspection StampEach Success or Great: sword value +100 G.Day 2· 1Iron SignetSword value +15%.Day 2· 1Leather LoopForging speed outside Frenzy +20%.Day 2· 1Lucky Coal+1 Great ticket.Day 2· 1Patched ApronEach Damage: sword value +140 G.Day 2· 1Patient Weight+3 Hold tickets.Day 2· 1Red ThreadAfter Hold, the next strike’s Break chance is reduced by 20%.Day 2· 1Relief SackReceive 1 extra sword in the round after a failed tribute.Not in the shopSealing Stone+2 Hold tickets. Every 2 consecutive Holds: +1 level.Day 2· 1Wax EffigyEvery 2 matching results in a row: sword value +150 G.Day 2· 1Worn WhetstoneConvert 2 Hold tickets into Success tickets.Day 2· 1Undertaker's ChaliceWhen a sword breaks, offer 30% of its peak value as scrap tribute.Day 2· 1Blind DieAfter Damage or Hold: +3 Great tickets on the next strike.Day 3· 1Chained HourglassEach Hold outside Frenzy has a 50% chance to add 1 Frenzy charge.Day 3· 1Closed Third EyeAfter Hold, the next strike gains 4 Success tickets.Day 3· 1Cold TeacupEach Hold: sword value +6%.Day 3· 1Copper LedgerUnavailable while being redesigned.Not in the shopCracked WristwatchEach Damage outside Frenzy adds 1 Frenzy charge.Day 3· 1Double KnotEvery 2 consecutive Success or Great results: sword value +10%.Day 3· 1Hungry MolarWhen a +4 or higher sword breaks, the next unforged +0 sword gains 4 Success tickets for its lifetime.Day 3· 1Iron CombEach Damage: add 5% of the pre-damage level value to the sword.Day 3· 1Iron Hoop−2 Break tickets.Day 3· 1Little StrongboxUnavailable while being redesigned.Not in the shopLittle Wind BellEach Hold adds +1 extra level to the next Success, up to +2.Day 3· 1Thorn WeightSword value +10%. Convert 2 Hold tickets into Damage tickets.Day 3· 1Broken Holy SwordPass 30% of a broken sword's enhancement to the next unforged +0 sword. Inheriting enhancement grants 3 Frenzy charges. Enhancement and charges add together with Dawn Scabbard.Day 3· 1Cracked CrownRetain 50% of the level value lost to Damage.Day 3· 1Cracked SpliceEach Damage reduces this sword’s Break chance by 15%, up to 60%.Day 3· 2Golden Nail+2 Great tickets.Day 3· 2Grudge NailWhen a sword breaks, bank one-use Great tickets equal to its level.Day 3· 2Mourning KnotEach failed tribute permanently adds 1 Great ticket for this run.Day 3· 1Scorched CharmEach Success or Great outside Frenzy reduces this sword’s Break chance by 3%, up to 18%.Day 3· 1Sealed HeartEach Hold adds +1 extra level to the next Great, up to +4.Day 3· 2Third HandEvery 2 consecutive Successes or Greats: +1 extra level.Day 3· 2Worn Voucher1 free relic shop reroll each round.Day 3· 2Burial CoinWhen a sword breaks, pass its remaining Frenzy charge to the next unforged +0 sword.Not in the shopCollector's HookAfter rerolling, trade the round’s first unforged +0 sword for 2 relic shop sword credits.Day 4· 2Cracked BellEach Great: sword value +20%.Day 4· 1Defeated King's SealEach Damage adds +1 extra level to the next Great.Day 4· 3Ember LocketThe first normal strike of each sword: +2 Frenzy charge.Day 4· 2Interlocking WeightsIf Success or Great follows Damage, gain +2 extra levels.Day 4· 2Journeyman BadgeAfter a completed tribute, all swords in the next supply start at least at +2.Day 4· 2Lightning MarkA Great outside Frenzy reduces the next strike’s Break chance by 40%.Day 4· 1Silver Tuning ForkEach Great outside Frenzy grants +1 extra level.Day 4· 2Sleeping EmberEach Hold has a 70% chance to grant +1 level.Day 4· 3Soot CenserIf the result differs from the previous one, sword base value +20 G.Day 4· 2Unbroken OathEach Damage has a 70% chance to grant +1 level.Day 4· 2Wirebound ScabbardThe first Break each round becomes Damage.Day 4· 2Worn GripForging speed +15%.Day 4· 2Black Iron StoneAt +8 or higher, sword value +30%.Day 5· 2Bronze CogEach Success adds 1 Success ticket to this sword.Day 5· 3Dragonscale TongsAt +6 or higher, Break chance is reduced by 25%.Day 5· 2Echo HammerEach Success or Great has a 25% chance of an extra +1 level.Day 5· 2Giant's SpineEvery 2 Damages, turn the next Break into Damage. Stores 1 protection; its Damage does not count.Day 5· 2Glass HourglassGreats during Frenzy grant +3 levels.Day 5· 2Golden CogEach Success: sword base value +30 G.Day 5· 2Ossuary King's ScabbardWhen a +7 or higher sword breaks, permanently gain 1 ticket of its previous result for this run.Day 5· 3Sealed RebateTribute requirement reduced by 10%.Day 5· 2Smith's TestamentFully pay tribute with a +10 or higher sword: one sword in the next supply starts at 30% of its level.Day 5· 2Tax TallyEach full tribute payment: +1 relic shop sword credit.Day 5· 3Bell CollarEach strike during Frenzy: sword value +5%.Day 6· 2Headless BellWhen Frenzy ends, +1 level.Day 6· 2Obsidian EyeAt +8 or higher, convert 2 Success tickets into Great tickets.Day 6· 2Red HourglassFrenzy duration +1 second.Day 6· 2Royal Spike+6 Success tickets.Day 6· 2Silver Supply WritFrom the next merchant visit, basic sword stock +2.Day 6· 2Butterfingers+3 Break tickets. +5 Great tickets.Day 6· 3Dawn ScabbardPass 40% of a broken sword's enhancement to the next unforged +0 sword. Inheriting enhancement grants 4 Frenzy charges. Enhancement and charges add together with Broken Holy Sword.Day 6· 3Dragon’s PardonPrevent death once, lower Rage by 1, then vanish.Day 6· 4King's Empty CupEach Hold adds 1 Great ticket to this sword.Day 6· 3Phoenix AshOnce per sword, prevent a Break at the cost of 40% of its value.Day 6· 3Sickle and HammerSet each outcome’s base ticket count to 5.Day 6· 4Split Twin MirrorEvery 2 identical results in a row, repeat the last relic value bonus.Day 6· 3Wandering Ghost’s LedgerMerchants bring 2 extra offers from their next visit.Day 6· 3Pocket HearthSword base value +20 G per full tribute payment made this run.Day 7· 3Abyssal Pearl+3 Damage tickets. The first 2 Damages of each sword do not lower its level. Damage relics still activate.Day 7· 4Ceaseless DriveshaftEvery 2 Successes: an extra +1 level.Day 7· 4Eternal Seed+6 Hold tickets. Each Hold: sword base value +40 G.Day 7· 4Perfect Mana Core+6 Great tickets during Frenzy.Day 7· 4Possessed BellowsForging speed +30% during Frenzy.Day 7· 3Royal ChangeApply 30% of excess tribute toward the next requirement, reducing it by up to 30%.Day 7· 4Unyielding CornerstoneThe first Break of each sword becomes Damage.Day 7· 4Supply PermitReceive 1 extra sword each round, starting next round.Day 8· 4Dragon HeartAt +7 or higher, each Success or Great: sword value +15%.Day 8· 4Seal of TwinsEach surviving strike has a 2% chance to duplicate the sword.Day 8· 4Undertaker’s LedgerWhen a +7 or higher sword breaks, gain 1 extra sword next day. Up to 2 per day.Day 8· 4Undying WickFrenzy duration +2 seconds.Day 8· 4Dragon SignetAt +12 or higher, sword value +50%.Day 9· 3Oracle Die+4 Great tickets.Day 9· 3Lifetime ContractIssued swords start at +7. Swords no longer need heating.Day 10· 5

The starter gift

On day 1 the shop offers three of these eight relics for free and you keep one. The other two vanish, and the gift can't be rerolled. From day 2 the shop opens normally with three paid offers a day.

Disabled and removed

These are still in the game files and the codex, but the shop never offers them in this build. Old saves that hold one are converted: the disabled relics turn into sword credits and the retired merchant items into gold.