Die in the Dungeon Relics: Conditions and Build Compatibility
Distinguishes the game’s 142 relics from this page’s selected examples. Covers 1.0 additions and decisions involving board space, deck size and energy.

Image: ATICO / HypeTrain Digital
Edition:Steam 1.0 onward; checked October 16, 2026
Checked scope:The official count of 142 describes the whole game. This page is not a complete 142-relic encyclopedia; it covers checked 1.0 additions.
Source review date:2026-10-16
8 / 8 entries
Read build compatibility through 1.0 relic examples
Scroll wide tables horizontally to see every column.
| Relics | Checked effect summary | Decision point |
|---|---|---|
| Broken Memento | Converts block gain into Parry | Treat separately from a setup that maintains ordinary block |
| Unrestrained Potential | Requires spending all energy and boosts dice according to deck size | A thinner deck is not always better |
| Sticky Toe | Adds draw through the Draw button | Distinguish button-triggered draw from other ways of obtaining dice |
| Rusty Screw | At turn end, gains Bonus based on how many enemies you damaged that turn | Consider the difference between one enemy and several |
| Deadly Virus | Stops Poison from decreasing each turn | Check that you can apply Poison first |
| Twin Stars | Double-activates dice with Flash or dice placed on Haste slots | Do not expect it to affect ineligible dice |
| Toy Shovel | Gains bonus value based on adjacent locked dice | Check free space and placement conditions |
| Glowing Ruler | Bonus value based on remaining energy | Its value differs from an all-energy-spent build |
No entries in this table match. Shorten the search or clear it to show everything.
Split the conditions into three checks
- Read the trigger. Turn start, turn end, drawing, using a die and defeating an enemy are different events.
- Read the target. Distinguish every die, a particular property and selected enemies.
- Read when the value resets. Do not assume accumulation within a fight carries across the whole run.
Taking two relics together does not guarantee synergy
Effects that reward saving energy can compete with effects that reward spending it all on the same turn. Individually useful relics do not necessarily both suit the current board. After taking a damage boost, check the full sequence needed to draw, place and activate the required dice. If damage improves but defense remains insufficient, the next reward should address survival.
Record unlocks, acquisition and effects separately
Unlocking an encyclopedia entry and obtaining it in the current run are different. Do not combine achievement/progression unlocks with shop or reward choices under one acquisition condition. Only checked relic names and effects are listed. An unlisted relic is not declared nonexistent; the complete roster remains unchecked. Verify fixed multipliers in the current description.
Corrected difficulty terminology
Checked difficulty names run D1–D8. D8, Decadent Deck, was added in 1.0; read its restrictions on the selection screen. Optimal builds for every difficulty and all enemy values have not been tested end to end. Describing an effect is separate from claiming a build has cleared every difficulty.
Frequently asked questions
Is this a complete encyclopedia of all 142 relics?
No. The game contains 142 relics; this page explains selected checked additions and choosing between them. A full effects, unlocks and acquisition table is unfinished.
How should I build for higher difficulties?
Read the actual difficulty and restrictions on the selection screen, such as D8.