Applies to 1.1 (2026-08-17) — Inferno, Purgatorio & Paradiso

📏The Trigger-Read Rule

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The single most important relic skill: pick relics your weapon can trigger often. Read the trigger first — Co-op Power, Co-strike, Critical Hit, Missiles, Blasts, team defense, stat conversion, elite damage, boss value, or sustain — then upgrade the effects that define your run. Save Bones when a relic is only off-plan filler.

🛤️Relic Paths (1.0)

🏷️Action, Boost & Duo Relics

  • Action Relic — triggers from a specific player action (dash, light/heavy attack, ability, Co-op Power). Usually the best first pick; it gives your run a clear Path direction.
  • Boost Relic — improves a Path you already have active. Strong after your first Path is online; weak without it.
  • Duo Relic — combines two Paths once you have relics from both. Powerful, but only chase it after your base build works.

Relic Wishing & Bones

  • Wishing — target a specific relic you want on future runs; it becomes more likely to appear.
  • Rerolls — spend Bones to reroll on the selection screen.
  • Rarity upgrades — Bones upgrade a relic's rarity tier during selection or in inventory.
  • Dismantling — if a relic doesn't fit, dismantle it rather than carrying dead value.
  • Relic Tokens — currency for Wishing targets.

Relic progress changes future runs: when a new relic becomes available, your later Path choices and Wishing targets open up. Build context: Builds & Perk Trees →

FAQ

What is the best relic for a first run?

A high-frequency trigger on your starting weapon's best stat — usually a critical-hit or action relic — because first runs fire the trigger constantly and need every bit of uptime. Skip duo relics until you run with a regular squad, and skip the scaling paths until the builds page's realm context makes their payoff legible.

Wishing, Bones and the economy

Relic Wishing trades Bones for direction: it converts a generic relic pool into a targeted one, which matters most in the mid-run when your build needs one specific trigger to come online. Spend Bones on wishes when the run is healthy and on contingency when it is not — the same currency is the run's emergency fund, and the ratio is a read of how the lobby is going.

Duo relics and the co-op contract

Duo relics pay both holders when both play their half, which makes them the multiplayer layer of the relic system: they reward the squad discipline the multiplayer page preaches. The honest caveat is lobby variance — in a random 33, some duos never meet. Take a duo relic when you are running with a regular squad, and take a self-sufficient action relic when you are not.

Trigger frequency beats trigger power

The trigger-read rule has a corollary: a modest relic with a high-frequency trigger out-damages a spectacular relic your weapon fires once a run. Count the trigger events in a normal five minutes of play — critical hits, co-op hits, missiles — and pick from the relic paths accordingly. The wishing system lets you chase specifics, but the read comes first.

FAQ

Can you hold too many relics?

Yes — relics dilute: each additional trigger competes for the same proc windows, and a build with six mediocre triggers fires all of them less often than a focused three. The wishing system's real value is consolidation, turning a bloated pool into the three triggers your weapon loop actually exercises.