Emberdeck Play free

Relics

Relics are permanent. Once you pick one up it works for the rest of the run, usually by bending a rule. Ember Coin, for example, pays 15 extra gold after each battle and makes your attacks hit harder the more gold you carry. Emberdeck has 65 of them. Elite fights always drop one, and each guardian lets you choose a boss relic.

Shared relics

Any hero can find these in chests, after elite fights or at the merchant.

Ash of the First Bell

Common, Any hero

Gain 2 extra Energy on the first turn of each combat.

Camp Kettle

Common, Any hero

Resting at a campfire also upgrades a random card.

Clearseed

Common, Any hero

You cannot gain Vulnerable or Bleed.

Ember Coin

Common, Any hero

Gain 15 extra gold after battles. Attacks deal +1 damage per 100 gold you carry.

Iron Charm

Common, Any hero

On pickup, gain 20 maximum HP and heal 20 HP.

Jar of Lost Seeds

Common, Any hero

After each victory, heal 8 HP and gain 2 maximum HP.

Whisper Seal

Common, Any hero

Card rewards offer 5 choices.

Gilded Gate

Uncommon, Any hero

Merchant prices are 40% lower.

Quiet Glass

Uncommon, Any hero

Up to 2 unspent Energy carries over to your next turn.

Red Inkstone

Rare, Any hero

Your first attack each turn repeats its damage.

Ash Feather

Boss, Any hero

The first time you would die each combat, heal to 30% of maximum HP instead.

Coal Crown

Boss, Any hero

Your attacks deal 25% more damage.

Cracked Sundial

Boss, Any hero

Gain 1 additional Energy every turn.

Handbound Journal

Boss, Any hero

Draw 2 additional cards every turn.

Warrior relics

Iron Petals

Common, Warrior only

Start each combat with 3 Might.

Scarred Anvil

Common, Warrior only

Whenever you lose HP, gain 2 Rage.

Red Thread

Uncommon, Warrior only

While below half HP, your attacks deal 50% more damage.

Second Bell

Uncommon, Warrior only

Whenever an enemy dies on your turn, gain 1 Energy and draw 2 cards.

Smoldering Brand

Uncommon, Warrior only

Your Rage no longer decays.

Furnace Heart

Rare, Warrior only

The first time each turn you reach maximum Rage, gain 2 Energy and draw 1 card.

Oathsteel Shard

Rare, Warrior only

At the start of your turn, keep up to 10 of your Block.

Slag Gauntlet

Boss, Warrior only

While Enraged, your attacks deal double damage instead of 50% more.

Monk relics

Dawn Sash

Common, Monk only

Whenever you play an Opening, draw 1 card.

Pilgrim Wrap

Common, Monk only

Block effects grant +3 Block.

Overflowing Bowl

Uncommon, Monk only

Whenever Spirit would exceed its maximum, deal 3 damage to all enemies for each point lost.

Saffron Prayer Wheel

Uncommon, Monk only

Completing a sequence grants 1 Energy and draws 1 card.

Bronze Pin

Rare, Monk only

The first card you play each turn costs 0.

Cinder Locket

Rare, Monk only

The third card you play each turn resolves twice.

Unbroken Bead

Rare, Monk only

Your Opening and Flow progress carries over between turns.

Twin Lanterns

Boss, Monk only

Finishers that complete a sequence resolve twice.

Druid relics

Thornwheel

Common, Druid only

Start each combat with 5 Thorns.

Verdant Ring

Common, Druid only

Whenever you gain Growth, gain 3 Block.

Season Compass

Uncommon, Druid only

Each form has a gift when you shift into it: Guardian, 8 Block; Stalker, 1 Might; Grove, 1 Growth.

Winterseed

Uncommon, Druid only

Whenever your discard pile is shuffled into your draw pile, heal 5 HP.

Fang Totem

Rare, Druid only

In Stalker, your attacks also apply 2 Bleed to each enemy hit.

Moonstone Antler

Rare, Druid only

Whenever you shift into a different form, draw 2 cards.

Root Signet

Rare, Druid only

Start each combat with full Growth (6).

Heartwood Idol

Boss, Druid only

Every form bonus on your cards is always active, whatever form you are in.

Sootveil relics

Lamplighter's Thread

Starter, Sootveil only

Start each combat with 1 Brand on every enemy. When a Branded enemy dies, its Brands move to the next living enemy.

Grey Hood

Common, Sootveil only

Start each combat with 1 Haze.

Snuffer Cap

Common, Sootveil only

The first time each turn you Snuff 5 Brands, gain 1 Energy.

Tar Flask

Common, Sootveil only

Start each combat with 3 Smolder on every enemy.

Cinder Seal

Uncommon, Sootveil only

Whenever you apply Shaken, also Brand 1.

Pivot Spur

Uncommon, Sootveil only

The first time each turn you Pivot, draw 1 card.

Tally Stone

Uncommon, Sootveil only

Whenever a card Snuffs 3 or more Brands, draw 1 card.

Funeral Taper

Rare, Sootveil only

Whenever an enemy dies with Smolder, every other enemy gains that much Smolder.

Hush Lantern

Rare, Sootveil only

At the end of your turn, if you did not Snuff this turn, gain 1 Hush.

Stormherald relics

Ashglass Rod

Starter, Stormherald only

Whenever you pay Strain at the start of your turn, gain 2 Block per Energy paid.

Hoarfrost Locket

Common, Stormherald only

Whenever a card applies Numb, gain 2 Block.

Tide Bell

Common, Stormherald only

At the start of your turn, if you owe no Strain, gain 1 Surge.

Copper Wick

Uncommon, Stormherald only

Static deals 2 extra damage when it discharges.

Salt Ledger

Uncommon, Stormherald only

Whenever you Vent Strain, draw 1 card.

Weathered Vane

Uncommon, Stormherald only

The first time each turn your attunement changes element, gain 3 Block.

Drowned Anchor

Rare, Stormherald only

Strain never takes your last Energy; the unpaid rest carries over.

Storm Compass

Rare, Stormherald only

Once per turn, when you play a Spark, a Tide and a Rime card in a row, gain 1 Energy.

Cinder Squall Crown

Boss, Stormherald only

Gain 1 Energy at the start of each turn. Whenever you pay Strain, lose 1 HP per Energy paid.

Cairnwarden relics

Ember Lintel

Starter, Cairnwarden only

Start each combat with 2 Etch.

Bone Abacus

Common, Cairnwarden only

The first time each combat you reach 8 Etch, gain 1 Energy.

Soot Quill

Common, Cairnwarden only

At the start of your turn, if you have 4 or more Etch, gain 3 Block.

Kiln Chalice

Uncommon, Cairnwarden only

The first time you heal each turn, gain 1 Etch.

Slow Lantern

Uncommon, Cairnwarden only

Whenever an enemy's Fuse resolves or is Set Off, gain 1 Etch.

Tallow Crown

Uncommon, Cairnwarden only

Start each combat with 2 Risen.

Barrow Key

Rare, Cairnwarden only

Start each combat with 2 Barrow.

Split Keystone

Rare, Cairnwarden only

Whenever a card spends 6 or more Etch, gain 1 Energy.

Ninefold Cairn

Boss, Cairnwarden only

Gain 1 additional Energy every turn. You no longer gain Etch at the start of your turn.