Every Weapon, Relic, Skill, and Tarot in One Searchable Place
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SEARCHABLE ITEM INDEX
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A defensive or recovery relic
Use when survival, not damage, ends the run.
Open Relic →Acid Amulet
Pure fodder value: pick it up cheap, then break it down for a free random relic, while its [Shatter] bonus banks permanent [Growth] stacks. In acid builds that scale off [Growth], it is a low-cost way to feed both your relic economy and your stack count.
Open Relic →Acid Mark
A straightforward acid stat piece: carrying it hands you a chunk of [Growth] up front, and every stack you accumulate keeps pushing your acid output toward its 20% cap. If your build converts [Growth] into damage, this is a dependable early anchor.
Open Relic →Acidfire Flask
Turns every battle skill cast into a lingering fire-plus-acid burn zone, and it scales twice: once with your skill damage, again with every [Ember] and [Growth] stack you have banked. The centerpiece for hybrid fire and acid skill builds that hoard stacks all run.
Open Relic →Acidolysis Round
The relic that makes a pure acid build work: beyond a huge flat acid boost, its unique passive lets every point of acid damage bonus also power up your basic bullets, so all your acid stacking converts into general firepower. If you see it, you can commit the whole run to acid.
Open Relic →Air Gun
A charge weapon built around line clear: the piercing shot drops repeated sonic-boom blasts as it flies, so longer charges convert directly into more AoE coverage. Pick it when you want dependable physical wave-clear without stacking any status keywords.
Open Weapon →Alchemy Crucible
A slow-burn engine: every relic you break down becomes a permanent [Growth] stack, rewarding a playstyle that treats spare relics as fuel. The earlier you grab it, the more dismantles it converts, so its value is all about pickup timing.
Open Relic →All or Nothing
Lanny's signature gamble window: for several seconds your final damage doubles while incoming damage also spikes sharply. As a build anchor it defines a burst archetype — everything else in his tree either extends, safens or further loads this window, so take it expecting to invest more picks into it.
Open Skill →Amber
The engine of Long Tong's entire kit: a pet spirit dragon that automatically strafes targets once per second with elemental breath while stacking a weapon-DPS-scaled burn. Almost every other node on this tree feeds into her, so any Long Tong build starts here and invests around her.
Open Skill →Amulet of Oblivion
A big skill damage boost with a built-in execute: once a target drops under half health, your battle skill crits every single time. Great for finishing tanky elites and bosses, and it pairs naturally with crit damage stacking.
Open Relic →Ancient Dragon Curse
The bridge between Amber and your Battle Skill: breaths can randomly refund the skill's cooldown, and a chunk of whatever Battle Skill Damage you stack carries over to Amber's output. Core pick if you build around [Destroy Them!] uptime or invest in Battle Skill stats.
Open Skill →Anti-Heavy Specialist
A straightforward elite-hunting pick: output against tough single targets jumps by nearly a third, and every boss you take down pays out an extra piece of gear. That bonus drop feeds Jenny's dismantle economy, so it pulls double duty in [Waste to Treasure] builds.
Open Skill →Any relic matching your weapon element
Placeholder for element-matched relics not yet in this database.
Open Relic →Arcane Crystal
Adds a piercing wave to your regular shooting most of the time you pull the trigger, carrying your main weapon's elemental skill damage through entire enemy lines. It rewards fast-firing weapons and lane-clearing situations more than single-target duels.
Open Relic →Armor-Breaking Bomb
Converts [Wildcat Bomb] from pure damage into a damage amplifier: targets caught in the blast become softer against every source, stacking to a 45% total amp. As long as bombs keep cycling on a boss, this is one of the biggest single-target multipliers in Jenny's kit.
Open Skill →Armor-Burning Dragon Flame
Turns the burn into a global damage amplifier: anything carrying the DoT eats more damage from every source, including your own gunfire. Since Amber applies it automatically, this is unconditional multiplicative value for the whole build.
Open Skill →Ashes
Rewards staying in one magazine as long as possible: the periodic flamethrower keeps growing in size and damage, and hitting packed enemies refunds ammo to extend the loop. Best in crowd-heavy stages with fire-rate and magazine support; reloading throws away your snowball.
Open Weapon →Assembly Genius
Pure engine acceleration: [Waste to Treasure] cycles one dismantle faster, so every reward tied to it—gear, components, armor procs—arrives sooner. Worthless outside a dismantle build, near-mandatory inside one.
Open Skill →Auto Trigger
More automatic damage events.
Open Skill →Avalanche
One of the cleanest homes for projectile stacking: charged extra shots keep full damage instead of decaying, and every hit carries bonus frost. Any build that piles on projectile count gets near-linear payoff here, making it a strong generalist core.
Open Weapon →Backfire Gloves
A fire stat piece that quietly snowballs: each [Destination] you reach permanently adds crit chance, so its real value shows up over a long run. Good filler for fire builds that also want to drift toward crit.
Open Relic →Battery
Turns every skill cast into a screen-control moment: the huge net both nukes and applies [Disruption], and landing it charges up the next one. Only worth building around if you have cooldown reduction or skill-frequency support to keep the nets coming.
Open Weapon →Big Winner
Converts each [Trading Expert] trigger into an exclusive forge-anywhere relic whose shatter payout permanently stacks [Ember], [Growth] and [Armor]. For build planning this makes repeated trading a long-term stat snowball rather than a one-off shopping trip — strongest in coin-rich runs that trigger trading often.
Open Skill →Blastfire Bow
One of the cleanest crit enablers around: a large chunk of crit chance, plus bonus crit damage once you cross the 50% threshold. For any crit-centric build this is close to an auto-take, and the [Shatter] fire stacks are a nice parting gift.
Open Relic →Blessed Hero
While you are holding [Novice's Luck], every trigger pull rolls a small adaptive chance to pop [Justice Heart] without paying for it. In a fast-firing weapon build this turns your buff window into something that comes back constantly, so it pairs best with high fire rate and skills that keep the luck charge active.
Open Skill →Blood Chalice
The bleed build's crown jewel: it grows permanently at every checkpoint of your run — [Embarkation], [Destination], and each ultimate cast — and on top of that, every bleed proc has a real shot at exploding for tenfold damage. If [Hemorrhage] is your win condition, this defines the run.
Open Relic →Blood Moon Necklace
A payoff for any status-heavy build: it speeds up how fast you inflict ailments, then punishes a target that has been afflicted five times with a massive curse nuke that itself counts as status damage. The more ailment pressure your build applies, the more often the moon falls.
Open Relic →Blood Scroll
A smite-focused stat bundle: raises your bullet damage ceiling and adds a solid chunk of smite chance, then keeps trickling in more permanently at every [Embarkation]. Solid glue for builds that fish for smite procs, if unspectacular on its own.
Open Relic →Blood Spear
The bridge between smite and bleed: same stat line as its scroll cousin, but every smite hurls a piercing spear that loads [Hemorrhage] buildup into everything it passes through. In a bleed build, this turns smite procs into an ailment delivery system.
Open Relic →Bloodthirsty Orb
A physical damage stick that invests in your future: each [Destination] permanently grows your battle skill output. Best in long runs where the compounding skill bonus catches up to and eventually passes the flat stats.
Open Relic →Book of Pilgrimage
The engine that breaks [Embarkation] economies: every ultimate lands a curse on the closest target and then replays your entire set of [Embarkation] effects on the spot. Stack enough embark triggers and cheap ultimates, and this single book multiplies everything they do.
Open Relic →Book of Skills
No conditions, no setup — just a very large boost to battle skill output. Any skill-centric build can slot it in and immediately feel the difference, though it offers zero scaling beyond the flat number.
Open Relic →Boots of Speed
Pure mobility with no damage attached: a bit more run speed and longer dodges. It buys survivability and positioning early, but you will usually dismantle it once your build comes online.
Open Relic →Breath of Chaos
During [Fury], Amber's breaths get a solid chance to fire off your main weapon's Transmutation effect for free. Its worth depends entirely on how strong that proc is: with a proc-heavy weapon it's a combo piece, otherwise it's filler.
Open Skill →Bullet Storm
Broader volley pressure alternative.
Open Skill →Bullseye
A crit-build multiplier for [Fatal Silver Bullet]: whenever a silver bullet crits, the payoff doubles on top of your usual crit bonus. Without serious crit chance investment it barely shows up; with it, every volley hits like a truck.
Open Skill →Bulwark
A tank-flavored weapon that pays you back for getting hit: each armor layer you lose permanently buffs the frost rifts that ride along your normal shots, and breaking armor bursts rifts in every direction. Pair it with armor-regeneration builds so the loss-and-refill cycle keeps feeding damage.
Open Weapon →Burst Silver Arrow
Turns each arrow impact into a small piercing shrapnel volley, converting a single-target proc into area coverage. For build planning this is your main way to make an arrow build clear packs instead of only sniping one enemy; its value climbs sharply once you have high arrow frequency from other skills.
Open Skill →Bursting Dragon Flame
Adds a chance for each breath to split into three weaker ones, which averages out to roughly 45% more breath output and spreads DoT stacks onto more targets. Straightforward throughput for any Amber-centric setup, best against packs.
Open Skill →Buy Safety
Repeatable death insurance funded by your wallet, with the price doubling per use. Unlike the once-per-run alternative it can save you multiple times, but it quietly competes with [Trading Expert] for the same coins — a rich economy build carries it easily, a spend-everything build weakens it.
Open Skill →Chalice Omen
Damage from your [Starlight Card] projectiles gets a coin-flip chance to set off the equipped weapon's Transmutation effect. In element-status builds this multiplies how often your weapon's signature proc happens, so its value tracks directly with how strong that proc is.
Open Skill →Charged Boots
A pure mobility pick: dodging briefly puts you in [Overload], letting you sprint and reposition far more easily. It adds zero damage, so only take it when your build already hurts enough and your deaths come from bad positioning.
Open Relic →Charged Electro-Blade
Rewards weaving skills right after status procs: each Transmutation you trigger opens a short [Overload] window where your Battle Skill hits twice as hard. Great in status-heavy skill builds, but the tight timing punishes sloppy play.
Open Relic →Charged Engine
Only matters on charge weapons: it passively speeds up charging, and popping your Ultimate removes charge time entirely for a burst window. On any other weapon type it does almost nothing for you.
Open Relic →Charged Gloves
A small tempo bump tied to dodging: after each dodge you briefly shoot and reload a bit faster. The numbers are modest and the uptime is short, so treat it as filler rather than a build piece.
Open Relic →Charged Necklace
Turns every Battle Skill cast into a 6-second window of two bonus projectiles. Short skill cooldowns push the uptime high enough to feel like permanent multi-shot; on long-cooldown skills it's just an occasional spike.
Open Relic →Charged Rail
An unconditional extra projectile on every shot, plus a second one when firing fully charged. Projectile count multiplies with nearly everything else, so this slots into almost any gun build and doubles down on charge weapons.
Open Relic →Charged Ring
Built for [First Shot] setups: opening a magazine grants a brief [Overload] window of heavily boosted final damage. Pairs naturally with slow, high-impact weapons and reload-cycling builds; rapid-fire sprayers waste most of the buff.
Open Relic →Charged Round
Nearly every shot spawns a bouncing chain lightning that arcs between enemies. It's free add-clear that scales with your fire rate, making it one of the better commons for lightning or horde-heavy runs.
Open Relic →Charged Thunderstone
Pays you for stacking different ailments on one target: each Transmutation proc calls down a lightning strike whose damage multiplies with the variety of statuses already present. A burst engine for multi-element builds, mediocre if you run a single status.
Open Relic →Chariot Wheel
A snowball engine: every cleared fight hands you a free relic carrying [Embarkation] or [Destination]. The longer the run, the more value compounds, so grab it early and let it fill out your build for free.
Open Relic →Choice of Fate
Each [Wheel of Fate] draw now also pays out permanent stacks: [Growth] if the card lands upright, [Ember] if reversed. Either way you snowball a little every hub visit, which compounds nicely over a long run regardless of which cards you actually pick.
Open Skill →Cluster Bomb
Wider area coverage for the bomb route.
Open Skill →Coagulation Armor
Steady defense: each [Embarkation] tops you up with armor, and shattering it locks in a smaller permanent version. It's insurance rather than power — solid glue for armor-synergy builds, low priority otherwise.
Open Relic →Combo Tactics
The centerpiece of skill builds: on top of a big damage boost, every damaging Battle Skill goes off an extra time, effectively doubling your skill output. If your run leans on skills at all, this defines the build.
Open Relic →Combustible Poison
Turns [Corrosion] kills into chain reactions: poisoned enemies explode on death, splashing acid that spreads the ailment further, with your [Growth] stacks pumping the blast. In dedicated acid builds it clears packs almost on its own.
Open Relic →Comet
A Mythic set-and-forget nuke: the comet grinds along its path, ticking frost damage and steadily loading Freeze onto everything it touches. It is the lazy-but-effective backbone for freeze builds — you aim less and let the buildup do the crowd control.
Open Weapon →Comet Crown
Offense and defense in one slot: [Embarkation] grants armor, your shots regularly drop freezing meteors on nearby enemies, and every armor stack you hold feeds the [Freeze] damage. An ideal anchor for frost-plus-armor hybrids.
Open Relic →Condensation Ring
Holding any armor grants a bonus projectile, and its own [Destination] effect keeps feeding you armor to maintain it. With steady armor income this is near-permanent multi-shot; without armor support it flickers on and off.
Open Relic →Conquest Dominator
Single-variant acid Dominator.
Open Weapon →Constant Luck
Cuts the recharge on [Novice's Luck] by half, meaning both the free dodge and every on-consumption payoff come around far more often. It is a plain but important engine piece: any build that keys off consuming or holding the luck charge wants this early.
Open Skill →Coordinated Combat
Each Battle Skill cast makes Amber squeeze in one extra attack. On its own that's marginal; it only earns a slot in cooldown-reset builds where you're casting constantly.
Open Skill →Corrupted Blood
Adds frequent volleys of homing blood projectiles that deal acid damage and count as bullet hits, so on-hit effects still proc. Reliable sustained add-clear for acid builds, and shattering it banks permanent [Growth].
Open Relic →Creed
Its listed effect is pure flavor text about bending time, so treat it as a mystery pick: value comes from its base statline and whatever hidden quirk you discover in play, not from any keyword synergy you can plan around. Do not build a run assuming a specific payoff.
Open Weapon →Crimson Ring
A flat physical damage stick with a slow-burn bonus: each [Destination] permanently grows your status damage. Early on it's just stats; over a long run the stacking half quietly becomes the bigger payoff.
Open Relic →Crimson Ruby
A minimal enabler: casting your Battle Skill tags the closest enemy with [Hemorrhage]. Only worth taking as cheap fuel for bleed-triggered builds; applying one status to one target is too slow to matter otherwise.
Open Relic →Critical Core
Doubles the bullet attack of fully charged shots, nothing more. On charge weapons it's a huge, dependable damage line; on anything that can't charge it's a dead slot.
Open Relic →Crown of Battle Fervor
A heavyweight stat piece for skill builds: doubles Battle Skill damage and converts a slice of it into final damage that lifts everything else too. Less flashy than extra casts, but the raw scaling is hard to beat.
Open Relic →Dance of Death
During [Demon Hunting Time] your ammo is effectively infinite, which means the window becomes pure uninterrupted uptime. This changes weapon choice: magazines that are tiny or reload slowly stop being a downside inside the window, so heavy-hitting, ammo-hungry weapons pair extremely well with a Demon Hunting Time build.
Open Skill →Dance of Stars
Using your battle skill now generates [Starlight], and every stack gained can spit out a bonus card. It bridges the skill-casting loop and the card-projectile loop, so it shines in builds that already cast often and stack Starlight from multiple sources.
Open Skill →Dark Ice
Frost family; builds Freeze for Shatter routes.
Open Weapon →Dash Knight
Single-variant lightning family.
Open Weapon →Deadly Amulet
A plain damage stick for ailment builds: everything your statuses tick for hits harder, with no conditions or synergy required. A safe filler pick whenever Transmutations are your main damage source.
Open Relic →Deadly Chamber
Every skill cast also launches a piercing shell worth several times your weapon's damage, and the shell double-dips both skill and bullet scaling. Strong in any skill-centric build, especially against bosses and lined-up enemies.
Open Relic →Death
A verified upright face for destination, frequency builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Death (Reversed)
A verified reversed face for destination, economy builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Death Dominator
Single-variant frost Dominator.
Open Weapon →Death Storm
Lets each silver bullet flip a coin to apply your weapon's elemental ailment. Since [Fatal Silver Bullet] sprays multiple bullets per cast, one volley can blanket a crowd in status effects—provided your weapon carries an ailment worth spreading.
Open Skill →Death's Scythe
Makes your Ultimate carry a screen-wide true-damage sweep that ignores defenses, and every [Destination] trigger permanently pumps its power. The more Destination relics you stack, the closer this gets to a delete button.
Open Relic →Deep Blue Sapphire
Around half of your shots add a piercing ice spike that freezes everything in its line. As a common it's one of the cheapest ways to keep [Freeze] uptime high, making it a natural early pick for frost builds.
Open Relic →Demon Breaking Silver Arrow
This is the bridge between Elena's two engines: while [Demon Hunting Time] runs, every arrow both multiplies its damage several times over and doubles up. It rewards builds that stack arrow frequency and then burst inside the window, making it a top pick for boss-killing setups that combine both halves of her kit.
Open Skill →Demon Hunting Dance
Automates the whole loop: dodging turns on [Demon Hunting Time] whenever it is ready, and every dodge inside the window throws a free arrow with no shot needed beforehand. For build decisions this means near-perfect skill uptime without thinking about activation timing, plus another arrow source for arrow-scaling picks.
Open Skill →Demon Hunting Silver Arrow
The foundation proc of Elena's arrow archetype: shoot, then dodge, and a homing arrow goes out at a fraction of your weapon's elemental damage. On its own the numbers are modest; its real value is that a large share of her other skills key off this one, so it is the prerequisite you build around rather than a payoff itself.
Open Skill →Demon Hunting Time
Elena's core power window: several seconds where crit chance, rate of fire and reload all get a flat boost, and dodge becomes a dash that lets you keep shooting on the move. As a build piece it is the trigger condition for her entire 'while in the window' skill family, so its worth scales with how many of those you plan to take.
Open Skill →Demonhunter Crossbow
Physical family with Hemorrhage buildup.
Open Weapon →Desert Dice
Doubles skill damage and gives each cast a one-in-three shot at instantly refreshing its cooldown, occasionally chaining into rapid-fire skill streaks. The more your build wants to cast, the higher this die's expected value.
Open Relic →Desert Round
Faster shooting that also refunds skill cooldown: roughly a third of your shots shave a second off your Battle Skill. High fire-rate weapons turn this into near-constant skill uptime, bridging gun builds and skill builds.
Open Relic →Desperate Counterattack
Getting your [Novice's Luck] popped instantly tops off the magazine and loads a huge bonus round into the next pull. For slow, hard-hitting weapons this is a burst of single-target damage plus a free reload, making it a solid boss-fight pick in luck-consumption builds.
Open Skill →Destroy Them!
Long Tong's burst button: sends Amber into [Fury], doubling both her damage and attack speed for a long window. Every Fury-conditional node in the tree keys off this, so it decides whether you play around burst windows or steady pressure.
Open Skill →Destruction Round
Kills prime your next bullet with a massive attack multiplier. It shines when trash kills come frequently and you can bank the empowered shot for a tough target, converting mob clear directly into single-target burst.
Open Relic →Devil's Coin
A run-long gamble: each [Embarkation] flips a coin that permanently stacks either bonus final damage or extra damage taken. Over many rooms it trends toward decent offense, but a bad streak leaves you noticeably squishier.
Open Relic →Diffusing Frost
Every [Freeze] proc smears an extra random ailment onto the target, turning a frost core into a multi-status machine. Best in builds that pay off status variety; pointless without a steady freeze source.
Open Relic →Disruption Orb
Adds fire rate and lets bullet hits occasionally spawn an electric field that tags a whole area with [Disruption]. A workhorse applier for disruption-triggered builds, and the fire rate bonus feeds its own proc frequency.
Open Relic →Divine Justice
Converts the protected window into damage.
Open Skill →Dragon Breath
A ramp weapon that wants long uninterrupted strafes: every hit stacks bullet speed and attack up to 100 times with a trickle of free [Ignition] procs, but a reload wipes it all. Big-magazine, sustained-fire builds and long boss phases are where it shines.
Open Weapon →Dragon Breath
Amber's breath scales from your main weapon's elemental damage.
Open Skill →Dragon Breath +
A plain doubling of the breath's base number. No conditions, no synergy requirements — dependable stat glue that makes everything else in the Amber package hit harder.
Open Skill →Dragonseal Stone
The rainbow-build capstone: dealing damage with different elements stacks a hefty final-damage buff, and at full stacks a recurring dragon summon bombards enemies with true damage scaled by your [Growth] and [Ember] hoards. Demands element variety, rewards it enormously.
Open Relic →Dulling Dragon Flame
Solid defensive layer: burning enemies hit you noticeably softer, and since Amber keeps the DoT rolling on her own, the reduction is up most of the time. Worth a slot in harder content where survivability is the bottleneck.
Open Skill →Eagle Eye
The simplest positioning check in the pool: keep your distance and shots hit three times as hard while auto-applying [Hemorrhage]. It anchors bleed builds and safe long-range play with zero setup — the only failure mode is letting enemies close the gap.
Open Weapon →Eliminate the Root
An execute modifier: arrows gain a large final damage bonus against targets in the lower half of their health bar. In practice this shortens the slowest part of elite and boss fights. Pair it with high arrow frequency; in a build without steady arrow output it does little.
Open Skill →Ember Spark
Fire family; builds Ignition.
Open Weapon →Emperor's Holy Sword
Critical package; stronger once the run already supports crit.
Open Relic →Empress's Chest
Every [Destination] you reach hands you a free random item, so its value compounds with run length and multiplies with anything that triggers extra [Destination] procs. It brings zero direct damage — this is a snowballing economy pick that pays out more the earlier you grab it.
Open Relic →Endless Firewood
The centerpiece of any [Ember] stacking build: a huge starting pile, a massively raised stack cap, and percentage-based gains at every [Destination] that compound your total. If your damage scales off [Ember] counts, this single relic defines the entire run and every other pick should feed it.
Open Relic →Endless Star
Sustains Starlight uptime.
Open Skill →Energy Extractor
Ticks your battle skill damage up permanently twice per stage — once when you set out, once when you arrive. It is slow, unconditional scaling with no ceiling: worth its slot early in skill-centric builds, but mediocre if you only find it late in the run.
Open Relic →Energy Magnet
A lightning damage bump plus a burst rider: every Transmutation proc loads your next shot with bonus projectiles and a hefty attack boost. Its worth tracks directly with proc frequency — in a lightning build that triggers Transmutation constantly, every proc becomes a mini volley.
Open Relic →Entangling Vines
Rewards a scrap-heavy playstyle: every relic you break down permanently raises acid damage, with triple value from acid relics, and your ultimate gains a vine burst that pins groups in place while burning them with acid. In acid builds that recycle loot aggressively, its long-term scaling is excellent.
Open Relic →Ever-Burning Dragon Flame
Extends the burn/element chain.
Open Skill →Ever-Burning Dragon Flame
The DoT-build cornerstone: doubles the burn's base tick, raises the stack cap, and makes it permanent once applied. Against bosses and elites this converts Amber into a set-and-forget melter that never lets the ramp reset.
Open Skill →Everburning Ember
A tiny [Ember] trickle on each departure, with a slightly bigger permanent payout if you break it. The pacing is too slow to matter beyond the opening stretch — treat it as early filler for ember builds, then shatter it once something better comes along.
Open Relic →Executioner's Axe
1.0.466: doubled normal Physical Damage growth from Embarkation.
Open Relic →Explosive Crossbow
An ignition-build cornerstone with a timing minigame: bolts plant a delayed burn, and casting your skill detonates everything early at quadruple ignition damage over a wider area. Tag a pack, pop the skill, watch the room clear — it wants ignition-damage and skill-uptime support.
Open Weapon →Explosive Part Modification
Bridges your Battle Skill and the bomb engine: roughly one in four skill uses tosses out a bonus [Wildcat Bomb] for free. Value scales with how often you press your Battle Skill, so pair it with cooldown reduction or skill-spam setups.
Open Skill →Eye of Deep Winter
Turns your ultimate into a [Destination] engine: after the glacier's frost nuke lands, every [Destination] effect you own fires again. Stack destination relics and each ultimate cast becomes a full payday — this is a relic worth reshaping the whole build around.
Open Relic →Famine Dominator
Single-variant physical Dominator.
Open Weapon →Fan Missile Array
Converts full-charge shots into a homing missile salvo that hits at your bullet damage ceiling and simultaneously counts as three damage categories, so nearly every multiplier you own feeds it. Outstanding on charge-style weapons and as boss-burst artillery.
Open Relic →Fatal Fire Round
Each battle skill cast guarantees crits on your next couple of bullets, with a solid chance to detonate [Ignition] on the spot. It glues skill-spam and fire builds together nicely, but pays almost nothing if your playstyle rarely touches the skill button.
Open Relic →Fatal Silver Bullet +
A flat, no-strings power bump for the volley—every silver bullet simply hits harder by more than half. If [Fatal Silver Bullet] is your main damage source this is efficient; if it is just a side dish, spend the pick elsewhere.
Open Skill →Fatal Silver Bullet+
Strengthens the silver-bullet volley half of the chain.
Open Skill →Fate Swap
Lethal damage instead sacrifices one random tarot card and restores a quarter of your health. It is a repeatable safety net funded by your card collection, so it is strong insurance but taxes the very resource tarot builds care about.
Open Skill →Fire Amulet
A modest pile of [Ember] just for holding it, plus a small permanent gain if broken. Cheap early fuel for fire builds — once your engine is properly running, shattering it for the permanent stacks is usually the better call.
Open Relic →Fire Bolt
A fat [Ember] deposit paired with a major [Ignition] damage boost that grows even bigger when the burn only touches one enemy. This is boss-killing fuel for ignition builds — prioritize it whenever the plan is burning down single large targets.
Open Relic →Fire Crossbow
A straightforward charge-to-burst frame: holding longer simply means more bolts per release. It scales cleanly with anything that buffs per-bullet damage and asks nothing in return, making it a safe early carry that rarely defines a late build.
Open Weapon →Fire Curse
The bridge weapon for multi-element teams: shooting anyone under [Freeze], [Disruption] or [Corrosion] stacks an uncapped burn with bonus [Ignition] procs. If your co-op partners or subweapons spread those statuses, this converts their control into infinitely stacking damage — useless without any status source.
Open Weapon →Fire Mark
Supplies ember stacks and converts each one into fire damage up to a cap, paying double in builds already hoarding [Ember]. Solid mid-tier glue for fire builds, though the cap keeps it from ever carrying a run on its own.
Open Relic →First Aid Armor
Starts you with [Armor] and pays out bonus final damage for every stack that breaks, lasting until the fight ends — so taking chip damage becomes a temporary steroid. Best in armor-cycling builds; if you dodge everything perfectly it does almost nothing.
Open Relic →Five-Color Arrow
Bridges your [Ember] and [Growth] hoards into Transmutation damage, then rewards frequent procs with a tri-element arrow barrage that itself counts as Transmutation. A payoff piece for hybrid stack builds that already generate plenty of Transmutation triggers.
Open Relic →Five-Color Crystal
Massive Transmutation damage plus a chain-reaction web where each ailment can cascade into the next, cycling all five status effects indefinitely. It also merges with [Five-Color Ring] into the supreme version — one half of the flashiest ailment combo in the game.
Open Relic →Five-Color Ring
Gives your hits a small chance to slap all five ailments onto the target in sequence — the proc starter that the crystal's chain reactions feed on. On its own it is a fun status sprinkler; as the second half of the supreme ring merge, it is mandatory.
Open Relic →Five-Color Supreme Ring
The merged endgame of the five-color set: huge Transmutation damage, the on-hit five-ailment proc, the full cascade loop between all statuses, and bonus true damage on every Transmutation trigger. This is the finished form of an ailment build — the relic is the build.
Open Relic →Flame Furnace
Turns weapon and part scrapping into permanent [Ember], so every piece of loot you recycle quietly feeds your fire scaling. Best taken early in ember builds that shop and dismantle aggressively — its total value is however much junk you process afterward.
Open Relic →Flame Gem
A clean elemental damage boost for whichever weapon you are holding, with a small ember bonus if broken. Element-agnostic and always useful — one of the safest common picks when nothing else synergizes with your build.
Open Relic →Flame Round
Gives the last bullet in your magazine a chance to spawn a bonus piercing fire projectile. The pierce helps against lined-up enemies, but the low odds and [Final Shot] dependency make it filler unless your build reloads constantly.
Open Relic →Flare Gun
Fire family; builds Ignition.
Open Weapon →Flash-Freeze Round
Feeds you a batch of [Armor] at every [Destination] and unlocks a large frost damage bonus once your armor pile crosses the threshold. A defense-into-offense bridge for frost builds that run multiple armor sources.
Open Relic →Flower Cannon
A projectile-count multiplier disguised as a gimmick: each reload seeds buds equal to your projectile stat, and each bud is a 500% acid bomb that shotguns piercing needles on death. With high projectiles and frequent reloads it floods the screen; without them it feels clunky.
Open Weapon →Flower of Life
Rewrites all your [Growth] into Bloom that boosts bullet attack per stack, then lets your ultimate summon a flower turret whose thorn damage scales off those same stacks. One relic converts a growth hoard into both passive firepower and a pet — the anchor of the whole archetype.
Open Relic →Flower of Peril
Acid damage up front, and every [Destination] refunds a solid chunk of ultimate gauge that scales further with your [Growth] stacks. In growth-acid builds this keeps the ultimate on a near-permanent rotation — an engine piece, not just a stat line.
Open Relic →Flowing
Stacks additional attack tempo on top of the window: both firing pace and reload get another sizable boost while [Demon Hunting Time] is active. A straightforward multiplier for window-focused builds; the more damage you already deal per second inside the window, the more this returns.
Open Skill →Fluctuant Fortune
Every hit you eat shaves time off the [Novice's Luck] recharge, so the more dangerous the room, the faster your safety net returns. It rewards aggressive or tanky play and feeds consumption-triggered effects, but does little for players who rarely get touched.
Open Skill →Flying Sword Cards
Your [Starlight Card] projectiles hit harder and punch through enemies instead of stopping at the first body. Against packed corridors this converts each card into a lane-clearing shot, making it a core pick for crowd-focused card builds.
Open Skill →Fool's Boots
Every [Embarkation] trigger permanently nudges your final damage upward. Each tick is tiny, but paired with relics that multiply embarkation procs it compounds across the entire run — a cornerstone for embarkation-focused scaling, best grabbed as early as possible.
Open Relic →Fortune's Scales
Pays a hefty final damage bonus for every matched pair of upright and reversed tarot cards you hold, so its ceiling is set entirely by your card collection. Build-defining for dedicated tarot runs, and close to a dead slot in anything else.
Open Relic →Frenzied Fire Ring
Converts your entire [Ember] pool into Cursed Fire, trading a slight increase in damage taken for final damage per stack. In deep ember-stacking builds the offense utterly dwarfs the drawback — a high-roll finisher for players who trust their dodging.
Open Relic →Frost Amulet
Nothing but a flat, unconditional final damage increase. For a common relic that is remarkably efficient — the classic no-brainer pick when the shop offers nothing that fits your build.
Open Relic →Frost Fist
Smites and critical hits shred enemy resistances with stacking armor breaks, and every frost relic you own deepens the shred. Effectively a whole-build damage multiplier for frost-heavy setups, staying saturated through long boss fights.
Open Relic →Frost Heavy Armor
Simple sustain: a batch of [Armor] both when you depart and when you arrive, with zero damage attached. Take it when survivability is the bottleneck, or as fuel when other relics convert armor stacks into offense.
Open Relic →Frost Mark
A steady [Armor] drip at each [Destination], plus a frost damage bonus that stays live as long as any armor remains — a condition that is trivially easy to keep. Cheap, consistent glue for frost-armor hybrid builds.
Open Relic →Frost Round
Every bullet that connects sets off a small frost explosion scaling with your attack, quietly converting single-target fire into splash clear. The faster your weapon shoots and the denser the packs, the more this earns its slot.
Open Relic →Frostbolt Round
Rides every shot with bonus frost and fire damage proportional to what you actually deal — effectively a broad multiplier on weapon output that also feeds dual-element synergies. Strong in virtually any build that wins fights by shooting.
Open Relic →Frozen Seed
Converts each [Armor] stack into a sliver of acid damage, amplified slightly by every frost relic you own. The per-stack numbers are small, so it only justifies a slot in dedicated armor-stacking acid-frost hybrids with serious armor generation.
Open Relic →Fury Armor
Adds [Armor] at every [Destination] and turns each stack you hold into frost damage. A modest two-way piece for armor-stacking frost builds — its ceiling depends almost entirely on how many other armor sources you run.
Open Relic →Fury Mask
A big crit chance boost that also banks temporary [Ember] on every critical hit, so your fire damage ramps up within each fight. A natural bridge between crit builds and ember payoffs — just remember the stacks vanish when combat ends.
Open Relic →Geminate Shot +
Raw uptime for the engine: [Geminate Shot] goes from 15% to 25%, firing about two-thirds more often. Simple math, no conditions—its value tracks exactly how much of your build keys off Geminate procs.
Open Skill →Geminate Shot+
Reinforces the extra-shot core.
Open Skill →Godhunter Bow
A mark-and-execute loop for single targets: charged arrows brand the enemy, and every subsequent shot sends a free homing arrow that cashes the brand for 450% acid, with a coin-flip to re-brand. Against bosses it roughly doubles your effective output as long as you keep the mark cycling.
Open Weapon →Gold Rusher
A flat boost to all coin income. Unremarkable in isolation, but on Lanny coins are simultaneously damage stacks, relic purchases and revival fuel, so this quietly accelerates every other part of his kit. An early pick that compounds over the run.
Open Skill →Growth Orb
Banks permanent [Growth] on every departure, with a bonus payout if shattered. Pure slow-burn scaling for growth builds: the earlier you take it, the more departures it compounds through — grabbed late, it barely moves the needle.
Open Relic →Guardian Ring
A couple of [Armor] stacks when you set out, and that is the whole relic. Fine as early-game padding or as fodder for armor-conversion pieces; past the opening stages it rarely justifies the slot it occupies.
Open Relic →Guardian Spirit Dragon
Emergency bodyguard: at low health Amber eats the hit for you, but she then goes to sleep until your next [Destroy Them!] cast. Real protection with a real cost — losing your main damage source until the skill comes back — so it pairs best with cooldown-refund nodes.
Open Skill →Guidance of Fate
Filling all tarot slots rewards you with a free exclusive relic matched to a card you own. It pushes you to commit to collecting cards fast, and the payoff is a relic you would otherwise need luck or currency to find.
Open Skill →Gunfire Synergy
Skill-linked shooting route alternative.
Open Skill →Hanged Man's Rope
Converts every [Shatter] you trigger into a permanent 3% Final Damage increase. If your run leans on breaking spare relics for value, this rope quietly compounds into one of the biggest global multipliers you can own.
Open Relic →Happy Trading
A modest armor top-up each time trading fires. It slightly offsets the defensive cost of dumping coins and pairs decently with the double-trigger upgrade, but the shield amount is small and the trigger is infrequent — a low-priority glue pick.
Open Skill →Healing Bomb
An emergency valve, not a sustain plan: it only kicks in when you are nearly dead, and the heal is a slice of what you have already lost. Fine as last-resort insurance in bomb builds, but do not count on it to carry your survivability.
Open Skill →Healing Herb
A cheap sustain pick: heal a chunk of missing HP at each [Destination], then break it late for permanent [Growth] stacks. Good early glue that still pays out after you outgrow it.
Open Relic →Heart of the Storm
Adds an auto-cast Frost vortex on the nearest enemy every few seconds, scaling with your [Armor] stacks. Armor-stacking defensive builds get to convert tankiness directly into steady bonus DPS, especially against elites.
Open Relic →Heat-Devouring Necklace
Straight Frost damage plus a [Freeze] proc tied to your Battle Skill. If you cast skills often, frost builds gain regular hard crowd control on demand.
Open Relic →Heavens Piercer
Offense and a free invulnerability window in one package: the energy dash damages everything along the line while making you untouchable, and both projectile count and damage grow with movement speed. It is the natural core for speed-stacking builds that want to play aggressive without dying.
Open Weapon →Heavy Crossbow
A pure sustained-DPS frame: fire rate keeps climbing for as long as you hold the trigger, so its worth is decided by how rarely you have to stop. Long boss phases and builds with ammo sustain get a top-tier workhorse; twitchy stop-start play wastes it.
Open Weapon →Heavy Device
Each shot has a chance to refund a bullet and supercharge the following round. Slow, hard-hitting weapons love it: fewer reload breaks plus frequent 450% spike rounds that delete tough targets.
Open Relic →Hermit's Cloak
Rewards active dodging with a burst window: a big move speed boost and a heavily empowered next bullet on a short cooldown. Best on single-shot, high-damage-per-bullet weapons where one loaded round decides the trade.
Open Relic →Hierophant's Scepter
Turns every Ultimate into a map-wide lightning barrage that also counts as Battle Skill damage, letting skill-damage bonuses double-dip. Strong payoff for builds that cycle their Ultimate quickly.
Open Relic →High Fighting Spirit
Turns missing health into extra [Justice Heart] potency, so the buff hits hardest exactly when you are in trouble. It is a comeback tool for low-health, high-risk builds; if you plan to stay topped off, most of its value never materializes.
Open Skill →High Priestess's Wreath
Pure insurance: a large heal at every [Destination]. It adds zero damage, but resets your HP bar between stages and buys room for riskier picks in your other slots.
Open Relic →High-Voltage Piercing Round
A fire-rate stat stick that converts speed into flat bonus Physical damage once you pass the threshold, and grows stronger for every Lightning relic you hoard. Core piece for rapid-fire lightning hybrids.
Open Relic →Human-Dragon Unity
Every shot has an adaptive chance to cast [Destroy Them!] at no cost, which with a fast-firing weapon translates into near-constant [Fury] uptime. The single biggest enabler for any build stacking Fury-conditional nodes.
Open Skill →Hunter's Grace
A huge offensive stat package with one catch: everything shuts off for a few seconds whenever you get hit. Clean players get one of the most efficient Epics in the pool; sloppy runs waste it.
Open Relic →Hunters Never Return Empty-Handed!
A one-time bonus: your first activation of [All or Nothing] each run hands you a free random relic below Legendary rarity. Free value with zero conditions beyond pressing the skill once, so it is an easy early-run tempo pick, but it never pays out again.
Open Skill →Hunting Mark
Priority-target mark engine.
Open Skill →Hydra Necklace
Two bonus projectiles while you count as full Health, with an overheal clause that makes the condition realistic. Pairs naturally with sustain and max-HP relics; break it for a big [Growth] payout once it stops fitting.
Open Relic →I will be a Hero!
Pushes the burst window further.
Open Skill →I will be a Hero!
Stretches the [Justice Heart] window and stacks mobility, faster reloads, and a big final damage multiplier on top of it. This upgrades the skill from a nice tempo buff into your main damage phase, and it benefits every Jester build that casts the skill at all.
Open Skill →Ice Baby
Builds you a frost turret network: every reload drops a snowman that bombards enemies and chills its surroundings, all with [Freeze] chances, up to three at once. Reload-frequency builds turn the battlefield into a self-running freezer while you focus on kiting.
Open Weapon →Ice Pillar
Grants an [Armor] stack at [Embarkation] and a hefty crit chance bonus while any armor remains. In armor builds the condition is near-permanent, making this a cheap 25% crit line.
Open Relic →Ice Shatterer
Frost family; builds Freeze for Shatter routes.
Open Weapon →Implosion Bomb
Kills chain into elemental splashes that spread your main weapon's Transmutation through nearby packs. Great for dense waves, near-useless against lone bosses; breaking it banks a few permanent [Ember] stacks.
Open Relic →Indomitable
Survival pick when the run keeps ending early.
Open Skill →Inverted Reflection
Makes the [Wheel of Fate] card's orientation buff Stella herself: upright accelerates [Starlight] stacking, reversed adds an area starburst to every card hit. Both outcomes feed the card build, so this pick has no dead roll and scales the whole engine.
Open Skill →Judgement
A verified upright face for boss, survival, safe builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Judgement (Reversed)
A verified reversed face for boss, survival, safe builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Justice
A verified upright face for growth, boss, survival builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Justice (Reversed)
A verified reversed face for boss, survival, safe builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Justice Heart
Jester's core active: a short window of much faster shooting and reloading. It is the anchor for his whole tempo game plan, and most of his other skills scale off it, so treat it as the centerpiece rather than a side pick.
Open Skill →Kinetic Orb
The scaling engine for armor stacking: every [Armor] stack now also raises your Final Damage. Mild on its own, but in a dedicated armor build it compounds into a serious global multiplier.
Open Relic →King Hunter's Bullet
Raises your bullet damage ceiling, massively boosts Smite chance, and doubles every Smite hit. The centerpiece of any Smite build, and the damage-cap increase alone matters for heavy single-shot weapons.
Open Relic →King Serpent Ring
Starts you with a pile of [Growth] and converts every stack into bonus Acid damage on Transmutation triggers. The more Growth you bank across the run, the harder your poison hits — a natural anchor for acid builds.
Open Relic →Kiss of Cold Wind
Makes your Ultimate a screen-wide Frost nuke that freezes everything and refunds [Armor] per enemy hit, with amplified armor gains. Offense, hard CC and defense in one cast — best on crowded stages.
Open Relic →Lanny's Piggy Bank
A one-shot economy play: dismantling it doubles your current Coins. Worthless if cashed early — hold it until your wallet peaks, then break it right before a big shop visit.
Open Relic →Lanny's Piggy Bank
Builds the coin reserve.
Open Skill →Lanny's Piggy Bank
Your first chest yields an exclusive relic that, when dismantled, pays out coins matching whatever you currently hold — effectively a one-time doubling of your savings. The build decision is all timing: hold it until your stockpile peaks, then cash out into [Trading Expert] value.
Open Skill →Lead-Core Bullet
An unconditional bump to bullet damage that works in every build, with every weapon, at every stage of the run. It will never define your strategy, but it also never sits idle—classic filler that keeps the power curve smooth.
Open Skill →Legendary Assembler
The long-game payoff for dismantle builds: the fifth [Waste to Treasure] proc hands you a guaranteed Legendary, after which simply owning Legendary-grade gear keeps a permanent 15% final damage bonus running. It rewards committing to the recycling loop for the whole run.
Open Skill →Lich's Tear
The corrosion build's capstone: re-applying [Corrosion] to already-corroded enemies adds burst Acid damage, and your Ultimate blankets the entire stage in acid rain to keep everything corroded. Shatter value on top makes it hard to regret.
Open Relic →Lightning Amulet
Small, unconditional fire rate and reload bumps. A filler stat stick for the early game — take it when nothing synergizes, then replace or break it once real pieces show up.
Open Relic →Lightning Gun
Lightning family; builds Disruption.
Open Weapon →Lightning Javelin
A charge weapon with a skill-powered turbo button: full charges become a 500% thunder wave, and casting your Battle Skill grants three seconds of instant full charges. Its ceiling is that burst window, so cooldown support decides whether it is mid or genuinely scary.
Open Weapon →Lightning Mark
Boosts Lightning damage and staples a flat lightning hit onto every bullet. Fast-firing weapons proc the added damage constantly, making this a solid bread-and-butter lightning pick.
Open Relic →Lightning Wedge
Every Transmutation proc calls down a thunder strike scaled off your weapon's Lightning damage. Effectively free splash damage for lightning weapons that trigger Transmutation often.
Open Relic →Lightweight Parts
A clean, no-strings Bullet Attack boost that fits every gun build and asks nothing in return. Stays relevant longer than most Commons — the definition of a safe pick.
Open Relic →Lionheart
A one-trick amplifier with a huge trick: emptying the magazine multiplies your next damaging skill by 600%. The entire build becomes a rotation puzzle — dump clip, cast nuke, repeat — and it is devastating wherever big single skill hits matter, especially bosses.
Open Weapon →Little Makes Mickle
Compounds small gains.
Open Skill →Living Frenzy
Grows wider the longer you shoot: every fourth shot permanently adds a projectile until you reload. Pair it with large magazines and ammo refunds to reach absurd spread widths; frequent reloaders should look elsewhere.
Open Weapon →Locking Scope
Periodically marks a target to take vastly increased bullet damage from you. Against bosses the mark has near-full uptime, making this a simple, dependable single-target amp.
Open Relic →Long Duration Combat
A panic-recovery clause that only works while the window is active and your health is already low: steady regen plus a big speed boost to disengage. The double condition makes it situational; it is a stabilizer for players who often get hit, not a pick that advances any damage plan.
Open Skill →Lord's Mercy
Both the trigger and the payoff for bleed builds: your Battle Skill applies [Hemorrhage] to everything on screen, and every Hemorrhage proc detonates for heavy bonus skill damage. One relic that turns bleed into an AoE nuke loop.
Open Relic →Lovers' Gift
Sub-weapon support; pairs with The Lovers.
Open Relic →Lucky Clover
A utility bundle: pocket money at [Embarkation], a dismantle that rerolls into a random relic matching your main weapon's element, and [Growth] stacks on shatter. Nice early tempo, and a fun gamble once your slots fill up.
Open Relic →Lucky Golden Bullet
A large crit chance surge confined to the [All or Nothing] window, stacking multiplicatively with the doubled final damage. It is the natural entry point for a crit-focused Lanny; without further crit damage investment elsewhere it remains just a good, not great, window buff.
Open Skill →Magician's Hat
Reload support for loops broken by reload gaps.
Open Relic →Mask of Slaughter
The centerpiece of a physical build: on top of doubling your physical damage, every stage lets you eat one other physical relic through dismantling and keep its effect forever. Over a long run this snowballs into a stack of permanent passives no normal build can match. Plan your shop purchases around feeding it.
Open Relic →Melting Ice Armor
A one-time bodyguard: it absorbs the next hit you would take, then breaks itself and leaves you a small chunk of armor. Useful insurance in the early game or as fuel for shatter-synergy relics, but it does nothing for your damage and the protection only fires once.
Open Relic →Mercury Toxin Vial
Your damage periodically detonates a poison blast that spreads [Corrosion] across a wide area, making it one of the easiest ways to keep whole packs corroded without aiming. Acid builds want this as their applicator; the [Growth] stacks on shatter make it worth picking up even as future fuel.
Open Relic →Messenger of Fate
Right after character select, [Wheel of Fate] spins once and whatever it lands on becomes a permanent effect for the entire run. A free tarot power from minute one is a strong head start for any Stella build, with the only variance being which card you get.
Open Skill →Mighty Gauntlets
A double-or-nothing attack buff: at full health your bullet attack is doubled, but the bonus bleeds away one percent for every percent of health you lose. It rewards builds and players that avoid getting hit, and if it stops fitting you can shatter it for permanent [Growth] stacks.
Open Relic →Mirror Device
Whenever you release a fully charged shot, a duplicate bullet flies out with it, on a short two-second internal cooldown. For charge-heavy weapons this is close to a free damage double on your biggest hits; for spray-style builds it barely matters. Pick it based on how you actually fire.
Open Relic →Mist
Zone-control in weapon form: bullets paint lingering acid clouds that tick anyone standing inside, and charging thickens the damage. It excels at chokepoints and slow-pushing hordes, but contributes little against mobile single targets.
Open Weapon →Mithril Round
Beyond the flat physical damage boost, its real value is the bridge: every point of physical damage bonus you stack now feeds your battle skill damage too. It lets a bullet-focused physical build and a skill-focused build share one scaling axis instead of splitting investment.
Open Relic →Molten Core Meteorite
Gives the last bullet in your magazine a chance to erupt into a fire nova that sets everything nearby alight with [Ignition]. Small magazines that cycle to the final round often get the most triggers. A solid area-burn supplement for fire builds, and shattering it banks permanent [Ember] stacks.
Open Relic →Molten Core Orb
The relic that turns a burn build into an explosion build: your [Ignition] is upgraded into an expanding fire circle, and every [Ember] stack you hoard makes it hit harder and reach further. It hands you 15 stacks up front and 15 more on shatter, so it defines the entire fire archetype from the moment you grab it.
Open Relic →Momentum Counterattack
Losing [Novice's Luck] fires an automatic retaliation bullet at whoever is closest. The damage is modest and you cannot aim it, so it is filler for consumption builds rather than something to plan around.
Open Skill →Moon Staff
Every Transmutation you set off charges up a moon counter, and at ten charges the whole screen gets hit with a massive frost strike that itself counts as Transmutation damage. In a build that procs Transmutation constantly, this becomes a recurring room-clear nuke; without those triggers it is dead weight.
Open Relic →Multiple Amulet
Two extra projectiles on every shot, no strings attached. Flat multi-shot multiplies almost every on-hit effect and damage source you have, which is why this unassuming line is one of the most universally slottable damage picks in the pool.
Open Relic →Multiple Dragon Breaths
More frequent companion damage events.
Open Skill →Multiple Dragon Breaths
During [Fury] Amber breathes three times instead of once, effectively tripling her output inside every burst window. One of the highest-impact picks for a Fury-uptime build, especially stacked with free-cast and cooldown-reset nodes.
Open Skill →Mundane
Single-variant physical family.
Open Weapon →Mundane Pendant
Pays you skill damage for hoarding ordinary relics: each non-Legendary piece you carry adds another eight percent. Skill-centric builds that fill their inventory with cheap Commons and Rares can stack this surprisingly high, but it quietly punishes Legendary-heavy loadouts.
Open Relic →Nirvana Fire
A cheat-death with a payout: while you hold it, each [Embarkation] permanently grows your crit chance and crit damage, and the one time a hit would kill you, it instead heals half your health, wipes every normal enemy around you, tears a quarter off the boss's max health, then dismantles itself. Carry it long, cash it in at the deadliest moment.
Open Relic →No Escape
A straight quantity multiplier on the arrow engine: each proc has a strong adaptive chance to double. Roughly a large average increase to total arrow output, which feeds every per-hit effect you own (shards, marks, executes). Value rises with everything else in the arrow tree.
Open Skill →No Mercy
Adds a hefty crit damage layer inside the window. Since [Demon Hunting Time] itself already raises crit chance, this is a natural pairing, but its return depends on your total crit rate — in a build that has not invested in crit chance it is a mediocre pick.
Open Skill →Novice's Luck
Jester's signature passive: a periodic charge that eats one incoming hit for free. Beyond raw survivability, it is the fuel every other luck skill runs on, whether they reward holding the charge or spending it, so its value grows with each related pick.
Open Skill →Old Hunter
The card that closes Marcus's loop: [Geminate Shot] procs can now conjure entire free [Fatal Silver Bullet] volleys, and the Adaptive Chance means Luck pushes it further. Combined with [Bullet Storm], shooting spawns volleys and volleys guarantee more procs—this one pick defines the whole archetype.
Open Skill →On-a-roll
Each time the luck charge is spent there is a real chance it just comes right back. That smooths out the biggest weakness of [Novice's Luck] builds, the long dry spell after consumption, and quietly raises the uptime of every luck-dependent bonus.
Open Skill →One More Time
Lets trading fire a second time per cycle at double the coin price. In effect it raises the ceiling on how fast a rich run converts money into relics. Only worth planning around if your income can genuinely cover the steeper second bill.
Open Skill →Origin Chalice
The engine of a dismantle economy: it starts you with a big pile of [Growth], then gives every relic you break down a chance to bounce back into your hands, and that refund chance keeps climbing as your [Growth] grows. Builds that churn through relics get compounding value the whole run.
Open Relic →Overcharged Lightning
Lightning family; builds Disruption.
Open Weapon →Overloaded Capacitor
Charges your ultimate faster and turns each cast into a ten-round lightning barrage, with every round hitting twice as hard against [Disruption]ed targets. It is a burst-window tool: set up [Disruption], press ultimate, delete something. Outside lightning or ultimate-focused builds it is just an okay stat stick.
Open Relic →Overloaded Coil
A dedicated [Disruption] amplifier: more lightning damage, a higher damage ceiling on [Disruption], and during [Overload] your [Disruption] stops rolling ranges and always lands at its maximum. Inside a lightning build this removes variance from your main damage source; outside one it does little.
Open Relic →Overloaded Fridge
The bridge piece for a frost-lightning hybrid: landing a [Freeze] briefly pushes you into [Overload], which boosts your frost damage, and each lightning relic you own multiplies that boost further. It only shines when you commit to both elements at once, but that dual-element core is exactly what it enables.
Open Relic →Painful Moment
Payoff on marked targets.
Open Skill →Peacekeeper
Converts your Ultimate into a delayed execution zone: everything inside gets tagged, then eats up to 3000% physical damage after a short fuse. It is the payoff piece for ultimate-charge builds — the faster you cycle Ultimates, the more often you delete rooms.
Open Weapon →Pentacle Amplification
Each cast of [Starlit Card Formation] banks a bonus five [Starlight] stacks, effectively doubling the ammo the skill produces. More stacks per cast means more bonus cards per magazine, a direct throughput boost for the flagship card loop.
Open Skill →Phantom Chalice
If your loadout holds at least four relics with shatter effects, every [Embarkation] fires one of those shatter payoffs at random without actually destroying the relic. In a shatter-stacked build this is repeated free value each floor; the four-relic requirement and the random pick keep it from being an auto-take.
Open Relic →Phlogiston Round
Half again more fire damage, and the unique part: all of your accumulated fire damage bonuses now feed Transmutation damage at the same rate. For a fire build that also leans on Transmutation procs, this merges two damage tracks into one investment; the [Ember] stacks on shatter are a nice exit plan.
Open Relic →Phoenix Crest
Front-loads every fight: [Embarkation] hands you a mountain of temporary [Ember] that drains away second by second, so your opening burn window is scorching and your late-fight damage tapers off. Best for builds that kill rooms fast enough to spend the stacks before they melt.
Open Relic →Phosphor Magazine
Each battle skill cast launches a bonus phosphor projectile at the closest enemy, and its damage doubles for every second left on your skill's cooldown. Long-cooldown skills turn this into a shockingly large single-target nuke; spammy short-cooldown skills get almost nothing from it.
Open Relic →Plague Mask
Raises the ceiling of an acid build by letting [Corrosion] hold an extra stack, with further cap increases unlocked as your [Growth] piles up. Since corrosion damage lives and dies by stack count, this is a core scaling piece for the archetype, and it converts to permanent [Growth] when shattered.
Open Relic →Prey in Sight
Turns the volley into a damage-amp applicator: any target tagged by a silver bullet suffers half again as much from everything for a window. In a build that keeps [Fatal Silver Bullet] cycling, bosses basically live under a permanent 50% vulnerability from [Hunter's Mark].
Open Skill →Pyro-Burst Crown
The endgame crown for burn builds: extra [Ignition] triggers right away, then [Ember] breakpoints add a stacking resistance shred and yet another trigger. Fully online, your burns fire multiple times per proc into enemies whose defenses keep melting. Everything an [Ember] build stacks is multiplied through this one relic.
Open Relic →Quick Fire
Frequency route pick; retest each patch.
Open Skill →Railgun
A positional damage buddy: your skill cast spawns a robot projecting a field, and shooting from inside upgrades your fire into 300% lightning railgun rounds until you reload. It rewards standing your ground in the zone, which clashes with kite-heavy playstyles.
Open Weapon →Ray of Luck
Core luck-state pick.
Open Skill →Repulsive Mana Crystal
Rewards spreading out instead of specializing: every element except your main weapon's own gets a hefty damage boost, and each differently-flavored elemental relic you collect multiplies it further. This is the anchor for rainbow builds that stack off-element procs rather than one deep element tree.
Open Relic →Resonator
Makes charged play self-sustaining and doubles its payoff: each fully charged shot refunds a bullet into the magazine, and everything that procs on a full-charge release goes off twice. In a build stacked with charge-triggered effects this is a straight multiplier on the whole package.
Open Relic →Reverse Fate
Lets you flip any card [Wheel of Fate] reveals to its other orientation. That converts tarot draws from gamble to choice, which matters a lot once other skills key different bonuses to upright versus reversed cards.
Open Skill →Ring of Suffering
The keystone that fuses smite and bleed into one scaling stat: [Hemorrhage] gains the ability to critically strike, your smite chance doubles as its crit chance, overflow smite chance converts into doubled [Hemorrhage] damage, and every [Embarkation] permanently adds more. Stack smite chance and everything gets better at once.
Open Relic →Ripper Blade
Every [Hemorrhage] proc shaves a slice off the target's resistances, and the shred stacks with no ceiling. Against bosses that live long enough, a fast-bleeding build turns this into an ever-widening damage amplifier for your entire team of effects, not just the bleed itself.
Open Relic →Ripper Blade
1.0.466: Hemorrhage now raises Physical Damage until combat ends.
Open Relic →Risk Avoidance
Deletes the drawback clause of [All or Nothing] completely, leaving a pure doubled-damage window. This single pick converts his gamble archetype into a safe, spam-on-cooldown steroid and removes the need for defensive compensation picks — one of the highest-impact choices in his tree.
Open Skill →Ritual Basin
A big chunk of smite chance plus a raised bullet damage ceiling, and each smite splashes a blood burst over nearby enemies that counts as [Hemorrhage]. It solves the smite archetype's single-target problem by converting your strongest hits into area bleed coverage.
Open Relic →Rose of the Scorching Sun
Lets your burns critically strike, and every burning crit shaves two seconds off your battle skill cooldown. In a crit-invested fire build this becomes a cooldown engine that keeps your skill nearly always available; without crit chance behind it, the loop never spins up.
Open Relic →Rotroot Crown
Turns [Corrosion] from a debuff into a damage engine: corroded enemies start taking constant acid damage over time, and every [Growth] stack you have amplifies that poison further. Pair it with corrosion spreaders and [Growth] batteries and this single relic becomes the payout for the whole acid archetype.
Open Relic →Scatter Magazine
Turns charge time into free chip damage: while you hold a charge, it keeps spitting tiny missiles that scale off Bullet Attack as True Damage. Only matters on charge-style weapons, where it smooths out DPS between releases.
Open Relic →Scorpion Tail Bone
Acid family; builds Corrosion.
Open Weapon →Scrap Armor
Lets the recycling engine also pay the defense bill: each [Waste to Treasure] proc shields you for a tenth of your health pool. In a build that dismantles constantly, that is steady free tankiness with zero opportunity cost elsewhere.
Open Skill →Scrap Assembly
The glue between Jenny's two engines: the second [Waste to Treasure] proc permanently upgrades [Wildcat Bomb], making every future explosion half again as strong and noticeably wider. If you run bombs at all, dismantling your way to this spike is a priority.
Open Skill →Scrap Recycling
Tacks a component stipend onto every [Waste to Treasure] proc. On its own it is pocket change, but stacked with [Simple Modification] and crafting costs, the recycling loop starts funding both your damage and your economy.
Open Skill →Scroll of Disintegration
The payoff piece for acid-plus-lightning hybrids: once a target carries both [Disruption] and [Corrosion], it gets hammered by a rapid dual-element pulse counted as Transmutation Damage. Shattering it banks permanent [Growth]. Useless outside that pairing, devastating inside it.
Open Relic →Seed of Life
A grow-later investment for acid builds: gives a straight acid boost now and hatches into the far stronger [Flower of Life] once your [Growth] stacks hit the threshold. Take it early so the upgrade actually lands mid-run.
Open Relic →Seven Leaves
A two-phase damage bank: shots leave leaves on the ground, and reloading recalls them all for a second round of acid AoE hits. Scatter leaves into a pack, then time the reload as the detonate button — reload-speed and acid-damage support raise its tempo considerably.
Open Weapon →Shattering Gauntlets
Bridges skill casts into a bleed engine: casting your Battle Skill supercharges fire rate and makes every bullet Smite until you reload, and each Smite piles on [Hemorrhage] buildup. Best with large magazines so the guaranteed-Smite window lasts.
Open Relic →Shock Round
A no-questions lightning stat stick: a permanent lightning boost plus a clockwork [Overload] window that layers a second boost on top for a third of the time. Any lightning build can slot it without changing how it plays.
Open Relic →Shooting Stabilizer
A ramp-up piece for sustained fights: keep firing and your Bullet Attack climbs stack by stack, and at full stacks your gun stops spreading entirely. The accuracy cap is the real prize for long-range or boss duels; short fights waste the ramp.
Open Relic →Siegebreaker
The weapon that makes [Smite] a build stat instead of a lottery: full charges guarantee the proc, convert all your smite chance into final damage, and each smite refills the magazine instantly. Stack smite chance shamelessly — this turns every point of it into raw multiplier plus infinite ammo.
Open Weapon →Sigil of Temperance
Rewards dismantle-economy routes.
Open Relic →Simple Modification
Feeds the dismantle economy.
Open Skill →Slaughter Amulet
Kill-to-cast fuel: every enemy death shaves a second off your Battle Skill cooldown, so in dense waves the skill comes back almost nonstop. Falls flat in single-target boss rooms where kills dry up.
Open Relic →Smite Ring
Cheap Smite enablement: raises both your bullet damage ceiling and your chance to Smite. Nothing flashy, but any build that cares about Smite triggers wants this floor-level stat line.
Open Relic →Spark Sawblade
A near-constant side projectile: most of your shots also launch a sawblade that hits for physical damage and dumps heavy [Hemorrhage] buildup. Fast-firing weapons turn it into a bleed hose.
Open Relic →Sparkstone
The bridge relic for fire-lightning hybrids: whenever you proc [Ignition] it fires off [Disruption] too, and every lightning relic you own multiplies those bonus procs. Pointless mono-element, build-defining for the hybrid.
Open Relic →Spike of Deep Chill
Frost damage with a parting gift: a solid frost boost, plus a small area burst each time a [Freeze] wears off. In crowds the blasts chain nicely, but the headline value is still the flat frost line.
Open Relic →Spirit Dragon Gale
A hefty fire-rate buff for Long Tong herself whenever Amber is raging. Nice because it boosts your gun (and every on-hit proc) rather than the pet, but it lives and dies by your [Fury] uptime.
Open Skill →Split Cannon
Reroutes projectile stacking into single-shot power: bullet count stays fixed while each projectile point adds 60% attack, with thresholds unlocking faster charging and piercing fireball splits. It is the boss-killer answer for builds that accidentally stacked projectiles — same stat, opposite payoff.
Open Weapon →Splitting Coin
Makes spending itself a damage stat: every chunk of coins you burn permanently raises Final Damage and your main weapon's elemental damage, and [Embarkation] tops up your wallet. It quietly rewrites shop decisions — buy everything, reroll freely.
Open Relic →Spray & Slay!
Upsizes the volley by more than half and lets every round punch through bodies. Against packs it multiplies [Fatal Silver Bullet]'s total output dramatically, and more bullets also means more chances for marks, ailments, and other on-hit effects to land.
Open Skill →Star Staff
A one-line power spike for [Growth] builds: pick it up and your stack count jumps by fifty on the spot. No conditions, no ramp — pure fuel for anything that scales off stacks.
Open Relic →Starfall Fragment
A universal damage rider: every bullet carries a bonus True Damage hit scaled from Bullet Attack, and that hit also counts as Battle Skill Damage — so it double-dips with skill-damage multipliers. Slots into almost anything.
Open Relic →Starlit Card Formation
Stella's core active: it charges her with [Starlight] stacks, and each stack rides along on a shot as a bonus high-damage card. This is the projectile engine the entire card archetype is built around; nearly every other Stella skill is buying upgrades for it.
Open Skill →Starlit Haste
Speeds up enhanced-shot cadence.
Open Skill →Steadfast Amulet
Makes your sub weapon matter on every trigger pull: bullets borrow a slice of the sub weapon's elemental damage. The stronger and more elemental your off-hand, the more this quietly adds up.
Open Relic →Steel Handcannon
Guaranteed crits at knife range plus four bonus projectiles: every crit-payoff effect in your build fires on essentially every pellet, no crit-chance investment needed. The trade is that you must fight close, so pair it with survivability or freeze control.
Open Weapon →Steel Mark
The physical branch of the mark line: stacks a physical damage boost on top of a higher bullet damage cap and extra Smite chance. A dependable core stat piece for physical Smite gunplay.
Open Relic →Sticky
A transmutation-damage snowball: it boosts the stat outright, doubles its own corrosion buildup, and every [Corrosion] trigger permanently (for the stage) adds more transmutation damage. In dedicated acid builds it compounds all stage long; outside them most of its text does nothing.
Open Weapon →Storm Armor
Armor income plus an armor multiplier: reaching [Destination] pays out [Armor], and once shattered, every future armor gain this run is topped up with an extra stack. Best treated as infrastructure for armor-stacking defense builds.
Open Relic →Storm Ring
Lets [Freeze] critically hit at all — then converts your [Armor] stacks into freeze crit chance. It welds the frost and armor systems together; without both, it does nothing worth a slot.
Open Relic →Strength
A verified upright face for the current route builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Strength (Reversed)
A verified reversed face for survival builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Strength Greaves
Doubles your health pool at the price of a slower dodge. For tanky face-tank styles it is enormous; for dodge-reliant players the extra cooldown can cost more than the health saves.
Open Relic →Strength Scroll
A tempo tool: at [Embarkation] and after each Ultimate, your next Battle Skill cast skips its cooldown entirely. The more Ultimates you cycle, the more free casts you bank — natural glue between ult and skill builds.
Open Relic →String of Light
A follow-up nuke stapled to your skill: after each Battle Skill cast, your next trigger pull adds a Light Arrow scaling off your main weapon's element as skill damage. Rewards builds that cast often and shoot immediately after.
Open Relic →Sulfur Blood
Pays out only when a bullet Smites and crits in the same hit, and then each fire relic you own amplifies the bonus further. In a stacked fire crit-Smite build the multiplier gets silly; anywhere else it barely triggers.
Open Relic →Sun Staff
Converts each Ultimate into the fuse for one colossal fire strike: the following shot detonates for massive fire damage that also counts as Bullet Damage. Ideal for burst-oriented boss play with fast Ultimate charge.
Open Relic →Sunlight Ring
Gives [Ember] stacks a job: each one now feeds both Ultimate charge rate and fire damage, and the ring ships with a starter pile. It is the scaling backbone that makes ember-hoarding fire builds worth playing.
Open Relic →Survival Plunder
Last-stand lifesteal: only once you are nearly dead do your hits start trickling health back. High fire-rate weapons can genuinely claw you off death's door, but this is a panic-mode tool, not a sustain engine—value it as narrow insurance.
Open Skill →Sustainable Operation
Keeps the economy loop stable.
Open Skill →Swamp Fang
Splash damage for transmutation procs: each time a transmutation triggers, nearby enemies eat a burst of acid. Cheap crowd-control seasoning for acid builds, with a bit of permanent [Growth] when shattered.
Open Relic →Swift Justice
Adds another layer of fire rate on top of the [Justice Heart] window. It is a straightforward multiplier for skill-window burst builds, and its worth rises with anything that extends or refreshes the buff.
Open Skill →Sword of Judgement
An execute amplifier: once a target drops under sixty percent health, every further point of missing health raises the damage it takes. Against bosses the second half of the fight melts noticeably faster.
Open Relic →Sword of Justice
A huge conditional multiplier that is on more often than it looks: full-health targets (fresh mobs, boss openers) and near-dead targets both take vastly increased damage. Only the awkward middle of a health bar goes unrewarded.
Open Relic →Temperance
A verified upright face for economy, frequency, conditional builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Temperance (Reversed)
A verified reversed face for dismantle, economy builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Tempered Dragon Bullet
The payoff that links your gun to the burn: shooting a burning target can detonate an elemental blast around it, and each DoT stack multiplies the explosion. With high stacks maintained this becomes your main crowd-clear and a strong single-target add-on.
Open Skill →Tempered Steel Core
Converts [Growth] stacks into a higher Bullet Attack ceiling, with physical relics raising the exchange rate. It only shines in a deep growth-plus-physical stack; there it removes your damage cap problem.
Open Relic →Tempering Dragon Flame
During [Fury] every breath splashes in an area and vacuums nearby enemies onto the target. The grouping is the real prize — it sets up your AoE blasts and stacks the DoT on packed mobs — but it only works inside Fury windows.
Open Skill →Termination Round
Flat crit chance, no strings attached. Every build that scales with critical hits happily takes it, and shattering it still leaves a small permanent [Ember] tip.
Open Relic →The Chariot · Upright
On [Embarkation]: triggers all your [Destination] effects.
Open Tarot card →The Chariot (Reversed)
A verified reversed face for embarkation, destination, frequency builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Devil
A verified upright face for embarkation, destination, economy builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Devil (Reversed)
A verified reversed face for embarkation, destination, economy builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Emperor · Reversed
Base Critical Damage becomes dynamic, 200%–450%.
Open Tarot card →The Emperor · Upright
Doubles Critical Chance from other sources; excess converts to Critical Damage.
Open Tarot card →The Empress · Reversed
15% chance to return an equal-or-better item when dismantling.
Open Tarot card →The Empress · Upright
25% chance to return an item of the same type when dismantling.
Open Tarot card →The Fool · Reversed
Dismantling an [Embarkation] relic triggers all your [Embarkation] effects twice.
Open Tarot card →The Fool · Upright
Your [Embarkation] effects trigger 1 additional time.
Open Tarot card →The Golden Shooter
Inside the window every trigger pull launches a bonus coin projectile carrying full bullet-attack-scaled elemental damage, roughly doubling your per-shot output while active. It scales directly with fire rate and window duration, making it the premier damage rider for an [All or Nothing] build.
Open Skill →The Hanged Man
A verified upright face for frequency builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Hanged Man (Reversed)
A verified reversed face for embarkation, economy, frequency builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Hermit
A verified upright face for reload, conditional builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Hermit (Reversed)
A verified reversed face for frequency, reload, conditional builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Hierophant · Upright
Marks the highest-Health enemy as [Heretic]; damage to it adds 50% True Damage.
Open Tarot card →The Hierophant (Reversed)
The high-stakes version of the Heretic mark: you keep the true-damage rider on the toughest enemy, but the damage boost now cuts both ways at 50% each. Fantastic for glass-cannon builds that plan to delete bosses before getting touched; dangerous if your run lacks the defenses or burst to win that race.
Open Tarot card →The High Priestess · Upright
[Destination]: restores 10% Health; 20% of overhealing becomes [Growth] stacks.
Open Tarot card →The High Priestess (Reversed)
Makes overcapped healing worth something: any heal beyond your max health comes back as double its value in [Armor]. If your build already has strong sustain, this converts what would be wasted numbers into a steady defensive buffer; without reliable overheal sources it sits idle.
Open Tarot card →The Lovers · Reversed
On using Battle Skill: cast the Battle Skill of your Sub Weapon.
Open Tarot card →The Lovers · Upright
You gain the Weapon Effects of your Sub Weapon (some will not take effect).
Open Tarot card →The Magician · Upright
[First Shot] becomes a Magic Bullet; +50% damage to transformed Rabbits.
Open Tarot card →The Magician (Reversed)
The doubled-down rabbit trick: the polymorph stays, and your bonus damage against transformed targets climbs to double, but there is a random chance the trick misfires and empties your magazine entirely. High-reward for fast-reload builds that shrug off losing ammo; risky for weapons where a surprise empty clip means death.
Open Tarot card →The Moon
A verified upright face for frequency, subweapon, conditional builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Moon (Reversed)
A verified reversed face for frequency builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Star
A verified upright face for boss, survival, safe builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Star (Reversed)
A verified reversed face for growth, boss, survival builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Sun
A verified upright face for the current route builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Sun (Reversed)
A verified reversed face for the current route builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Tower
A verified upright face for economy, conditional builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The Tower (Reversed)
A verified reversed face for destination, economy, frequency builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The World
A verified upright face for growth, survival, safe builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →The World (Reversed)
A verified reversed face for growth, survival, safe builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Thermite Explosive
A fire package deal: a solid damage boost plus a hefty pile of [Ember] on pickup. If your build converts ember stacks into anything, this is dense, condition-free fuel.
Open Relic →Thorn Round
Accelerates every status you apply: transmutation buildup lands faster across the board, meaning more frequent procs of whatever element your build rides. A quiet workhorse for any status-centric loadout.
Open Relic →Throat of the Hydra
The endgame of [Growth] stacking: a massive instant stack grant, a vastly raised stack ceiling, and compounding percentage gains at each [Destination]. If growth is your engine, this is the relic the whole run bends around.
Open Relic →Thunder Armor
Makes Ultimates half-price and consequence-free: each cast refunds half the gauge and wraps you in brief total immunity. It single-handedly enables ult-spam playstyles and doubles as a panic button.
Open Relic →Thunder Arrow
Loads your [First Shot] with a piercing thunderbolt that scales with projectile count and triple-dips damage categories (Bullet, Transmutation, Battle Skill). Entering [Overload] auto-reloads, letting you fish for first shots far more often. Multishot lightning builds love it.
Open Relic →Thunder Bow
Two charge stages, two jobs: the quick stage sprays a three-way lightning fan for trash, the full stage rains arrows at double the multiplier for elites. Flexible but demanding — its output depends on choosing the right stage under pressure.
Open Weapon →Thunder Crown
The crown piece of any [Overload] build: a big lightning boost, and while Overloaded every other Overload effect plus your lightning damage is doubled. Everything else you own gets better the moment this arrives.
Open Relic →Thunder Dragon Claw
Gives any gun a lightning identity: every bullet hit adds bonus lightning counted as Transmutation Damage, on top of a large transmutation boost. It is the enabler that lets non-lightning weapons feed [Disruption] builds.
Open Relic →Thunder Dragon Eye
A rhythm relic: shooting occasionally trips a lengthy [Overload] window where fire rate and reload speed surge. On its own it is a tempo boost; inside a stacked Overload build it is extra uptime for everything.
Open Relic →Thunder Dragon's Inverse Scale
Two slow-burn payoffs: each Ultimate banks a permanent lightning increase, and re-applying [Disruption] to an already-disrupted target detonates an area thunderstorm. Rewards long runs and dense disruption uptime.
Open Relic →Thunder Hand
Turns every Ultimate into a lightning storm phase: a long [Overload] window where most shots hurl bouncing Chain Lightning that spreads [Disruption] across the pack. One of the best crowd-clear payoffs for ult-cycling lightning builds.
Open Relic →Thunder Roar
A self-feeding loop: [Disruption] procs charge your Ultimate, and the Ultimate blasts an expanding lightning ring that re-applies [Disruption] to everything it touches. Densely packed rooms make the wheel spin fastest.
Open Relic →Thunder Spike
Plant nails, then let the sky do the work: marked enemies eat automatic lightning strikes every second, scaled by projectile count, and reloading detonates all marks for triple damage. It is passive multi-target DPS with a burst button, ideal for projectile-stacking crowd builds.
Open Weapon →Till the End
Casting [Justice Heart] grants a short spell where your health simply cannot hit zero, and with a full ultimate gauge it will even fire itself to stop a killing blow. That lets aggressive players dive during the buff window with far less fear, effectively converting the skill into both offense and insurance.
Open Skill →Time to Counterattack
Spending the luck charge opens a several-second window of significantly boosted final damage. In consumption builds that can cycle [Novice's Luck] on demand, this becomes a repeatable burst phase you can line up with boss openings.
Open Skill →Time-Thieving Ring
A loud trade: Battle Skill damage skyrockets while its cooldown doubles, and shooting periodically lobs an elemental AoE bomb that scales as skill damage. Builds that fix or bypass cooldowns extract the full upside.
Open Relic →Tome of Mastery
A physical stat line with an opening gift: solid physical damage plus a large chunk of Ultimate gauge at [Embarkation]. The gauge head-start matters most for builds that want their first Ultimate early.
Open Relic →Tower Key
A lottery ticket you cash by breaking it: shattering the key pays out a random Legendary relic. Its value depends entirely on your forging plan — held unbroken, it does nothing at all.
Open Relic →Trading Expert
The engine of Lanny's economy archetype: cumulative coin spending periodically converts into an unidentified Epic relic. It reframes every purchase as progress toward free loot, so builds around it want aggressive income skills and constant spending rather than hoarding.
Open Skill →Trading Master
Raises the trading payout by a full rarity tier, so each completed spend cycle now returns an unidentified Legendary. This turns a healthy coin engine into the most reliable Legendary pipeline in his kit — if your build already triggers trading regularly, this is close to automatic.
Open Skill →Transmutation Bomb
Gives [Wildcat Bomb] a one-in-four shot at applying your weapon's elemental ailment to everything in the blast. Its worth depends entirely on the weapon: with a strong status effect it is mass ailment application; with a plain gun it does nothing.
Open Skill →Triple Fate
Core Tarot-interaction pick.
Open Skill →Triple Shot
Multi-shot route pick for wider pressure.
Open Skill →Turbulent Field
An automated Overload turret: after each Ultimate you emit Chain Lightning on a timer, tagging enemies with [Disruption] hands-free — and it can even bounce back through you, which self-shock builds exploit. Duplicates extend the bounce chain instead of adding new bolts.
Open Relic →Twin Bombs
Doubles down on bomb output.
Open Skill →Unbreakable Bulwark
The definition of an armor tank: [Embarkation] and [Destination] both shower you with [Armor], every armor gain is doubled, the cap balloons, and incoming damage can never exceed your stack count. Stack high enough and you become functionally unkillable.
Open Relic →Universal Lucky Coin
The wildcard of the forging system: it fuses with any relic, unlocking upgrades your inventory otherwise could not support, and shattering it pays out all three resource stacks at once. Pure flexibility — its worth scales with how much you forge.
Open Relic →Unseen Strike
A big opening-damage bonus against healthy targets. It automatically applies to every freshly-spawned pack, so trash clear speeds up noticeably; on long boss fights it only covers the first quarter of the bar. Natural complement to the below-half execute skill for full-bar coverage.
Open Skill →Vacuum Bomb
Adds hard crowd control to every bomb: hits yank the surrounding pack into one tight cluster. That grouping multiplies all your other area damage—cluster shards, ailment spreads, follow-up blasts—and doubles as breathing room, since enemies get dragged to the bomb rather than to you.
Open Skill →Vintage Musket
Reliable physical family; the standard first pick.
Open Weapon →Vitality Flower
A small, honest stack of [Growth] on pickup, with a tiny permanent bonus if shattered. Early filler for growth builds — nothing more, nothing less.
Open Relic →Vitality Orb
The converter that makes [Growth] stacks pay acid dividends — and the rate doubles while you sit at full health. Pairs growth hoarding with a careful, damage-avoidant playstyle for maximum output.
Open Relic →Volatile Explosive
A self-upgrading firecracker: it grants [Ember] on pickup, and once your stacks reach the threshold it destroys itself and hands you the stronger Thermite Explosive. Essentially a discounted pre-order for a better relic.
Open Relic →Wand Radiance
Held [Starlight] stacks pump up battle skill damage, and card hits can wipe the skill's cooldown entirely. Together that creates a self-feeding loop of cast, throw cards, reset, cast again, which can carry an entire skill-spam build.
Open Skill →War Dominator
Single-variant fire Dominator.
Open Weapon →War Horn
1.0.466: permanent max Bullet Attack increase on Embarkation.
Open Relic →Waste Not
Two gifts in one: a permanent fire rate bump that works everywhere, plus automation that opens [All or Nothing] the moment it comes off cooldown and you land a hit. The automation maximizes window uptime with zero attention cost, which quietly boosts every window-dependent pick you own.
Open Skill →Waste to Treasure
The signature engine that defines Jenny: keep dismantling gear on schedule and the game keeps manufacturing fresh unidentified equipment out of thin air. Every other recycling skill keys off this proc, so it is less a pick and more the foundation an entire build stands on.
Open Skill →Weapon Part Tuner
A per-combat skill snowball: each Battle Skill cast makes the next hit harder, and topping out the stacks refunds cooldown on your next two casts. Rewards fights long enough to ramp and builds that cast constantly.
Open Relic →Well Prepared
A modest armor cushion handed out at the starting line. It smooths the earliest rooms before your build comes online, then fades into irrelevance—take it for comfort, never over an engine piece.
Open Skill →Wheel of Fate
Every [Justice Heart] cast burns the luck charge and immediately hands it back, firing all your on-consumption effects on demand without ever losing the dodge. This is the linchpin that fuses the skill build and the consumption build into one engine.
Open Skill →Wheel of Fortune
A verified upright face for frequency builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →Wheel of Fortune (Reversed)
A verified reversed face for survival, frequency builds. Take it when the run can satisfy its stated trigger; the exact ranking still needs in-game testing.
Open Tarot card →White Phosphorus Grenade
Makes every skill cast do double duty: a shorter Battle Skill cooldown, and each cast auto-throws a fire grenade at the closest target. Cheap sustained pressure for skill-spam fire loadouts.
Open Relic →Whizz Past
A tiny extension to dodge invulnerability. It slightly forgives mistimed dodges, which matters a bit more on a hunter whose kit encourages constant dodging, but it contributes nothing to any damage or economy plan. A filler defensive pick.
Open Skill →Wildcat Bomb
Jenny's bread-and-butter area nuke: an auto-targeted bomb that finds the closest threat and hits its whole surroundings for several times your weapon's elemental damage. It inherits the weapon's element, so gun choice decides what this bomb actually does—and every bomb upgrade in her tree builds on it.
Open Skill →World Stone
A slow drip of everything: both [Embarkation] and [Destination] hand you one stack each of [Ember], [Growth], and [Armor]. No single build maxes it, but every stacking build banks steady interest from it across the whole run.
Open Relic →